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Keywords *accessibility* *disability*



  • 1. Game Changers: Exploring Player Perspectives of Digital Game Modification

  • 2. Privacy and Safety Experiences and Concerns of US Women Using Generative AI for Seeking Sexual and Reproductive Health Information

  • 3. Co-designing MESA-Bot: Enhancing Accessibility, Privacy, Security, and Trust in a Mental Health Chatbot for Older Adults

  • 4. MYOLINK esports: Exploring EMG-based Control Interface Through Muscle Activation and Inhibition to Enable Common Gameplay Mechanics among Players with and without Physical Disabilities

  • 5. Rethinking Interdependence in HCI: A Systematic Literature Review for Understanding its Use in Accessibility Studies

  • 6. Nonvisual Support for Understanding and Reasoning about Data Structures

  • 7. The Three Praxes Framework - A Thematic Review and Map of Social Accessibility Research

  • 8. Movement as Medium: Personalisation of Instruments for Inclusive Creative Expression in Disability-Led Performance

  • 9. When the World Opens up: Journeys of People with Intellectual Disabilities in Social Virtual Reality

  • 10. Belonging in the Making: Investigating Inclusive Makerspace Design for Youth with Autism

  • 11. Three Modalities, Two Design Probes, One Prototype, and No Vision: Experience-Based Co-Design of a Multi-modal 3D Data Visualization Tool

  • 12. PianoBand: A Multimodal Wristband Interface for Portable Piano Interaction

  • 13. Programmers Who Use Screen Readers in the Vibe Coding Era: Adaptation, Empowerment, and New Accessibility Landscape

  • 14. Like, Comment & Caption: A Decade of Social Media Video Caption Research (2015–2025)

  • 15. Toward Independent Online Shopping of the Visually Impaired Through Voice-based Computer-Using Agent

  • 16. "Computer Says No": Disabled Welfare Experiences and Envisioned Futures Under AI Governance

  • 17. ADCanvas: Accessible and Conversational Audio Description Authoring for Blind and Low Vision Creators

  • 18. Exploring AI Opportunities in Deaf Education: Understanding Design Needs Through Teacher and Parent Perspectives in Bangladesh

  • 19. Bridging the Gap between Automated Intervention and Actual User Experience: A Mixed-Methods Study on Mobile Accessibility Issues for Screen Reader Users

  • 20. Open, Accurate, and Calibration-Free Muscle-Computer Interfaces

  • 21. Routine Computing: A Systematic Review of Sensing Daily Life Dimensions Towards Human-Centered Goals

  • 22. “We Figure It Out Together”: A Framework for Relational Communication in Disabled and Neurodivergent LGBTQIA+ Romantic Partnerships

  • 23. Understanding the Use of a Large Language Model-Powered Guide to Make Virtual Reality Accessible for Blind and Low Vision People

  • 24. Interface Support for Evaluating Disability Bias in AI Generated Images

  • 25. When Audio Is Enough: Design-Tradeoffs in Multi-Story MR Navigation

  • 26. Do-It-Yourself AAC: Co-Designing User-Programmable AI Communication Tools with People with Aphasia

  • 27. Negotiating Work-Life Boundaries in a Collectivist Context: The Case of Chinese Teachers on WeChat

  • 28. Fluid Independence: Powered Wheelchair Users’ Perspectives on Autonomy, Care, and Assistive Technology

  • 29. Towards Accessible Mobility Support: User-Centered Design of a Passive, Multi-Functional, Low-Cost Knee Exoskeleton

  • 30. How Well Can 3D Accessibility Guidelines Support XR Development? An Interview Study with XR Practitioners in Industry

  • 31. Enhancing Subtitle Features in Mobile Apps: Analyzing User Reviews for Accessibility and Usability Insights

  • 32. HapticLens: Interactive Vibrotactile Haptic Generation from Spatially Localized Video Motion

  • 33. iTagPDF: Towards Finally Automating PDF Accessibility

  • 34. Idea11y: Enhancing Accessibility in Collaborative Ideation for Blind or Low Vision Screen Reader Users

  • 35. Oscillation Design in Online Pet Loss Support Groups: Understanding Motivations, Outcomes, and Challenges

  • 36. GeoVisA11y: An AI-based Geovisualization Question-Answering System for Screen-Reader Users

  • 37. The ORBIT India Dataset: Understanding the Challenges of Collecting a Disability-First AI Dataset in Low-Resource Environments

  • 38. Invisible Users in Digital Health: A Scoping Review of Digital Interventions to Promote Physical Activity Among CALD Women

  • 39. "I Don't Trust Any Professional Research Tool": A Re-Imagination of Knowledge Production Workflows by, with, and for Blind and Low-Vision Researchers

  • 40. Design for Dis/Ability: A Crip Inquiry into Personal Energy Tracking

  • 41. From Autonomy to Sovereignty - A New Telos for Socially Assistive Technology

  • 42. Understanding How Accessibility Practices Impact Teamwork in Mixed-Ability Teams that Collaborate Virtually

  • 43. "Even though you feel like it's good, it isn't": Surfacing the Ethical Priorities of Powerful Male Youth Targeted for Racial Oppression through Evaluating and Co-Designing XR Utopian and Dystopian Use Cases

  • 44. Deaf and Hard of Hearing Access to Intelligent Personal Assistants: Comparison of Voice-Based Options with an LLM-Powered Touch Interface

  • 45. User Experience of Autonomous Ferries: What Passengers Need and How to Design for It

  • 46. Improving Low-Vision Chart Accessibility via On-Cursor Visual Context

  • 47. Finding the Signal in the Noise: An Exploratory Study on Assessing the Effectiveness of AI and Accessibility Forums for Blind Users’ Support Needs

  • 48. I Can’t Keep Up: Accessibility Barriers in Video-Based Learning for Individuals with Borderline Intellectual Functioning

  • 49. A11yExtensions: Accessibility Extensions to Augment Mobile AI Assistive Technology In-Situ

  • 50. Accessibility-Driven Information Transformations in Mixed-Visual Ability Work Teams

  • 51. How to design cognitively accessible digital design patterns for booking tickets: A participative study with Easy-to-Read users.

  • 52. EUREXA: End-User Reconfiguration of Environment with eXplainable Augmentation for Generative Fabrication

  • 53. Contextual Scaffolding and Self-Efficacy: Supporting Computer Skill Development among Blind Learners in India

  • 54. NetworkCanvas: Supporting Progressive Network Visualization Exploration via Adaptive Recommendations

  • 55. Misalignments between Privacy Claims and Privacy Policies in Smart Sex Toys

  • 56. When Assistive Technologies become Provocations: Unpacking Access in HCI practices using Crip Technoscience, Mouth Interfaces, and XR

  • 57. From Barriers to Blueprints: A Critical Systematic Review of Older Adults and Social VR

  • 58. Engaging Communities Meaningfully in Defining Disability Representation for AI Image Generation

  • 59. Redesigning Educational Videos for Deaf and Hard-of-Hearing Learners

  • 60. Infrastructuring as Collective Resistance: How Disabled Students Negotiate Access Through Technology in Universities

  • 61. Shared Control for Game Accessibility: Understanding Current Human Cooperation Practices to Inform the Design of Partial Automation Solutions

  • 62. Relational Gains, Privacy Strains: Exploring Users’ Perceptions and Experiences with ChatGPT’s Memory Feature

  • 63. Disability-First AI Dataset Annotation: Co-designing Stuttered Speech Annotation Guidelines with People Who Stutter

  • 64. TaskAudit: Detecting Functiona11ity Errors in Mobile Apps via Agentic Task Execution

  • 65. EmojiFan: Designing A Social Interface Supporting Facial Expression Interaction for Blind and Low Vision People in Party Settings

  • 66. Context, Uncertainty, and Interdependence: Crisis Informatics and Severe Weather Risk Communication for People with Visual Impairments

  • 67. Infrastructuring for Access: Co-Designing Writing Tools with a Dyslexic Academic

  • 68. Exploring the Role of Interaction Data to Empower End-User Decision-Making in UI Personalization

  • 69. FAME: Exploring Expressive Facial Avatars for Lyrical and Non-Lyrical Music Visualization for d/Deaf Individuals

  • 70. Ability Heuristics for Conducting Accessibility Inspections

  • 71. Identifying, Explaining, and Correcting Ableist Language with AI

  • 72. RAVEN: Realtime Accessibility in Virtual ENvironments for Blind and Low-Vision People

  • 73. Access in the Shadow of Ableism: A Collaborative Autoethnography on Higher Education Experiences of a Blind Student in China

  • 74. Touching a Cat Without Touch: Does Mid-Air Ultrasound Haptic Feedback Promote Relaxation in Virtual Cat Interaction?

  • 75. A Sound Understanding --- An In-Situ Deployment of an Accessible Audio-Media Player with People Living with Aphasia

  • 76. “I Don't Trust it, but I Use it”: Navigating Trust, Privacy, and Identity in Disabled People’s Use of Generative AI

  • 77. Beyond Technical Metrics: Understanding the Gap Between AI Performance and Deaf User Experience in Chinese Natural Sign Language Generation

  • 78. I Can Do It: Exploring Voice Assistants for Adults with Intellectual Disabilities

  • 79. SituFont: A Just-in-Time Adaptive Intervention Interface for Enhancing Mobile Readability in Situational Visual Impairments

  • 80. A11y-CUA Dataset: Characterizing the Accessibility Gap in Computer Use Agents

  • 81. DOLLama: Fostering Family Anti-Bullying Learning through AI-Augmented, Toy-Mediated Educational Drama

  • 82. Disqualified by Disability: The Exclusion of Disabled Workers by Digitized Hiring Assessments

  • 83. Creating Disability Story Videos with Generative AI: Motivation, Expression, and Sharing

  • 84. Going Beyond the I With CI: an Interview-based Design Space

  • 85. Access Over Deception: Fighting Deceptive Patterns through Accessibility

  • 86. Rhetoric vs Responsibility: How Tech Companies Shape AI for Accessibility

  • 87. MorsEar: Toward Generalizable Low-Resource Covert Messaging via Earable based Inertial Sensing

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