
Tactile graphics present visual information to blind and visually impaired individuals in an accessible way, through touch. Current methods for producing tactile graphics, such as embossing or swell-paper printing, have limitations such as durability - and the tools required to produce them are limited in expressiveness. In this project, we explore embroidery as a medium for producing tactile graphics. Embroidery, traditionally known for its variety and visual beauty, offers not just improved durability and ease of production - but the ability to convey information through a broad range of stitch types. Following an exploration of the design space of embroidered tactile graphics, we identify key perceptual properties that impact how embroidered textures are differentiated. Based on these differences, we introduce an optimization algorithm for assigning textures to regions of tactile graphics in a way that makes them diverse and legible. We implement an end-to-end pipeline for producing embroidered tactile graphics and evaluate the comprehensibility and legibility of our design with 6 blind participants. Our findings showed that embroidered tactile graphics present information accurately and comprehensively, and that measurable properties, such as the use of spacing and distinctiveness, were an important factor of expressive and legible design.
Hypertension, which disproportionately affects older adults, continues to pose a critical health challenge among Indigenous communities, where systemic healthcare inequities and cultural mismatches in medical interventions contribute to high rates of undiagnosed and unmanaged cases. This paper explores the co-design of culturally relevant mobile health games to support hypertension management among Indigenous Peoples in Northern Arizona. Drawing from participatory design methodologies, we conducted a workshop with 14 participants to conceptualize and prototype mobile applications focused on five key factors of hypertension care: medication adherence, nutrition, exercise, education, and blood pressure monitoring. The workshops revealed that culturally rooted play and storytelling may significantly enhance user engagement and acceptance of digital health tools. Using insights from these sessions, we developed five medium-fidelity prototypes that reflect diverse game and play strategies, from traditional gamification techniques to reappropriations of existing games infused with Indigenous cultural elements. Our findings highlight how participatory and culturally grounded design approaches can produce mobile health interventions that may resonate more deeply with Indigenous worldviews and healthcare practices. This study contributes empirical design artifacts and knowledge to the field of accessible health technologies, emphasizing the importance of Indigenous-led co-design in addressing chronic disease disparities. We conclude by outlining future directions for iterative prototyping and playtesting, with implications for broader applications in culturally responsive digital health innovation.
AI-generated audio descriptions (ADs) offer scalable solutions for making visual media accessible to blind and low-vision (BLV) audiences. Nevertheless, little is known about howBLV users experience and evaluate these descriptions across emerging platforms. In this qualitative study, we conducted semi-structured interviews with ten (N=10) BLV participants, recruited based on divergences in prior survey ratings, to explore their perceptions of both human- and AI-generated ADs in contexts ranging from traditional film to shortform video and livestreams. Thematic analysis revealed five key themes: (1) information prioritization and genre-sensitive details, (2) the "better-than-nothing" consensus tempered by emotional and contextual gaps in AI-generated ADs, (3) the social dynamics of shared viewing, (4) accessibility deserts on new media platforms, and (5) the artistry-precision dilemma. Our findings highlight the need for adaptive, transparent, and user-informed AD systems that balance narrative resonance with efficiency. We conclude with design recommendations for co-designing AI-assisted accessibility tools in partnership with BLV communities.
Accessibility research has a broad mandate: use technology to make the world more accessible to disabled people. Yet, as a field, accessibility research lacks a clear characterization of what "accessibility" is. Furthermore, it has been historically limited in who is designed for, focusing on specific types of disability and often failing to consider how disability intersects with other identities. We set out to explicate what it means to make something accessible, grounded in the lived experiences of a diverse group of 25 disabled people. From our empirical findings, we develop a process for modeling accessibility. First, an individual assesses their experience of inaccess, specifically, the type of barrier they face, the technology repertoire they possess, and the contextual factors that shape how they address accessibility barriers. Then, having assessed an access barrier, they perform consequence calculus, weighing all available options to achieve access and deciding upon the option that best matches their priorities. We highlight the situated nature of access; people's identities, contextual factors, repertoires, and priorities all dictate their experience of accessibility.
Sign language processing holds great promise for advancing societal inclusivity, yet it often excludes meaningful participation from the Deaf community, raising ethical and practical concerns about the applicability of AI solutions to their needs. This paper addresses these gaps through two interrelated studies. First, surveys identify differences in priorities and expectations between machine learning (ML) practitioners and Deaf American Sign Language (ASL) signers. Second, paired co-design sessions bring ML and ASL experts together to generate guiding questions that support practices for aligning AI development with community goals. Our findings reveal critical points of friction that reflect deeper systemic and epistemic barriers to effective collaboration. By synthesizing unique and shared insights from both groups, we provide empirically grounded resources to guide collaborative frameworks that promote the agency and expertise of the Deaf community. This research paves actionable pathways toward equitable, communitycentered advancements in AI.
Audio description (AD) makes video content accessible to millions of blind and low vision (BLV) users. However, creating high-quality AD involves a trade-off between the precision of human-crafted descriptions and the efficiency of AI-generated ones. To address this, we present DescribePro a collaborative AD authoring system that enables describers to iteratively refine AI-generated descriptions through multimodal large language model prompting and manual editing. DescribePro also supports community collaboration by allowing users to fork and edit existing ADs, enabling the exploration of different narrative styles. We evaluate DescribePro with 18 describers (9 professionals and 9 novices) using quantitative and qualitative methods. Results show that AI support reduces repetitive work while helping professionals preserve their stylistic choices and easing the cognitive load for novices. Collaborative tags and variations show potential for providing customizations, version control, and training new describers. These findings highlight the potential of collaborative, AI-assisted tools to enhance and scale AD authorship.
While videoconferencing is a promising technology, it may present unique challenges and barriers for older adults with cognitive concerns. This paper presents a deconstructed view of videoconferencing technology use using a sociological dramaturgical framework developed by Erving Goffman. Our study recruited 17 older adults with varying cognitive concerns, employing technology discussion groups, interviews, and observations to gather data. Through a reflexive thematic analysis, we explore videoconferencing use among older adults with cognitive concerns, focusing on three major areas: the "performances and roles" where users adapt to new roles through videoconferencing; the "backstage," which involves the physical and logistical setup; and the "frontstage," where people communicate through audio and visual channels to present a desired impression. Our discussion generates insights into how deconstructing these elements can inform more meaningful and accessible HCI design.
Screen readers are important assistive technologies for blind people, but they are complex and can be challenging to use effectively. Over the course of several studies with screen reader users, the authors have found wide variations and sometimes surprising differences in people's skills, preferences, navigation, and troubleshooting approaches when using screen readers. These differences may not always be considered in research and development. To help address this shortcoming, we have developed five user personas describing a range of screen reader experiences.
Hevelius, a web-based computer mouse test, measures arm movement and has been shown to accurately evaluate severity for patients with Parkinson’s disease and ataxias. A Hevelius session produces 32 numeric features, which may be hard to interpret, especially in time-constrained clinical settings. This work aims to support clinicians (and other stakeholders) in interpreting and connecting Hevelius features to clinical concepts. Through an iterative design process, we developed a visualization tool (Hevelius Report) that (1) abstracts six clinically relevant concepts from 32 features, (2) visualizes patient test results, and compares them to results from healthy controls and other patients, and (3) is an interactive app to meet the specific needs in different usage scenarios. Then, we conducted a preliminary user study through an online interview with three clinicians who were not involved in the project. They expressed interest in using Hevelius Report, especially for identifying subtle changes in their patients’ mobility that are hard to capture with existing clinical tests. Future work will integrate the visualization tool into the current clinical workflow of a neurology team and conduct systematic evaluations of the tool’s usefulness, usability, and effectiveness. Hevelius Report represents a promising solution for analyzing fine-motor test results and monitoring patients’ conditions and progressions.
Object recognition technologies hold the potential to support blind and low-vision people in navigating the world around them. However, the gap between benchmark performances and practical usability remains a significant challenge. This paper presents a study aimed at understanding blind users’ interaction with object recognition systems for identifying and avoiding errors. Leveraging a pre-existing object recognition system, URCam, fine-tuned for our experiment, we conducted a user study involving 12 blind and low-vision participants. Through in-depth interviews and hands-on error identification tasks, we gained insights into users’ experiences, challenges, and strategies for identifying errors in camera-based assistive technologies and object recognition systems. During interviews, many participants preferred independent error review, while expressing apprehension toward misrecognitions. In the error identification task, participants varied viewpoints, backgrounds, and object sizes in their images to avoid and overcome errors. Even after repeating the task, participants identified only half of the errors, and the proportion of errors identified did not significantly differ from their first attempts. Based on these insights, we offer implications for designing accessible interfaces tailored to the needs of blind and low-vision users in identifying object recognition errors.
Blind people are often called to contribute image data to datasets for AI innovation with the hope for future accessibility and inclusion. Yet, the visual inspection of the contributed images is inaccessible. To this day, we lack mechanisms for data inspection and control that are accessible to the blind community. To address this gap, we engage 10 blind participants in a scenario where they wear smartglasses and collect image data using an AI-infused application in their homes. We also engineer a design probe, a novel data access interface called AccessShare, and conduct a co-design study to discuss participants’ needs, preferences, and ideas on consent, data inspection, and control. Our findings reveal the impact of interactive informed consent and the complementary role of data inspection systems such as AccessShare in facilitating communication between data stewards and blind data contributors. We discuss how key insights can guide future informed consent and data control to promote inclusive and responsible data practices in AI.
Blind individuals, who by necessity depend on screen readers to interact with computers, face considerable challenges in navigating the diverse and complex graphical user interfaces of different computer applications. The heterogeneity of various application interfaces often requires blind users to remember different keyboard combinations and navigation methods to use each application effectively. To alleviate this significant interaction burden imposed by heterogeneous application interfaces, we present Savant, a novel assistive technology powered by large language models (LLMs) that allows blind screen reader users to interact uniformly with any application interface through natural language. Novelly, Savant can automate a series of tedious screen reader actions on the control elements of the application when prompted by a natural language command from the user. These commands can be flexible in the sense that the user is not strictly required to specify the exact names of the control elements in the command. A user study evaluation of Savant with 11 blind participants demonstrated significant improvements in interaction efficiency and usability compared to current practices.
While voice user interfaces offer increased accessibility due to hands-free and eyes-free interactions, older adults often have challenges such as constructing structured requests and perceiving how such devices operate. Voice-first user interfaces have the potential to address these challenges by enabling multimodal interactions. Standalone voice + touchscreen Voice Assistants (VAs), such as Echo Show, are specific types of devices that adopt such interfaces and are gaining popularity. However, the affordances of the additional touchscreen for older adults are unknown. Through a 40-day real-world deployment with older adults living independently, we present a within-subjects study (N = 16; age M = 82.5, SD = 7.77, min. = 70, max. = 97) to understand how a built-in touchscreen might benefit older adults during device setup, conducting self-report diary survey, and general uses. We found that while participants appreciated the visual outputs, they still preferred to respond via speech instead of touch. We identified six design implications that can inform future innovations of senior-friendly VAs for managing healthcare and improving quality of life.
We describe a smartphone/smartwatch system to evaluate anomia in individuals with aphasia by using audio-recording-based ecological momentary assessments. The system delivers object-naming assessments to a participant's smartwatch, whereby a prompt signals the availability of images of these objects on the watch screen. Participants attempt to speak the names of the images that appear on the watch display out loud and into the watch as they go about their lives. We conducted a three-week feasibility study with six participants with mild to moderate aphasia. Participants were assigned to either a nine-item (four prompts per day with nine images) or single-item (36 prompts per day with one image each) ecological momentary assessment protocol. Compliance in recording an audio response to a prompt was approximately 80% for both protocols. Qualitative analysis of the participants' interviews suggests that the participants felt capable of completing the protocol, but opinions about using a smartwatch were mixed. We review participant feedback and highlight the importance of considering a population's specific cognitive or motor impairments when designing technology and training protocols.
Always-on, upper-body input from sensors like accelerometers, infrared cameras, and electromyography hold promise to enable accessible gesture input for people with upper-body motor impairments. When these sensors are distributed across the person’s body, they can enable the use of varied body parts and gestures for device interaction. Personalized upper-body gestures that enable input from diverse body parts including the head, neck, shoulders, arms, hands and fingers and match the abilities of each user, could be useful for ensuring that gesture systems are accessible. In this work, we characterize the personalized gesture sets designed by 25 participants with upper-body motor impairments and develop design recommendations for upper-body personalized gesture interfaces. We found that the personalized gesture sets that participants designed were highly ability-specific. Even within a specific type of disability, there were significant differences in what muscles participants used to perform upper-body gestures, with some predominantly using shoulder and upper-arm muscles, and others solely using their finger muscles. Eight percent of gestures that participants designed were with their head, neck, and shoulders, rather than their hands and fingers, demonstrating the importance of tracking the whole upper-body. To combat fatigue, participants performed 51% of gestures with their hands resting on or barely coming off of their armrest, highlighting the importance of using sensing mechanisms that are agnostic to the location and orientation of the body. Lastly, participants activated their muscles but did not visibly move during 10% of the gestures, demonstrating the need for using sensors that can sense muscle activations without movement. Both inertial measurement unit (IMU) and electromyography (EMG) wearable sensors proved to be promising sensors to differentiate between personalized gestures. Personalized upper-body gesture interfaces that take advantage of each person’s abilities are critical for enabling accessible upper-body gestures for people with upper-body motor impairments.
We present a study with 20 participants with low vision who operated two types of screen magnification (lens and full) on a laptop computer to read two types of document (text and web page). Our purposes were to comparatively assess the two magnification modalities, and to obtain some insight into how people with low vision use the mouse to control the center of magnification. These observations may inform the design of systems for the automatic control of the center of magnification. Our results show that there were no significant differences in reading performances or in subjective preferences between the two magnification modes. However, when using the lens mode, our participants adopted more consistent and uniform mouse motion patterns, while longer and more frequent pauses and shorter overall path lengths were measured using the full mode. Analysis of the distribution of gaze points (as measured by a gaze tracker) using the full mode shows that, when reading a text document, most participants preferred to move the area of interest to a specific region of the screen.
RouteNav is an iOS app designed to support wayfinding for blind travelers in an indoor/outdoor transit hub. It doesn’t rely on external infrastructure (such as BLE beacons); instead, localization is obtained by fusing spatial information from inertial dead reckoning and GPS (when available) via particle filtering. Routes are expressed as sequences of “tiles”, where each tile may contain relevant points of interest. Redundant modalities are used to guide users to switching goalposts within tiles. In this paper, we describe the different components of RouteNav, and report on a user study with seven blind participants, who traversed three challenging routes in a transit hub while receiving input from the app.
Population aging is an increasingly important consideration for health care in the 21th century, and continuing to have access and interact with digital health information is a key challenge for aging populations. Voice-based Intelligent Virtual Assistants (IVAs) are promising to improve the Quality of Life (QoL) of older adults, and coupled with Ecological Momentary Assessments (EMA) they can be effective to collect important health information from older adults, especially when it comes to repeated time-based events. However, this same EMA data is hard to access for the older adult: although the newest IVAs are equipped with a display, the effectiveness of visualizing time–series based EMA data on standalone IVAs has not been explored. To investigate the potential opportunities for visualizing time–series based EMA data on standalone IVAs, we designed a prototype system, where older adults are able to query and examine the time–series EMA data on Amazon Echo Show — a widely used commercially available standalone screen–based IVA. We conducted a preliminary semi–structured interview with a geriatrician and an older adult, and identified three findings that should be carefully considered when designing such visualizations.
As data-driven systems are increasingly deployed at scale, ethical concerns have arisen around unfair and discriminatory outcomes for historically marginalized groups that are underrepresented in training data. In response, work around AI fairness and inclusion has called for datasets that are representative of various demographic groups. In this paper, we contribute an analysis of the representativeness of age, gender, and race & ethnicity in accessibility datasets-datasets sourced from people with disabilities and older adults-that can potentially play an important role in mitigating bias for inclusive AI-infused applications. We examine the current state of representation within datasets sourced by people with disabilities by reviewing publicly-available information of 190 datasets, we call these accessibility datasets. We find that accessibility datasets represent diverse ages, but have gender and race representation gaps. Additionally, we investigate how the sensitive and complex nature of demographic variables makes classification difficult and inconsistent (e.g., gender, race & ethnicity), with the source of labeling often unknown. By reflecting on the current challenges and opportunities for representation of disabled data contributors, we hope our effort expands the space of possibility for greater inclusion of marginalized communities in AI-infused systems.
Intergenerational social interactions are beneficial for bridging generational gaps, strengthening family bonds, and improving social cohesiveness. However, opportunities for in-person intergenerational social interactions are decreasing as families become increasingly geographically dispersed. Researchers are examining how technology might support these interactions. Extended Reality (XR) is an emerging technology that has shown potential for supporting immersive remote interactions but might cause an “experience asymmetry” in an intergenerational setting. In this poster we contrast the user experience of younger and older participants engaging in remote gardening sessions with our social XR prototypes. We present systemic influence factors that affected user experience of participants from different age groups differently with our XR prototypes. We discuss potential approaches to mitigate their effects based on observational learning and becoming aware of designer biases.