Aimee Mullins: The Opportunity of Adversity TEDTalk about an athlete, actress, model and world record-breaker in Paralympic Games in 1996. She was the first double amputee to compete in Division 1 Track and Field gives a talk about her experiences.
Empathy not Sympathy Interacting Respectfully with People with Disabilities: slide show presentation and facilitator instructions
Center for Disability Rights
Three Things Clinicians Should Know About Disability by Joel Michael Reynolds, PhD
Video: Re-envisioning Care for People with Involved Disabilities: Creating Culture Change
Exercise for ableism- from 21 Toys
In Game 1, both the guide and the builder are blindfolded. The guide still provides instructions to the builder.
In Game 2, the guide removes their blindfold, while the builder remains blindfolded.
In Game 1, both guide and builder experience similar feelings of uncertainty, so we often see that:
- The guide acknowledges the challenges and frustrations of the game.
- The guide actively seeks to collaborate with the builder by asking questions and soliciting feedback – especially when things aren’t going well.
- The builder asks the guide a number of questions, unprompted.
- The guide and builder use humour to defuse their shared sense of frustration.
- Even if their results are imperfect, both players express satisfaction with the game.
By contrast, in Game 2, the guide, who can see the problem this time takes on the role of ‘expert.’ The instructions might be more accurate and specific, but we often see that the disparity between their experiences often drives a wedge between them. This happens for several reasons:
- The guide is only focused on the problem, and not on emotionally supporting the builder.
- The guide uses more complex language and is less likely to acknowledge how difficult the task is for the builder.
- The builder asks fewer questions or seek clarification because they assume that the guide has better information, even if they don’t have related experience.
- The guide rarely asks the builder for help.
- Humor is used less frequently by both players.
- Both players report feeling anxious about their roles and isolated in their frustration.