"Well—it’s worth saying again: All technology is assistive technology.
I found this article provocative. Hendren's perspective of technology is one we ought to promote more widely in the learning differences sector. Hendren suggests designers and artists lre-think ability and disability:
1. Question invisibility as the assumed goal.
2. Rethink the default bodily experience.
3. Consider fine gradations of qualitative change.
4. Uncouple medical technologies from their diagnostic contexts.
5. Design for one.
6. Let the tools you make ask questions, not just solve problems.
"Honestly—what technology are you using that’s not assistive? Your smartphone? Your eyeglasses? Headphones? And those three examples alone are assisting you in multiple registers: They’re enabling or augmenting a sensory experience, say, or providing navigational information. But they’re also allowing you to decide whether to be available for approach in public, or not; to check out or in on a conversation or meeting in a bunch of subtle ways; to identify, by your choice of brand or look, with one culture group and not another.
Making a persistent, overt distinction about “assistive tech” embodies the second-tier do-gooderism and banality that still dominate design work targeted toward “special needs.” “Assistive technology” implies a separate species of tools designed exclusively for those people with a rather narrow set of diagnostic “impairments”—impairments, in other words, that have been culturally designated as needing special attention, as being particularly, grossly abnormal. But are you sure your phone isn’t a crutch, as it were, for a whole lot of unexamined needs? If the metrics were expansive enough, I think the lines around what’s designated as assistive would start to get blurry pretty quickly.
Undoing the distinctions between design for disability and design in general yields a couple of goods: It brings new attention to technologies that are profound in their use and impact on physical and political accessibility. The advanced replacement limbs, all-terrain wheelchairs, and exoskeletons you can find now are evidence of this new attention.
It also brings a productive uncertainty and a powerful friction to the task of designing technologies of all kinds. Whether you’re designing for an established need or seeking an application for a technical novelty, you might take more time before confidently assigning it to a user, or to over-determining its modes of deployment—it might be for practical ends, or for play, or for something else you’ve not yet imagined...."