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Keywords *accessibility* *disability*



  • 1. "I use video calling in all areas of my life": Understanding the Video Calling Experiences of Chronically Ill People

  • 2. "Is This Seat Accessible for Me?": An Autoethnography of a Person With a Mobility Disability Using Interactive Seat Plans for Public Events

  • 3. Autoethnographic Insights from Neurodivergent GAI "Power Users"

  • 4. Inclusive Avatar Guidelines for People with Disabilities: Supporting Disability Representation in Social Virtual Reality

  • 5. Promoting Comprehension and Engagement in Introductory Data and Statistics for Blind and Low-Vision Students: A Co-Design Study

  • 6. CodeA11y: Making AI Coding Assistants Useful for Accessible Web Development

  • 7. "I'd Never Actually Realized How Big An Impact It Had Until Now": Perspectives of University Students with Disabilities on Generative Artificial Intelligence

  • 8. Social Simulation for Everyday Self-Care: Design Insights from Leveraging VR, AR, and LLMs for Practicing Stress Relief

  • 9. IncluSim: An Accessible Educational Electronic Circuit Simulator for Blind and Low-Vision Learners

  • 10. How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies

  • 11. VisiMark: Characterizing and Augmenting Landmarks for People with Low Vision in Augmented Reality to Support Indoor Navigation

  • 12. Slowness, Politics, and Joy: Values That Guide Technology Choices in Creative Coding Classrooms

  • 13. Inaccessible and Deceptive: Examining Experiences of Deceptive Design with People Who Use Visual Accessibility Technology

  • 14. Weaving Sound Information to Support Real-Time Sensemaking of Auditory Environments: Co-Designing with a DHH User

  • 15. CounselAR: Exploring How AR Filters Facilitate Online Psychotherapy In the Wild With South Korean Young Adults

  • 16. Working Together Toward Interdependence: Chatbot-Based Support for Balanced Social Interactions Between Neurodivergent and Neurotypical Individuals

  • 17. "Like a Love Language": Understanding Communication in Disabled LGBTQIA+ Romantic Relationships

  • 18. Beyond the Buckets of Support: Designing for Agency and Interaction in Personalised Disability Systems

  • 19. From Participation to Solidarity: A Case Study on Access of Maker Spaces from Deaf and Hearing Perspectives

  • 20. Investigating User Perceptions of Epilepsy-Related Seizure Triggers in Mobile Apps: An Analysis of User Reviews

  • 21. Wordplay: Accessible, Multilingual, Interactive Typography

  • 22. ExoKit: A Toolkit for Rapid Prototyping of Interactions for Arm-based Exoskeletons

  • 23. DanmuA11y: Making Time-Synced On-Screen Video Comments (Danmu) Accessible to Blind and Low Vision Users via Multi-Viewer Audio Discussions

  • 24. The Impact of Generative AI Coding Assistants on Developers Who Are Visually Impaired

  • 25. ScreenAudit: Detecting Screen Reader Accessibility Errors in Mobile Apps Using Large Language Models

  • 26. I-Scratch: Independent Slide Creation With Auditory Comment and Haptic Interface for the Blind and Visually Impaired

  • 27. ID.EARS: One-Ear EEG Device with Biosignal Noise for Real-Time Gesture Recognition and Various Interactions

  • 28. Exploring Deaf And Hard of Hearing Peoples’ Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional Comprehension

  • 29. Designing Accessible and Intuitive Developer Tools for Neuromorphic Programming

  • 30. Designing and Evaluating a VR Boxing Experience with Blind People

  • 31. Perceptions and Preferences: Deaf ASL-Signing Users' Insights on Video Elements, Styles and Layouts

  • 32. TableNarrator: Making Image Tables Accessible to Blind and Low Vision People

  • 33. "You Can Fool Me, You Can't Fool Her!": Autoethnographic Insights from Equine-Assisted Interventions to Inform Therapeutic Robot Design

  • 34. "As an Autistic Person Myself:" The Bias Paradox Around Autism in LLMs

  • 35. Shifting the Focus: Exploring Video Accessibility Strategies and Challenges for People with ADHD

  • 36. Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement

  • 37. The Dilemma of Building Do-It-Yourself (DIY) Solutions For Workplace Accessibility

  • 38. Acceptability, Acceptance and Adoption of Telepresence Robots in Museums: The Museum Professionals' Perspectives

  • 39. Exploring the Experiences of Individuals Who are Blind or Low-Vision Using Object-Recognition Technologies in India

  • 40. How Can We Change the System? Understanding and Addressing Redesign Inertia in Digital Public Services

  • 41. Toward Language Justice: Exploring Multilingual Captioning for Accessibility

  • 42. Accessibility for Whom? Perceptions of Mobility Barriers Across Disability Groups and Implications for Designing Personalized Maps

  • 43. A Critical Review of Sexuality, Technology and Disability

  • 44. Towards Neuroqueer Spatial Justice: A Critical Literature Review of Public Space Technologies for Neurodivergent Populations

  • 45. Understanding Attitudes and Trust of Generative AI Chatbots for Social Anxiety Support

  • 46. Envisioning Financial Technology Support for Older Adults Through Cognitive and Life Transitions

  • 47. Digital Archives, Knowledge Conflicts, and Epistemic Injustices in the Himalayas

  • 48. SpeechCompass: Enhancing Mobile Captioning with Diarization and Directional Guidance via Multi-Microphone Localization

  • 49. CompAct: Designing Interconnected Compliant Mechanisms with Targeted Actuation Transmissions

  • 50. Towards More Accessible Scientific PDFs for People with Visual Impairments: Step-by-Step PDF Remediation to Improve Tag Accuracy

  • 51. Asleep at the Virtual Wheel: The Increasing Inaccessibility of Virtual Reality Applications

  • 52. Designing Accessible Audio Nudges for Voice Interfaces

  • 53. Investigating the Benefits of Physical Models for Anatomical Education in Augmented Reality

  • 54. Understanding VR Accessibility Practices of VR Professionals

  • 55. VideoA11y: Method and Dataset for Accessible Video Description

  • 56. Understanding "Mutes" in Social Virtual Reality

  • 57. The Sky is the Limit: Understanding How Generative AI can Enhance Screen Reader Users' Experience with Productivity Applications

  • 58. MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality

  • 59. Investigating the Intersection of Cultural Design Preferences and Web Accessibility Guidelines with Designers from the Global South

  • 60. Sounds Accessible: Envisioning Accessible Audio Media Futures with People with Aphasia

  • 61. "Should I choose a smaller model?'': Understanding ML Model Selection and Its Impact on Sustainability

  • 62. Draw2Cut: Direct On-Material Annotations for CNC Milling

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