What created from what- By: priel

What created from what- By: priel

thingiverse

Games for the visually impaired come alive with three-dimensional printing, a course tailored specifically for ninth graders at the "Urban T" school in Tel Aviv, Israel. The innovative initiative is led by "Using3D," a company specializing in training and assimilation of 3D Printing systems. Here's how I brought this vision to life. Firstly, I began by conceptualizing the project, envisioning a series of engaging games that would not only be enjoyable for the visually impaired but also serve as an educational tool, teaching them about spatial awareness and tactile exploration. To create these interactive experiences, I employed a range of techniques, including Braille labels, texture mapping, and custom 3D printing technologies. Each game was designed to be both fun and challenging, pushing the players' cognitive abilities while ensuring their enjoyment. One of the key challenges I faced was ensuring that the games were accessible to users with different levels of visual impairment. To address this, I incorporated a range of assistive features, including audio cues, vibration feedback, and large print labels. Throughout the design process, I worked closely with experts in the field of assistive technology, ensuring that every aspect of the project was tailored to meet the unique needs of its users. This collaborative approach allowed us to push the boundaries of what is possible with 3D printing and create a truly groundbreaking experience for the visually impaired. The end result was a series of six games that not only taught important skills but also promoted social interaction and community building among players. The games were designed to be adaptable, allowing users to customize their experience based on their individual needs and preferences. By combining cutting-edge technology with innovative design thinking, I was able to create a truly inclusive gaming experience for the visually impaired. This project not only demonstrated the potential of 3D printing in education but also highlighted the importance of accessibility and inclusivity in game design.

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