Abstract
This literature review, conducted in the context of a doctoral research in human-computer interaction, explores innovative strategies for adapting illustrations to meet the needs of visually impaired children. The focus is on the integration of haptic and multisensory technologies in interactive illustrations for narration content. Technological advances, such as programmable electronic devices, enhance reader engagement and create immersive illustrations and storytelling experiences. Key initiatives include the development of haptic scenarios, tactile illustrations, and vibrotactile interfaces, highlighting their educational potential. These advances continue to evolve with the development of technical devices and associated methodologies.
Keywords
Introduction
Illustrated books for visually impaired children have a specific place in the development of their literacy. 1 Accessible illustrations serve multiple essential purposes, such as: (1) providing context and meaning to vocabulary related to environments, actions, and more, 2 (2) enhancing story comprehension by offering supplementary information, 3 (3) making the introduction to reading enjoyable and engaging,4,5 and (4) promoting shared reading moments with parents, which offer an additional avenue for learning. 6 This context of the need for tactile illustrations is defined by researchers in the field of developmental psychology in children. 7 The research projects mentioned above are based on works involving specialized teachers and other professionals, such as speech therapists and psychomotor therapists, who work daily with visually impaired children to support their learning activities.
This review of the literature is part of a doctoral thesis on the theme Non-Visual, Accessible, and Interactive Illustrations for Visually Impaired Children. The core focus of our research lies in the integration of programmable electronic devices within haptic illustrations. Multisensory and interactive experiences offer new ways of engaging with illustrated content, thus advancing research in this field by reducing technical constraints, as demonstrated in the LTA project—Livres Tactiles Augmentés (Augmented Tactile Books)—and in the related literature. 8 Researchers in the field of HCI (human-computer interaction) involved in this research theme work on the development of electronic devices to support the work of professionals working closely with children (as psychologists, educators, etc.), who are the end users and central focus of their work. 9 In this thesis, the initial interactive multisensory solutions we are working on have been selected from the literature with the help of the LDQR association—Les Doigts Qui Rêvent (The Dreaming Fingers). Then an initial list of accessible interactions and their associated sensors was established, including: (1) cut-out textures to engage tactile perception; (2) touch-sensitive surfaces to detect finger gestures; (3) speakers and audio players to provide interactive auditory feedback; and (4) motorized vibrators to enable vibratory feedback.
We have been conducting a literature review to find out to what extent haptic and interactive illustrative devices can be designed to meet the specific needs of visually impaired children in understanding narratives and enriching their vocabulary. We used a set of keywords defined by the framework of the author’s doctoral project. These keywords serve as filters to identify relevant studies that focus on haptic and interactive approaches to illustration, narrative comprehension, and vocabulary development. It is important to note that this is not a systematic review based on statistical meta-analysis, but rather a narrative and qualitative approach, aiming to highlight recurring themes and explore emerging trends in the literature. From our previous list of selected interactions, projects strongly based on (2) touch-sensitive surfaces and (3) sound are not mentioned in this review of the literature. We will primarily focus on articles based on haptic perceptions, such as (1) cut-out textures and (4) motorized vibrators.
Methods
This review of literature is structured around projects detailed in scientific publications selected according to the following set of criteria. Only scientific articles in English and French were selected for review. These sources provide insight into the evolution of research directions, key issues, and hypotheses, when it comes to the use of new technologies. We have been searching relevant works through the academic platforms Google Scholar, ResearchGate, ACM Digital Library and IEEEXplore. Our initial set of keywords was: tactile| haptic| augmented| interactive| multisensory books, tactile| haptic| augmented| interactive| multisensory illustrations, vibration feedback| communication and visually impaired readers| children.
Our scope is about haptic illustrations for children in the context of narrative content and in relation to the reading needs of visually impaired children. We have screened the papers and excluded those who were not strictly about accessible illustrations, interactions for narration or vocabulary acquisition| communication with vibrations. For instance, papers about interaction or haptic feedback for robotics, map, graph, museum, sewing, electronic textile, digital books, and AR (Augmented Reality) were excluded. We completed by an iterative process, based on authors names and references cited within these articles.
This chapter is divided into three subtopics. The first focuses on vibration in haptic perceptions. Vibrations are characterized by their specificity, as they require motorized embedded systems with electronic and programmed sensors. The second subtopic covers accessible illustrations. These are used on supports like boards for educational and research purposes. They also involve tactile and kinesthetic interactions through textures and removable objects. The third and final subtopic addresses accessible books, focusing on their use for narrated content and structured reading approaches.
Vibration perceptions
Our first subtopic explores three research works centered on the use of vibrations. The first involves incorporating vibrations into oral reading sessions for children. The second examines the communication of words through vibratory signals. The third presents a bracelet designed for virtual reality applications. Although this subtopic does not directly apply the keywords visually impaired readers| children, these projects remain highly relevant for the design of multisensory illustrations and narrative content aimed at visually impaired children.
The most recurring and relevant keywords extracted from these articles, which define our scope, are: haptic perception, haptic illustrations, haptic interactions, haptics, tactile feedback, story listening technology, story reading technology, vibrotactile, bracelet, vibration, wrist, and haptic display. Most of these articles are published by ACM Digital Library, IEEEXplore following conferences and scientific journals. The other articles are from: Frontiers in Robotics and AI, Advanced Intelligent Systems, Soft Robotics, Advanced Materials Technologies, HCI International 2019, and Late Breaking Papers.
Haptic feedback for storytelling
S. Zhao, N. Yannier, and A. Israr, in collaboration with Disney Research, introduced two interfaces for vibrotactile perceptions in story listening technologies. The first is a haptic vest equipped with a matrix of vibrators positioned on the back.10,11 The second interface is designed to attach to the back of a tablet, providing vibratory feedback to the hands.12,13 These technologies deliver vibrations corresponding to specific words and their synonyms within a story. For instance, terms like rain and downpour are paired with intermittent vibrations of varying intensities, mimicking falling raindrops. Tests with 29 children aged four to six for the vest 10 and 44 children aged six to nine for the tablet-attached interface 12 show that children around 6 years old are able to associate haptic input with lexical content, memorize it, and better understand the narrative. Children were able to associate synonymous words with corresponding vibrations when repeated, which aided their understanding of the narrative during the question-and-answer phase. This finding is particularly relevant for using vibration-based feedback in accessible illustrations for visually impaired children, especially in narratives designed to enrich vocabulary acquisition. However, results vary across vocabulary items, primarily due to the narrative context, which plays a crucial role in the protocol. The project should therefore implement a protocol that compares different narratives for the same vocabulary and associated interactions.
In parallel, A. Israr and his collaborators worked on the concept of stereohaptics across various devices, including the two previously mentioned. By using at least two vibrators, they create the illusion of vibrations moving through space, perceivable on the back or hands. These studies emphasize immersive entertainment applications,14,15,16,17,18,19,20 including virtual reality video games, cinemas, and theme parks. These projects gradually involved an increasing number of participants, starting with 4 colleagues, then 10 participants, and later 18 participants. The results indicate that participants correctly perceived the dynamic movements of the vibrations. The concept of stereohaptics is particularly promising for creating dynamic illustrations, enabling professionals specialized in accessible content design to represent concepts that evolve over space and time, such as energy or transformation.
Haptic feedback for verbal communication
Communication through haptic perceptions is a non-visual solution for improving accessibility. The MISSIVE project (Multisensory Interface of Stretch, Squeeze, and Integrated Vibration Elements), led by N. Dunkelberger, J. Sullivan, and others, in collaboration with Facebook, developed an armband interface.21,22 Worn on the back of the arm, the interface combines vibration, pressure, and skin-stretching patterns to communicate forty phonemes of the English language. Based on an experimentation involving a group of 12 participants, they obtained results which tend to demonstrate the effectiveness of combining these three haptic modes. J. Chen, A. Israr, and collaborators tested a similar device concept for the forearm. 23 This system associates vibration patterns with phonemes to communicate approximately one hundred words. Participant studies revealed effective memorization of these patterns, emphasizing the importance of a guided learning phase in the successful use of such devices. Although the memorization of patterns appears effective, it still requires a significant cognitive effort, which must be taken into account.
Haptic feedback for virtual reality
E. Pezent and colleagues, with Facebook Technologies introduced Tasbi (Tactile and Squeeze Bracelet Interface), a multisensory bracelet featuring two haptic modalities. 24 Tasbi combines vibrations and uniform pressure applied around the wrist. Linear vibrations are generated by six vibrators, while pressure is applied using a tensioned cord driven by a motorized coil. Tasbi’s primary function, designed for use in virtual reality (VR), to assist with the manipulation of virtual objects and enhance virtual proprioception. For instance, in VR environments, the bracelet vibrates upon contact—collision—when pressing a virtual button and applies pressure to the wrist proportional to the button’s resistance. The Tasbi project has been refined through various research avenues, including the rigidity of virtual objects 25 and the exploration of different vibration frequencies. 26 The research follows a participatory approach, progressively engaging study panels—for instance, pressure calibration was conducted with twelve participants, 27 and bracelet design iterations involved panels of six participants.28,29 Depending on context—such as the action performed or object manipulated—users interpret the same haptic feedback differently. Visual cues appear to significantly influence the effectiveness of the experience. In light of the themes explored in this review, adapting the Tasbi system—or similar multisensory interfaces—for visually impaired users would represent a meaningful step toward more inclusive virtual environments.
Synthesis and discussion of the subsection
Papers related to this subtopic have been published between 2010 and 2022, reflecting the relatively recent use of haptic perception in electronic devices to support rich communication—particularly in language, storytelling, and virtual reality. The development and design of these projects have advanced rapidly, leveraging cutting-edge technology supported by major companies such as Disney and Facebook.
These studies are still in the early stages of design and research, generally involving small and homogeneous participant panels—except for the storytelling studies, which include more participants, notably children under 9 and 6 years old. While the phoneme communication and virtual reality studies primarily target adults, they remain valuable for exploring the potential of vibration-based interaction. Research on armbands and phoneme-based systems is inspiring for the development of non-visual verbal communication systems, which could complement braille for visually impaired readers. In the same vein, the virtual reality studies take an approach to building inclusive virtual environments through multimodal interaction, including vibration feedback. Future research involving larger and more diverse participant panels, particularly those including individuals with visual impairments, would help generate new hypotheses and guide the refinement of these systems.
Accessible illustrations
This second subtopic presents four concepts focused on the design and evaluation of accessible illustrations. These initiatives explore and compare various approaches to representing vocabulary within the context of children’s storytelling, with a particular emphasis on haptic and interactive techniques. We excluded the projects involving books, since it is the subject of the next subtopic.
The most recurring and relevant keywords extracted from these new articles are: multisensory illustrations, tactile illustration, haptic illustration, blind and visually impaired children, interactive reading, touch, adaptation, exploration procedures, haptic identification, tactile perception, haptic practice, memorization. Some articles come from PLOS One, the British Journal of Visual Impairment, the Journal of Visual Impairment & Blindness, and the Journal of Experimental Psychology: Applied. And the others were find in IOS Press, following international conferences like AAATE 2023.
Haptic illustrations
The concept of haptic and removable illustrations—objects has been studied in the literature by researchers such as F. Bara, D. Valente, and collaborators. 7 This concept allows readers to manipulate removable illustrations, such as opening a door to represent a house, pulling a flush handle to signify a toilet, and other similar interactions. The goal of these manipulations is to stimulate sensorimotor memory and proprioception. 30 These studies advocate for 3D illustrations—referred to as 2.5D by the tactile designers, as the illustrations remain flat within the pages of the books. This method complements tactile perceptions textures, by incorporating a reading experience enriched with actions, such as gestures. In one study, three six-year-old children with visual impairments from a specialized center participated in reading sessions with an educator. 2 A comparative analysis, involving three stories presented with and without 2D and 3D illustrations, indicated a modest improvement in story recall when tactile elements were included.
Imitation gestures
Imitation gestures present another solution to enhance accessible illustrations for young visually impaired readers. They consist on using hands and fingers—index and middle finger—to embody a character or an object within the narration and the haptic illustration as support. Imitating actions provides an approach to learning vocabulary related to verbs and their associated objects—illustrated supports—for the visually impaired. D. Valente confort the use of this concept, she used 3D miniature—illustrations—designed to engage children to imitate such actions; like jumping on a trampoline, using a swing, climbing stairs, and more, exemplify this approach. 31 In Ref. 32, D. Valente has studied the concept of ASFGs (Action Simulation by Finger Gestures) by involving panels of eighty sighted participants and one hundred sighted participants, who were asked to recognize ASFGs produced by twenty blindfolded individuals and seventeen early and late blind participants. Her research aims to explore the relationship between ASFGs, proprioception, and visual perception, with a particular focus on how the ability to “feel” and “see” one’s body contributes to the re-enactment of actions. Sensorimotor memory is activated through haptic experiences facilitated by tactile and removable illustrations, as well as through the execution of finger gestures.
Textured illustrations
C. Mascle and F. Bara evaluated three approaches to illustrating vocabulary with two panels of children—36 sighted and eighteen blind. 33 They evaluated the effectiveness of textures and tactile pictograms. Tactile pictograms are raised dots arranged as an illustration to represent a word.34,35,36 They conducted a comparative study using lists of ten words (e.g., objects and animals), they associated each word with three types of illustrations: (1) a single textured circle, (2) a composition of cut-out and sewn textures for a visual effect, and (3) tactile pictograms. Their results favor the use of textures, which were easier to recognize and memorize. In contrast, children struggled to understand and retain the meaning of tactile pictograms.
Building on these findings, the researchers adapted the story of Little Red Riding Hood using the textured circle approach. In a new study involving seven visually impaired children, they evaluated their appreciation and comprehension of textured circles. 3 Results showed that the children could identify characters and follow the story’s progression with mediation. Mediation was necessary to introduce the textures before the storytelling, conducted as a shared reading activity with an adult.
In another initiative, C. Mascle and D. Valente organized a workshop involving twelve families, each with a visually impaired child and their parents. 6 Together, they designed tactile textured illustrations to enrich their personal libraries. The participants’ preferences led to the creation of a tactile illustration kit.
These studies share a common methodological approach: the use of simple textures as a central solution for illustration—whether comparing tactile techniques, adapting stories for shared reading, or involving visually impaired children in participatory workshops to select preferred textures for their personal libraries.
Augmented tactile illustrations
Refs. 9 and 379,37 present our project IMI—Illustrations Multisensorielles Interactives (Interactive Multisensory Illustrations). We designed a prototype by modeling and producing an illustration page. This page integrates textures and electronic components to apply oral reading and autonomous interactions. Thirty blindfolded sighted children participated in testing the prototype, embodying the main character using their index and middle fingers. The prototype’s oral narration was divided into several segments. After each segment, the children were immersed in the story’s universe through stereo sound and touch-sensitive surfaces. They could interact with the narrative by: moving toward characters based on their spatial audio cues, hearing the sound of footsteps in grass, feeling vibrations that represented the movement of bees, and experiencing the ambient sounds of a forest. the use of stereophonic sounds and vibratory feedback appeared effective for supporting children’s imitation and exploration of the haptic illustration. During narrative recall, children relied on the experienced interactions and sensory cues they had perceived and heard as key reference points to reconstruct the story. Though the final aim of this project is toward children with visual impairment, these papers are focusing on the design of the technology; the next step involves visually impaired children.
Synthesis and discussion of the subsection
The design of tactile illustrations for visually impaired children is not a new research topic. However, it has primarily been explored within the field of developmental psychology. 38 Over time, the literature reveals an evolution driven by earlier studies and advancements in technology. This progression spans from complex raised illustrations to simple textures and also from simple haptic and removable components to haptic scenarios and, finally, to the integration of electronic devices. Throughout, the consistent focus has been on accessibility and children’s literature. Moreover, the vast majority of these projects have involved the LDQR association—Les Doigts Qui Rêvent (The Dreaming Fingers)—in the design and production of illustrations and handcrafted prototypes, which were subsequently tested with visually impaired children.
Although current interactions remain limited by technical constraints, emerging multisensory technologies—such as vibration feedback—may represent the next step in advancing accessible illustration design. A key strength of these projects lies in their user-centered design, focusing specifically on visually impaired children and evolving in response to their needs.
Augmented books
The last subtopic presents five research projects focused on the design, production, and testing of augmented books. These projects integrate electronic devices into the pages, to create multisensory and interactive illustrations.
The most recurring and relevant keywords extracted from these initial articles are: children’s book, tactile books, interactive books, tactile illustration, haptic perception, auditory perception, multisensory interactions, interactive narration, electronic textiles, children, visual impairment. Most of these articles are sourced from conference proceedings published by the ACM (Association for Computing Machinery), whose digital library serves as a valuable resource. Additional articles are drawn from specialized journals and reviews, including the British Journal of Visual Impairment, the Journal on Technology and Persons with Disabilities, and university journals.
Multisensory book
The specialized institution Elizabeth School for the Blind in Malaysia collaborated on a project led by H. Nishino and collaborators. They presented a multisensory book that folds like an accordion.39,40 The narration is based on the cat from the tale Alice in Wonderland. The cat is hidden, and the goal is to find it as it progresses through the story across six interactive illustrations. The thick pages use touch-sensitive, conductive surfaces to provide interactive audio feedback through speakers. About ten educators and 25 children experienced this narration through adapted texts: enlarged characters and Braille. They searched for the cat by touching its fur, its food, and objects in the scenery that concealed it, all while listening to its presence and movements. Feedback was enthusiastic, with participants asking for more interactions and extended narrations.
eTextile crafting
I. Posch, a researcher at The Institute for Design and Assessment of Technology at TU Vienna, has undertaken several projects involving eTextiles (Electronic Textiles), also referred to as smart fabrics.41,42,43 Inspired by childhood memories with her grandmother, she created a book using her knowledge of eTextiles and embedded systems. 44 Her book consists of twelve illustrations crafted with conductive and smart fabrics. These measure temperature, humidity, and light intensity using an Arduino Nano electronic board. Two children explored her illustrations, to: make a parrot talk thanks to an integrated microphone and speaker, brush the hair of a doll that opens and closes its eyelids, feel the purring of a cat with vibrators, light up a Christmas tree with LEDs, and engage in many other interactions.
P. Moorthy and her colleagues developed a similar book featuring three interactive illustrations.45,46 Their research focuses on the precognitive development of young children, with a hypothesis emphasizing the role of multisensory interactions. Eighteen children under the age of seven, accompanied by their parents, explored three illustrated animals. Each illustration triggered different interactions based on touch: the fish’s tail produced a melody trough a buzzer; the bear’s belly, equipped with a pressure-sensitive velostat sensor, emitted vibrations; and the firefly’s tail, detected by a photosensitive sensor, illuminated LEDs representing stars.
Augmented tactile books
The LTA project—Livres Tactiles Augmentés (Augmented Tactile Books)—integrates electronic devices into tactile illustrations within the pages of a book. The first prototype is titled Petite main se promène, which stands for Little hand walks. 8 The process enables an immersive reading experience, through touch-sensitive surfaces that detect readers’ gestures. The book prototype was tested with two groups of visually impaired children - 5 blind and 6 with a low vision. 1 These previous studies culminated in the creation of a sturdy book, titled Kapi Kapitaine, authored by Lucie Félix, inspired by the haptic scenarios of D. Valente. 47 In which, the left-hand pages feature adapted texts, including enlarged print and Braille. While the right-hand pages contain augmented tactile illustrations, that combine textures with removable objects. The electronic devices are integrated into the book’s thick pages. The book is powered by a rechargeable battery and connects through Wi-Fi to a separate box for interactive audio feedback. Its illustrations encourage engagement through activities such as: jumping into puddles, opening a window to hear birds singing, dancing on a carpet to the rhythm of music, and navigating a boat across the ocean. Currently, Kapi Kapitaine is produced in twelve copies, to be tested in about ten inclusive and specialized institutions for visually impaired children.
Crossover multisensory picturebook
The Crossover Multisensory Picturebook 48 by S. Karaoğlu and colleagues involves elderly residents in retirement homes as active participants. The book’s illustrations are augmented with electronic components, including a button and a potentiometer, programmed using an Arduino electronic board. Seniors contributed to the book’s design by sharing their memories and preferences, which shaped its content. Within the pages, they can turn on a gas lamp or a radio to play music from their era and insert a token into a machine reminiscent of ferry rides. Feedback is provided through light and sound, using an LED and a speaker. This project aims to stimulate memories while fostering shared reading experiences between seniors and younger generations.
Synthesis and discussion of the subsection
Among the projects reviewed, the earliest article dates back to 2016, while three are from 2024, reflecting the relatively recent emergence of augmented books in the literature. These projects are predominantly in the early stages of design. Over time, it is noticeable that they incorporate more complex and abundant interactions. This evolution is not only due to the increasing accessibility of electronic components, but also to the growing ability to embed richer interactions—such as synchronized sound, vibration patterns, and tactile feedback—directly within the pages or illustrations. These improvements help overcome previous technical constraints, allowing non-engineering professionals to more easily design and prototype such projects.
The book format presents significant design challenges due to the physical constraints of turning pages and the requirement for illustrations to remain relatively flat, limiting the integration of fully three-dimensional movable components. In the reviewed projects, the pages often appeared thick, and the overall ergonomics of the books—particularly for young children—seemed inadequate. Considering that visually impaired children may interact with illustrations more vigorously, this aspect raises further concerns. There is a clear need for additional research focused on the ergonomic design of augmented books to support the continued development of accessible and durable formats. Moreover, the various objectives of these projects are not all centered on accessibility, although they do highlight the broader appeal of augmented books to a wider audience—including young children and elderly people in retirement homes. These projects do not present comparative studies or formulate hypotheses related to narration or vocabulary acquisition. Instead, they focus on the expertise and creative input of multiple participants to design interactive and multisensory book prototypes.
Conclusion
This literature review highlights the role of haptic perceptions, which are considered essential for creating accessible illustrations. The first multisensory approach relies on programmable electronic devices to enhance haptic interactions by incorporating vibrations and skin pressure. These technologies are being tested as verbal communication interfaces and tools for deeper immersion in virtual realities. The preliminary results from the refinement of the vest, tablet, and armband prototypes are promising. They highlight the potential of these concepts for future adaptation in accessible design, particularly for illustrating dynamic movement through vibration-based feedback and motorized actuators targeting visually impaired users. Vibrations offer rich interpretative potential, depending on the creativity of authors and illustrators, they can effectively convey multiple concepts embedded in a narrative. Additionally, research is exploring the composition of haptic illustrations, with a focus on using textures to enhance tactile perceptions. These studies also investigate the integration of movable components that readers can manipulate, aiming to stimulate sensorimotor memory. Such solutions support readers in comprehending vocabulary related to actions and to identify characters and their environments within stories. Even though these solutions are constrained by technical limitations, they must evolve to diversify and enrich user interactions. In parallel, research is exploring the composition of interactive books; electronic devices are integrated into the pages, offering haptic feedback. They encourage readers to engage in gestures, making reading more playful and immersive. These books need to be further tested with children to evaluate their educational benefits and assess their structural robustness. By educational benefits, we refer specifically to vocabulary acquisition in the context of language teaching and learning, particularly in connection with reading skills. To our knowledge, there are currently very few—if any—studies that investigate the impact of haptic books on vocabulary development, for visually impaired children in formal educational settings, such as classroom use and exams, into school curricula. A notable limitation of all these projects is their frequent reliance on mediation or learning phases, which can challenge the autonomy of visually impaired readers in exploring stories. Consequently, fostering autonomous reading through accessible illustrations is a compelling research direction to further advance access to children’s literature for children with visual disabilities.
Footnotes
Acknowledgments
We extend our gratitude to the LDQR association (Les Doigts Qui Rêvent) for their assistance in our project.
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This thesis project is funded by the PhD School ED-CLI (Cognition, Language, and Interaction) at Paris 8 University.
Declaration of conflicting interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
