Title: From Stanford
Part A: Wall Lab at Stanford: Gapmap and more
Part B: Claire Jacobson, Nina Ligon and Devika Patel: Me, Myself, & You: Exploring Social Connection in Adults with Autism
Session 5, 1.05-2.15pm
Room: LK306
Part A: Wall Lab: Gapmap
As the number of autism diagnoses has increased, we have no true handle on the size and severity of gaps in access to autism-related resources and exactly where the widest divides exist in the US or globally. To combat these related issues of (1) mapping the true prevalence of autism and (2) quantifying gaps in access to key intervention services, we propose to build a crowd-based mobile platform called “GapMap” for real-time tracking of autism prevalence and autism-related resources that can be accessed from any mobile device with cellular or wireless connectivity. This Android/iOS compatible mobile tool will simultaneously crowd-enroll the massive and growing community of families with autism to capture geographic, diagnostic, and resource usage information while automatically computing prevalence at granular geographical scales to yield a more complete and dynamically updated understanding of autism resource epidemiology.
Also from the Wall Lab—Demo booth: Autism Glass Project (In foyer)
The Autism Glass project at Stanford University has developed an artificial intelligence tool for automatic facial expression recognition that runs on smart glasses and delivers instantaneous social cues to people with autism in their natural environment. The computer vision system employs the glasses’ outward facing camera to read a person’s facial expressions by passing video data to an Android native app for immediate machine learning-based emotion classification. The system then gives the wearer real-time social cues and records social responses, including the amount of eye contact and level of social engagement. Through a dedicated app, caregivers can then review and discuss auto-curated videos of social interaction captured throughout the day. This brings therapy out of the clinician's office and into the homes of families, enabling caregivers to deliver therapy that generalizes learned skills into everyday life in a scalable fashion.
Contact:
Jena Daniels
Clinical Study Manager
Stanford University, The Wall Lab
Department of Peds/Systems Medicine
650.497.9214
Part B: Claire Jacobson, Nina Ligon and Devika Patel:
Me, Myself, & You: Exploring Social Connection in Adults with Autism
Three Stanford Product Design graduates (class of 2016) designed and tested Me, Myself & You, a board game designed for adults with autism. From talking to individuals on the spectrum, their parents, caretakers, and teachers, the team saw the need for peer relationships come up repeatedly. Their time spent with with these young adults with autism revealed a second major insight: many of these individuals possessed an affinity for board games. They saw the opportunity to marry these two findings in a conversation-based board game.
Pursuing the product concept further, they built prototypes to distribute and test with over fifty adults either on the spectrum or with other developmental disabilities. The response was overwhelming. Users and parents contributed their feedback to the design process, reacted positively to the concept and content of the game, and are now eagerly awaiting the delivery of their final manufactured games.
This session will be a conversation surrounding how MMY could be used to further develop social skills in and outside of pre-existing social support contexts. It will include an overview of the design process, game design, user stories, the co-founder’s future plans for game distribution and research to quantify impact, and a live game play demo!
The team is passionate about designing products to better users’ lives. They spent six months conducting literature reviews, ethnographic interviews, user observation, and product testing sessions to develop their product idea and prototypes. The game won First Place the 2016 Rehabilitation Engineering and Assistive Technology Society of North America (RESNA) Conference in Washington, D.C. At this same conference, they also won the TREAT Award, sponsored by the Center for Translation of Rehabilitation Engineering Advances and Technology, for “Device Most Likely to Be Commercialized”. On the production side, they launched an Indiegogo campaign on their social impact platform, Generosity, where they raised over $4,000 for game manufacturing. Currently, they are in the midst of fulfilling 50 game orders and donations to local community centers while they explore options for the future of MMY.
Contact:
[email protected]
Materials:
Handout
sfasabrochure.png
Video
www.youtube.com/watch?v=BxJz8ZGKScQ&t=2s
Part A: Wall Lab at Stanford: Gapmap and more
Part B: Claire Jacobson, Nina Ligon and Devika Patel: Me, Myself, & You: Exploring Social Connection in Adults with Autism
Session 5, 1.05-2.15pm
Room: LK306
Part A: Wall Lab: Gapmap
As the number of autism diagnoses has increased, we have no true handle on the size and severity of gaps in access to autism-related resources and exactly where the widest divides exist in the US or globally. To combat these related issues of (1) mapping the true prevalence of autism and (2) quantifying gaps in access to key intervention services, we propose to build a crowd-based mobile platform called “GapMap” for real-time tracking of autism prevalence and autism-related resources that can be accessed from any mobile device with cellular or wireless connectivity. This Android/iOS compatible mobile tool will simultaneously crowd-enroll the massive and growing community of families with autism to capture geographic, diagnostic, and resource usage information while automatically computing prevalence at granular geographical scales to yield a more complete and dynamically updated understanding of autism resource epidemiology.
Also from the Wall Lab—Demo booth: Autism Glass Project (In foyer)
The Autism Glass project at Stanford University has developed an artificial intelligence tool for automatic facial expression recognition that runs on smart glasses and delivers instantaneous social cues to people with autism in their natural environment. The computer vision system employs the glasses’ outward facing camera to read a person’s facial expressions by passing video data to an Android native app for immediate machine learning-based emotion classification. The system then gives the wearer real-time social cues and records social responses, including the amount of eye contact and level of social engagement. Through a dedicated app, caregivers can then review and discuss auto-curated videos of social interaction captured throughout the day. This brings therapy out of the clinician's office and into the homes of families, enabling caregivers to deliver therapy that generalizes learned skills into everyday life in a scalable fashion.
Contact:
Jena Daniels
Clinical Study Manager
Stanford University, The Wall Lab
Department of Peds/Systems Medicine
650.497.9214
Part B: Claire Jacobson, Nina Ligon and Devika Patel:
Me, Myself, & You: Exploring Social Connection in Adults with Autism
Three Stanford Product Design graduates (class of 2016) designed and tested Me, Myself & You, a board game designed for adults with autism. From talking to individuals on the spectrum, their parents, caretakers, and teachers, the team saw the need for peer relationships come up repeatedly. Their time spent with with these young adults with autism revealed a second major insight: many of these individuals possessed an affinity for board games. They saw the opportunity to marry these two findings in a conversation-based board game.
Pursuing the product concept further, they built prototypes to distribute and test with over fifty adults either on the spectrum or with other developmental disabilities. The response was overwhelming. Users and parents contributed their feedback to the design process, reacted positively to the concept and content of the game, and are now eagerly awaiting the delivery of their final manufactured games.
This session will be a conversation surrounding how MMY could be used to further develop social skills in and outside of pre-existing social support contexts. It will include an overview of the design process, game design, user stories, the co-founder’s future plans for game distribution and research to quantify impact, and a live game play demo!
The team is passionate about designing products to better users’ lives. They spent six months conducting literature reviews, ethnographic interviews, user observation, and product testing sessions to develop their product idea and prototypes. The game won First Place the 2016 Rehabilitation Engineering and Assistive Technology Society of North America (RESNA) Conference in Washington, D.C. At this same conference, they also won the TREAT Award, sponsored by the Center for Translation of Rehabilitation Engineering Advances and Technology, for “Device Most Likely to Be Commercialized”. On the production side, they launched an Indiegogo campaign on their social impact platform, Generosity, where they raised over $4,000 for game manufacturing. Currently, they are in the midst of fulfilling 50 game orders and donations to local community centers while they explore options for the future of MMY.
Contact:
[email protected]
Materials:
Handout
sfasabrochure.png
Video
www.youtube.com/watch?v=BxJz8ZGKScQ&t=2s