Today, little can be disputed about the benefits (and risks, of course) that technology offers, whether in the way we interact, work, define our leisure activities, or even assist us with basic tasks such as brushing our teeth.
Far from this reality, however, current technological developments are often designed with the abilities of the majority in mind, meaning that not everyone can use them in a normalized way. It is true that there are specific solutions that allow, for example, a person without speech and with very limited bodily mobility to communicate through eye movements using eye-tracking devices. However, the high cost of these technologies places those who cannot afford them in a position of inequality and vulnerability.
Given this context, wouldn’t it make sense to create resources that facilitate the daily lives of people with disabilities or limitations in an accessible and affordable way? And why not use technology itself to design these solutions?
This question was the starting point of my vocation and motivation to pursue a line of research and innovation in this field.
Some of these solutions involve designing and creating assistive products through digital manufacturing and the use of 3D printing. With this resource, we can build customized everyday objects from scratch, adapting their design to facilitate handling and meet real user needs. All of this can be achieved at a very low cost, while allowing the product to be replicated and reproduced hundreds of times.
Other developments focus on creating personalized virtual reality environments adapted to the functional abilities of people undergoing rehabilitation. Why does this have such potential? Think about how monotonous it can be to repeat the same exercise—which is often essential for recovering or maintaining mobility—in a clinical setting. Now imagine that the person can practice the same movement using virtual reality goggles within a more realistic environment, such as a supermarket, where aspects such as shelf height or task complexity can be adjusted. Activities might include purchasing specific products, calculating expenses, or identifying ingredients needed for a recipe. Although this may seem like a simple activity, being able to practice it in a safe environment while receiving professional supervision increases confidence and motivation, offering a significant advantage over conventional clinical settings.
There are also other low-cost solutions, such as smart light bulbs and plugs controlled through voice assistants, software that generates dynamic communication boards using free pictograms, or mobile applications that facilitate communication for people with visual or hearing impairments.
For all these reasons, we speak of technology for inclusion and the common good: affordable, appropriate, and adaptable technological resources designed to meet the needs of people with diverse abilities.
Given the wide range of available options and the many solutions still under development, this is also where the role of the researcher becomes particularly meaningful. From identifying the best available evidence, to assessing the needs of potential users, providing comprehensive guidance, co-designing and refining solutions to ensure they meet functional requirements, and finally evaluating their impact by measuring outcomes, research plays a crucial role throughout the entire process.
Finally, I should mention something I have not said before: I am an occupational therapist, and I do not have extensive knowledge of computer science or telecommunications. However, this is precisely why I know that teamwork is essential for ensuring that these developments succeed and that the entire process leads to meaningful outcomes.

PhD in Health Sciences, Occupational Therapist, and Registered Nurse. Holds a Master's Degree in Healthcare and Health Research. Freelance Health and Social Care Consultant. Director of CuidandodeTO. Accredited Associate Professor at the University. She collaborates with several non-profit organizations, notably the ASEM Federation, and serves as a member of the Advisory Committee of the Spanish Federation for Rare Diseases (FEDER). Her research focuses on assistive technologies and support products, particularly the design of 3D-based solutions and the application of virtual reality in healthcare and rehabilitation.


