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The work presents studies that are devoted to the problem of creating conditions for integration into the work processes of people with disabilities in wheelchairs with the help of sociotechnical systems. Among the types of STS, in particular, assistive technologies, technologies of inclusive education, communication technologies and implementation of the principles of an accessible environment can be distinguished. In the case when the project space is still at the conceptual stage, what are the advantages of the implementation of socio-technical systems already at this stage and will be considered in these studies. If an inclusive space is modeled, and this will be the subject of this study, what factors influence the choice of one or another decision the most. The paper will show the hierarchical relationships of various socio-technical systems and technologies. It is clear that in any case, the task boils down to finding the main parameters of an inclusive environment, which will be most adapted to work processes in which people with limited mobility can be involved. As one of the factors for the decision, we will consider human interaction with digital technologies (digital technologies (DT)), which can erase the physical boundaries of the system. This direction of research is gaining particular importance in view of the growth of their role in modern work environments, as the integration of DT principles in the design of STS can significantly improve the accessibility of workplaces for people with musculoskeletal disorders. This will also be facilitated by the development of inclusive interfaces that take into account the cognitive and physical characteristics of users with disabilities. The creation of alternative methods of management and access to information will be the main goal for developers of adaptive technologies (adaptive technologies (AT)) in the coming decade. The presented work examines the future vector of STS development, which may arise with the introduction of artificial intelligence (AI) and virtual reality (VR) technologies.
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Botvinovska et al. (2024) studied this question.
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