Are you ready to shape the future of accessible design?

We’re calling on innovative thinkers, designers, and creators to submit prototypes that blend physical, digital, and multisensory experiences to foster inclusive, hands-on learning.

🔹 Who Can Enter: University students passionate about inclusive learning environments.

🔹 Goal: Design experiences that expand participation and accessibility, ensuring learning environments accommodate students with activities and materials that support engage or enhance embodied learning.

🔹 Focus Areas: Interaction design, assistive tech, universal design, tactile and embodied learning

    Registration Open

    Register by Jan. 20th, 2025

    Digital Submissions

    DUE January 20th, 2025

    Semi-Finalist Notified

    January 30th, 2025

    Design Brief

    This student design challenge focuses on creating solutions that integrate physical interaction, body movement, and multisensory feedback to enhance learning.

    Student Design Participants are encouraged to share physical prototypes and designs that foster deeper learning and engagement, making formal or informal education more accessible for everyone, including those with disabilities. 

    Both undergraduate and graduate students are invited to submit design solutions that rethink or expand how tactile, embodied, and multisensory learning can be used to ensure inclusion of all learners.

    Designs should leverage physical interactions or movements and include innovative ways of delivering a more immersive learning experience. Consider sharing your completed work if it: 

    • You have defined a audience and teaching and learning objective motivating the design.
    • Created prototypes that integrate physical, digital, or multisensory experiences to foster hands-on, inclusive learning targeted as a specific teaching and learning objective.
    • Explored the intersections of design, technology, and education through user-centered, tactile, and embodied learning solutions.
    • Focused on broadening participation, ensuring learning environments accommodate learners from all backgrounds and abilities.
    Awards and Acknowledgements

    1st Place: $750 USD

    2nd Place: $500 USD

    3rd Place: $250 USD

    Finalists will compete in the final round for additional cash prizes and will have the opportunity to present their ideas to a panel of experts. Limited travel reimbursement will be provided for in-person participation.

    Benefits for All Participants 

    All participants will receive constructive feedback from the judging panel, and notable submissions may be highlighted on the competition’s website for public recognition, even if they are not selected as finalists. Participants will gain valuable experience in designing for tactile and embodied learning, with opportunities to connect with industry experts during the competition.

    Mentorship

    Finalists will receive post-competition mentorship from leading experts to further develop and refine their prototypes for potential real-world application. This 4–6-week mentorship will include guidance on design, scalability, and impact, offering finalists the opportunity to bring their concepts to market or implement them in educational settings

      Eligbity and Intellectual Property

        Eligibility:

        Open to undergraduate and graduate students from all disciplines.

        Individuals or teams (up to 4 members) are eligible to participate.

        Submissions must focus on designs that integrate physical interaction, body movement, and multisensory feedback to enhance learning.

        Projects should address formal or informal education and prioritize accessibility and inclusion for learners of all abilities.

        Intellectual Property (IP):

        Participants retain full ownership of their designs and prototypes.

        By submitting, participants grant the organizers the right to showcase, display, and promote their designs in exhibitions, publications, and online platforms, with credit given to the designers.

        Participants are free to develop, modify, and commercialize their work independently following the competition.

        Judging Criteria

        Designs will be judged based on how effectively they support domain learning and how well they leverage tactile or embodied interaction to engage users. Specific criteria include:

        • Support for Domain Learning:
          • How well does the design aid understanding in the targeted learning domain (e.g., science, literacy, arts) or topics?
          • Does the physical or embodied interaction deepen the learner’s comprehension of the subject?
        • Integration of Tactile or Embodied Learning:
          • How effectively does the design use tactile or embodied learning to engage users?
          • Does the design rely on physical interaction, movement, or multisensory experiences to enhance learning outcomes?
        • Innovative Use of Physical Interaction:
          • How original or innovative is the use of tactile or embodied learning in your design?
          • Does it introduce a new approach or improve upon existing methods for making learning more engaging and accessible?
        • Accessibility and Inclusivity:
          • Does the design accommodate users with diverse abilities, ensuring that learning is accessible to all?
          • How well does the prototype support learners with disabilities or different sensory or cognitive needs?
        • Functionality and Usability:
          • How well does the prototype demonstrate practical, user-friendly interactions?
          • Is it intuitive and easy for learners to engage with?
          • In which ways does it provide clear benefits for the target audience?
          • In which ways does it raise ethical concerns for the target audience?
        Examples of Areas to Explore
        • Tactile Exploration Kits for Anatomy: Students explore 3D models of body organs, supporting tactile learning by providing hands-on interaction, with innovation in using physical touch to teach anatomical structures (e.g., deLima et al. 2022 [1]).
        • Interactive Embodied Learning for Physics: Learners act out physics principles using wearable sensors, supporting embodied learning by translating motion into real-time feedback, with innovation in combining motion tracking and education (e.g., Li et al. 2023 [2]).
        • Gesture-Controlled Science Learning: Learners physically simulate scientific concepts, supporting embodied learning by connecting abstract ideas to body movement, with innovation in using gestures to model real-world phenomena (e.g., Kang et al. 2018 [3])
        • Sensory-Based Storytelling for Literacy Development: Learners build stories through tactile inputs, supporting tactile learning by engaging multiple senses, with innovation in creating a multisensory, interactive storytelling platform (e.g., Chopra et al. 2022 [4])
        • Embodied Learning Environment for Rehabilitative Social Play: Learners receive real-time feedback on their movements, supporting embodied learning by refining physical skills, with innovation in using motion-capture technology to enhance learning outcomes (e.g., Ducksworth et al. 2009 5]).

           _____________________________________________________

          [1] de Lima, P., Rocha, J., da Silva, T., Targueta, C., & Batigália, F. (2022). Teaching human anatomy to the visually impaired: A systematic review. Clinical Anatomy, 35, 660–665.

          [2] Li, J., Ramachandran, M., He, Y., & Ishii, H. (2023). Physica: Interactive Tangible Physics Simulation based on Tabletop Mobile Robots Towards Explorable Physics Education. In Proceedings of the 2023 ACM Designing Interactive Systems Conference (n. pag.).

          [3] Kang, J., Lindgren, R., & Planey, J. (2018). Exploring Emergent Features of Student Interaction within an Embodied Science Learning Simulation. Multimodal Technologies and Interaction, 2(3), 39. https://doi.org/10.3390/mti2030039

          [4] Chopra, B., & Gupta, R. (2022). StoryBox: Independent Multi-modal Interactive Storytelling for Children with Visual Impairment. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (n. pag.)

          [5] Duckworth, J., & Wilson, P. (2009). Embodiment and play in designing an interactive art system for movement rehabilitation.

        Step 1: Registration

        Register to participate by January 1st, 2025- January 20th, 2025 by visiting THIS LINK.

        You may participate as an individual or as part of a team (maximum 4 members). For team registrations, the first member to register will be designated as the team leader and will add other members afterward.

        Step 2: Submission of Accessible Documentation, Due: January 20th, 2025

        Provide detailed documentation in poster format using the template above. No more than three poster pages. 

        Provide video demonstrations, photos, and descriptions that clearly explain how your design works and how it is intended to be used.

        Ensure that the documentation is accessible to users with different abilities, such as providing captions for videos, alternative text for images, and clear, concise descriptions.

        Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings.

        Step 3: Semi-Finalist Selection, Notification: January 30th, 2025

        The top 10 design prototypes will be selected.

        Semi-finalist send prototypes to Atlanta, Georgia to be judged by a group of specialists from around the world focused on Tactile and Embodied Learning.

        Step 4: Delivery of Artifacts: February 14th, 2025

        Submissions selected as semi-finalists must be sent to Geogia Institute of Technology by January 25th, 2025, following the provided instructions [forthcoming].

        Step 4: In-person, Physical Judging of Semi-Finalists Submissions, February 24-26th, 2025

        Reviewers will select and announce the three wining designs to Semi-Finalists attending remotely.

        Questions? Please contact:

        Competition coordinator Niharika Mathur, GT PhD candidate, at nmathur35@gatech.edu