Book Chapter
Book Chapter
1. Introduction
Transitioning to the discussion of Braille, its inventor Louis Braille, who himself was
blind, developed this tactile reading and writing system with the aim of providing enhanced
accessibility for blind and visually impaired individuals. Braille's invention in 1824 marked a
significant leap forward in enabling these individuals to read and write more efficiently.
Named after its inventor, Braille serves as a representation of various languages, with each
Braille character corresponding to specific letters, numbers, punctuation marks, or even
whole words or contractions.
The basic Braille cell consists of six dots arranged in a 2x3 matrix within two vertical
columns. Numerically identified as 1 to 6, these dots represent different elements such as
alphabetical letters, numbers, symbols, consonants, vowels, diacritical marks, or abbreviated
suffixes. The tactile configuration of dots in a Braille cell gives each symbol a distinctive
shape that can be read through touch. The reading direction in Braille is from left to right,
despite the embossing occurring from right to left within the cell. Barriers between individual
Braille cells aid in distinguishing them and ensure accurate reading.
2. Design Process
Our initial inspiration for this project stemmed from prior research endeavors.
Following that, we underwent six rounds of collaborative refinement with stakeholders to
improve both our initial concept and prototype design. Figure 3 visually encapsulates these
iterations, presenting an image corresponding to each prototype or conceptual model
discussed throughout those phases.
We developed three types of wooden cards, each serving a specific purpose: Tamil
letter cards, word cards, and 3D Figurine game mode cards. The letter cards, measuring
25×40×5mm (height×width×thickness), feature a single Tamil letter accompanied by Braille
characters. The letter is presented in raised printed text above the Braille characters. Word
cards, sharing the same dimensions, showcase either a 2D relief image or a 3D figurine
representing an object. Our aim was to motivate children with these figurines, incorporating
Braille words beneath each object.
Choose and place Tamil Braille Letter To form the word using Braille
card to form the word Cell with tactile sensor
If the letter is wrong automatically beep Press the button you want to
sound will come learn the lesson in Grade 1,2,3
In the Word Copy game mode, players initiate by placing a word card, representing an
object, in the initial slot of the Braille keypad. Following this, the device prompts the user to
spell out the word by sequentially inserting individual letter cards to the right. Pressing the
left-most button repeats these instructions, while pressing a button beneath any other slot
either confirms its emptiness or replays feedback associated with inserting a letter card. The
correctness of each letter is determined and indicated as either correct or incorrect. Upon
successfully completing and correctly spelling the word, the Braille keypad audibly recites
the word and plays a finishing sound.
In the Word Scramble game mode, a word is randomly selected from a list when the
game mode card is placed. Users are then instructed to arrange these letters randomly on the
box. The left-most button can be pressed to repeat these instructions as needed. Additionally,
the other buttons will indicate which letter should be placed in each specific recess if it
happens to be empty. Braille keypad informs whether a letter card is correct or not if already
played. Once all letters are correctly placed on the box, the keypad instructs arranging the
letters in the correct order. The left button repeats instructions, and other buttons read out the
letter and provide feedback, marking it as correct or incorrect. If all letters are arranged
correctly, the word is read aloud, accompanied by a finishing sound.
In the Word Riddle game mode, similar to Word Scramble, the Braille keypad
randomly selects a word with unknown letters, requiring the user to guess them. The left-
most button repeats instructions, and other buttons indicate whether the recess above is empty
or provide feedback on letter card placement. Braille keypad gives three messages when
placing a letter card: (1) indicating if the letter is not part of the word, (2) informing if the
word contains the placed letter but in the wrong position, or (3) confirming the correct
position. If placing an uppercase for lowercase or vice versa, the keypad specifies the case.
Successfully guessing and ordering all letters results in the device reading the word aloud,
followed by a finishing sound.
The Braille keypad is a unique input device designed for system navigation and
interaction, featuring Braille dots for accessibility. It includes six Braille dot buttons, an Enter
button, and a Tap button for one-handed ease of use. The device is divided into two parts: six
numbered Braille dot buttons and two buttons for Enter and Tap commands. The design
prioritizes accessibility and ease of use. The device incorporates a Mini Arduino Leonardo
for managing keyboard commands, utilizing components like buttons, toggle-switches, USB
connector, and others. The Arduino Leonardo's built-in USB communication capability
facilitates keyboard command control.
4. Results
All assigned tasks were successfully completed by the majority of participants, with
the exception of one individual (P1). Participant P1 faced challenges with Tasks 2 and 4,
revealing a lack of familiarity with fundamental technology concepts, such as the definition
of a laptop or a website, as well as a limited understanding of Tamil letters and numbers. To
address this, it is recommended to provide additional preparation sessions for this participant
to ensure a solid grasp of necessary technology and concepts before proceeding with further
testing.
The efficiency of the open-source toolkit was evaluated by measuring task completion
times, as shown in Table IV. Participants displayed varying completion times, with Figure 12
depicting the seconds spent on each task by each participant. Notably, participant P2
achieved the fastest completion times across all tasks, attributed to prior experience with
technology and educational websites.
Task 4 stood out as requiring the longest completion time, likely due to its sequential
placement in relation to other tasks, necessitating multiple returns to previous task pages for
completion. Additionally, the system's effectiveness was assessed by considering user errors
and the need for assistance. Participant P1 committed errors in Tasks 2 and 4, both related to
entering URL link settings. Task 2 required a higher level of assistance on average (56%)
compared to other tasks.
In terms of user feedback, all participants found the system motivating and enjoyable
for learning via the website. The Braille keypad was unanimously considered easy to use.
However, two participants noted that the website, while user-friendly, left them somewhat
fatigued, possibly due to the novelty of the experience and the desire for successful
completion.
Metrics Measurement
Quantitative measures Efficiency Task Completion Time
Effectiveness Number of user errors
Number of assistances required to complete each task
Qualitative measures Satisfaction Participant's opinion and their satisfaction of the system
5. Conclusion
The envisioned system seeks to elevate the Braille learning experience, placing a
special emphasis on Tamil Braille, encompassing both letters and numbers. This innovative
system introduces an interactive tactile Braille keypad, crafted not only for individuals who
are blind or visually impaired but also for sighted individuals keen on acquiring Braille skills,
especially within families with visually impaired children. Through a comprehensive
usability test, significant improvements in the learning process were unveiled. The interactive
tactile Braille keypad garnered high acceptance from blind children who actively participated
in the testing phase. We envision that this initiative will make a meaningful contribution to
our community, particularly benefiting those with visual impairments.
Our approach to developing this groundbreaking tangible learning device for blind
and visually impaired children has been guided by inclusivity and human-centered principles.
Acknowledging the crucial role of reading and spelling in academic success, our primary
objective is to motivate children to actively embrace Braille. Breaking down initial learning
barriers is essential to sustaining motivation among many children, and our research suggests
that a tangible device like the Braille keypad can effectively achieve this, maintaining
children's interest in Braille reading and spelling over an extended period.
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