
Tactile Technologies
Tactile Technologies is a curriculum product that introduces learners to 3D printing technologies and accessibility principles. Modules and interactive, in-person workshops help learners gain the skills needed to transform visual media into a 3D learning experience.
Participants choose their media (usually a children's book), adapt the story into 3D, design/edit 3D models, and create a tactile product. Tactile Technologies updated an aging curriculum and offered a new, project-based learning experience for practicing accessibility in educational environments.
SHANNON BUTTS

RESEARCH
COMMUNICATION - WRITING - TECHNOLOGY
Emerging writing technologies have shifted how and where writing happens. My work examines both the technological and the rhetorical affects of such changes. Using augmented reality, 3D printing, GIS mapping, and physical computing, I explore how new writing technologies can help articulate hidden histories, advocate for social change, or mobilize information. To learn more about how I research, make, and critically engage with emerging technologies, click on my projects and publications below.
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COMMUNICATING CHANGE

DIGITAL MATERIAL MAKING

COMMUNITY
INITIATIVES
Ecocriticism, Writing Studies, Digital Media
The Trace innovation Initiative is a research endeavor developed and maintained by the University of Florida’s Department of English. Trace works at the intersection of writing studies, digital media studies, and ecocriticism. Providing an interdisciplinary forum for scholars, we focus on the ethical and material impact of media. Trace acts as a hub for several distinct projects including an online journal, Sequentials, Augmented Reality Criticisms (ARCs), and MassMine data mining software.
I currently serve as editor for the Trace Journal and Co-Coordinator for ARCs. For more information, please visit the trace site at https://trace.english.ufl.edu/about/
Education, Equality, and Gender
Each summer, the University of Florida hosts a Girls Technology Camp for middle school girls. The camp promotes science and tech and offers a forum for middle schoolers to work with new technologies such as coding, 3D printing, augmented reality, wearable interfaces, and circuitry. Camp activities emphasize the important and often overlooked role of women in the history of science and technology - and encourage women to participate in stem learning. Over the past five years, I have helped design and teach the week long interactive camp.
Experiential Learning and Community Education
Across the campus and community, I lead digital humanities and writing workshops to help people tinker with technologies and writing tools. The workshops explore how making is writing and how new forms of sensory, material, and mobile writing can change communication practices.
Workshops have covered such topics as podcasting, augmented reality, decolonizing data studies, making as writing, social justice in digital communities, composing with Arduinos, wearable tech and crafting communication, environmental rhetoric, embodied media, and 3D printing. Each workshop creates opportunities to extend learning beyond the classroom and collaborate with students and members of the community.