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Accessible Creativity with a Comic Spin

Carla Tamburro, Timothy Neate, Abi Roper, Stephanie Wilson · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2020) · doi:10.1145/3373625.3417012

Summary

This paper presents Comic Spin, a tablet-based app (iOS and Android) designed to enable people with aphasia to create short comic strips. Aphasia, most commonly caused by stroke, affects language abilities including reading, writing, speaking, and listening, and impacts approximately one third of stroke survivors. While creativity remains intact after aphasia, the language demands of most digital creative tools make them inaccessible. Comic Spin addresses this through constrained creativity — limiting choices to support rather than overwhelm users. The app guides users through a three-step process: choosing the number of panels (one, two, or three), selecting up to six visual themes (such as animals, party, food, travel), and then "spinning" through theme-based cartoon images and short captions to compose each panel. The design was developed using Design Thinking methodology, drawing on proxy interviews with speech and language therapy researchers, empathy maps built from first-hand accounts of people with aphasia, ideation workshops with HCI design students, iterative prototype evaluations with expert proxies and usability specialists, and collaborative evaluation sessions with people with aphasia. Key design principles emerged from this process: provide a finite set of options to enable creativity, present one task at a time with clear context, avoid requiring fine motor skills (large tap targets, only tapping and sliding), use simple language with readable sans-serif fonts, and include sensible defaults so users can create without engaging every feature.

Key findings

The paper reports results from two evaluations. An initial collaborative evaluation with three people with aphasia (ages 55-65, moderate to severe language difficulties) produced five comics and confirmed the app was enjoyable and usable, though it revealed the need for larger spinner images, a dedicated text-to-speech button, and larger font sizes. A subsequent creative workshop with eight participants with aphasia (ages 47-68, ranging from mild to severe difficulties) produced 24 comics in approximately 18 minutes. Likert-scale feedback was overwhelmingly positive: all eight participants agreed they "did something creative," seven found it easy to use, and seven enjoyed the experience. Critically, participants did not simply compile random comics — they appropriated the constrained materials to tell creative, humorous, and subversive stories. One participant created a darkly comic narrative about burying someone who annoyed him; another used the app to announce her son's engagement to the group, turning the comic into a "ticket to talk" that facilitated real-world conversation. Participants requested more panels (up to six), more themes and images, and non-verbal captions like exclamation marks and question marks. The app successfully supported a wider range of aphasia profiles than prior text-based tools like MakeWrite, with people with severe aphasia able to engage independently.

Relevance

Comic Spin demonstrates that constrained creativity is a powerful and practical design pattern for making digital content creation accessible to people with language impairments. For accessibility practitioners, the design principles are broadly transferable: finite choices reduce cognitive load, single-task screens prevent overwhelm, large tap targets accommodate motor impairments (common alongside aphasia due to hemiplegia), and pre-made content removes the language barrier while still enabling self-expression. The finding that comics served as conversational props — enabling people to share personal stories they might not otherwise tell — suggests applications beyond entertainment, including therapeutic and social contexts. The paper also models an exemplary inclusive design process, combining proxy expertise, empathy mapping, and direct co-design with the target population across multiple iterations. Limitations include the small sample sizes and the workshop setting, which may not reflect independent home use.

Tags: aphasia · creativity support tools · constrained creativity · cognitive accessibility · participatory design · content creation · disability arts