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Reviews

The literature-review database. Every paper Bob has reviewed (he has read many more), with a short summary, key findings, and tags. Browse, filter, search.

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

    Emily Q. Wang, Aron S. Marie · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Wang and Marie propose Infrastructuring for Access, a design approach that weaves together HCI's infrastructuring theory (Star, Pipek, Ruhleder) with Disability Studies' critique of ableism and with Repair Studies. Unlike Universal Design and Ability-Based Design, which focus on…

    dyslexia · print disability · writing tools · spell checkers · infrastructuring

  • A Review of 25 Years of Human-Computer Interaction Research on Reading Support Technologies for People with Disabilities Published in the ACM Digital Library

    Oliver Alonzo, Saad Hassan · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This systematic literature review analyzes 101 HCI publications from ACM venues spanning 2000 to 2024 that focus on reading support technologies for people with disabilities. The authors developed a comprehensive coding rubric covering publication metadata, contribution types,…

    systematic literature review · reading support · reading disability · dyslexia · blind or low vision

  • Math-to-Speech Effectiveness and Appreciation for People with Developmental Learning Disorders

    Chiara Magosso, Dragan Ahmetovic, Tiziana Armano, Cristian Bernareggi, Sandro Coriasco, Adriano Sofia, Luisa Testa, Anna Capietto · 2022 · Proceedings of the 19th International Web for All Conference (W4A 2022)

    This short paper presents a user study with 19 Italian university students who have Developmental Learning Disorders (DLD), examining whether text-to-speech (TTS) access to mathematical formulae improves their ability to memorize math syntax and their subjective experience…

    developmental learning disorders · text-to-speech · mathematics accessibility · dyscalculia · dyslexia

  • The story behind Dytective: how we brought research results on dyslexia and accessibility to Spanish public schools

    Luz Rello · 2022 · Proceedings of the 19th International Web for All Conference (W4A)

    This invited talk paper presents the decade-long research and entrepreneurial journey behind Dytective, a platform that combines machine learning and gamified exercises to detect risk of dyslexia and provide personalized interventions. Dyslexia affects up to 10% of the global…

    dyslexia · machine learning · screening · serious games · social entrepreneurship

  • LaMPost: Design and Evaluation of an AI-assisted Email Writing Prototype for Adults with Dyslexia

    Steven M. Goodman, Erin Buehler, Patrick Clary, Andy Coenen, Aaron Donsbach, Tiffanie N. Horne, Michal Lahav, Robert MacDonald, Rain Breaw Michaels, Ajit Narayanan, Mahima Pushkarna, Joel Riley, Alex Santana, Lei Shi, Rachel Sweeney, Phil Weaver, Ann Yuan, Meredith Ringel Morris · 2022 · Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '22)

    This paper introduces LaMPost, a prototype email-writing interface powered by Google's LaMDA large language model, designed to support adults with dyslexia through AI-assisted writing features. The research team, which included members with lived experience of dyslexia, engaged…

    dyslexia · large language models · AI writing support · email · writing challenges

  • Cognitive Function vs. Accessible Authentication: Insights from Dyslexia Research

    Jacques Ophoff, Graham Johnson, Karen Renaud · 2021 · Proceedings of the 18th International Web for All Conference (W4A)

    This paper explores the accessibility challenges that password-based authentication poses to people with dyslexia, arguing that accessibility is a neglected third dimension alongside the well-studied security and usability considerations. The authors recruited 13 participants…

    cognitive accessibility · dyslexia · authentication · security · passwords

  • How Online Tests Contribute to the Support System for People With Cognitive and Mental Disabilities

    Qisheng Li, Josephine Lee, Christina Zhang, Katharina Reinecke · 2021 · ASSETS '21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility

    Approximately one in three people worldwide experience a cognitive or mental disability at some point in their lives, yet significant barriers — cost, lack of insurance, transportation, stigma, family resistance, and not knowing where to seek help — prevent many from obtaining…

    cognitive disability · mental health · online tests · self-diagnosis · disability identity

  • Screening Risk of Dyslexia Through a Web-Game Using Language-Independent Content and Machine Learning

    Maria Rauschenberger, Ricardo Baeza-Yates, Luz Rello · 2020 · Proceedings of the 17th International Web for All Conference (W4A)

    This paper presents MusVis, a web-based game designed to screen for dyslexia risk using language-independent content and machine learning, enabling potential early detection even in pre-readers who have not yet developed literacy skills. Dyslexia affects 5-15% of the world…

    dyslexia · machine learning · screening · serious games · gamification

  • PDF Readability Enhancement on Mobile Devices

    Zachary Shelton, Chen-Hsiang Yu · 2020 · Proceedings of the 17th International Web for All Conference (W4A)

    This paper presents PDFroggy, an Android application that applies content transformation techniques to PDF documents on mobile devices to enhance readability. The research addresses a specific gap: while previous work has demonstrated that content transformation methods like…

    PDF accessibility · readability · mobile accessibility · content transformation · document accessibility

  • Teacher Views of Math E-learning Tools for Students with Specific Learning Disabilities

    Zikai Alex Wen, Erica Silverstein, Yuhang Zhao, Anjelika Lynne Amog, Katherine Garnett, Shiri Azenkot · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2020)

    This paper examines how teachers use math e-learning tools with students who have specific learning disabilities (SLDs) in grades 5-8, a population where approximately 5% of US public school students are identified as having an SLD. SLDs predominantly affect reading (dyslexia),…

    learning disabilities · education accessibility · educational technology · dyscalculia · dyslexia

  • Adaptable Accessibility Features for Mathematics on the Web

    Davide Cervone, Volker Sorge · 2019 · Proceedings of the 16th International Web for All Conference (W4A)

    This paper presents the accessibility features in MathJax version 3, the widely-used JavaScript library for rendering mathematics on the web. The fundamental challenge is that standard mathematical markup formats (LaTeX, ASCIIMath, presentation MathML) lack the semantic…

    mathematics accessibility · MathJax · STEM accessibility · screen reader · Braille

  • Towards Language Independent Detection of Dyslexia with a Web-based Game

    Maria Rauschenberger, Luz Rello, Ricardo Baeza-Yates, Jeffrey P. Bigham · 2018 · Proceedings of the 15th International Web for All Conference (W4A 2018)

    This paper presents MusVis, a web-based game designed to detect dyslexia in children using musical and visual elements that are language independent, potentially enabling screening before children learn to read. Dyslexia affects 5-15% of the world’s population and early…

    dyslexia · screening · serious games · language independent · auditory processing

  • DysHelper: The Dyslexia Assistive User Experience

    Tereza Pařilová, Romana Remšíková · 2018 · Proceedings of the 15th International Web for All Conference (W4A 2018)

    This demonstration paper presents DysHelper, a web browser extension designed to assist people with dyslexia by visually modifying the appearance of web text without altering its content or meaning. The extension addresses the core visual processing difficulty in dyslexia:…

    dyslexia · browser extension · reading accessibility · typography · web accessibility

  • Volunteer-Based Online Studies With Older Adults and People with Disabilities

    Qisheng Li, Krzysztof Z. Gajos, Katharina Reinecke · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '18)

    This paper validates volunteer-based online experiments as a methodology for conducting large-scale accessibility research with people with disabilities and older adults — populations that are notoriously difficult to recruit for laboratory studies. The researchers replicated…

    research methodology · online experimentation · accessibility research · aging · participant recruitment

  • Jellys: Towards a Videogame that Trains Rhythm and Visual Attention for Dyslexia

    Mikel Ostiz-Blanco, Marie Lallier, Sergi Grau, Luz Rello, Jeffrey P. Bigham, Manuel Carreiras · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This demo paper describes Jellys, a video game designed to train two cognitive components linked to reading development — auditory rhythm perception and visual attention — as an intervention for children with dyslexia. The research is grounded in evidence that the cognitive…

    dyslexia · serious games · game accessibility · reading accessibility · visual attention

  • Screening Dyslexia for English Using HCI Measures and Machine Learning

    Luz Rello, Enrique Romero, Maria Rauschenberger, Abdullah Ali, Kristin Williams, Jeffrey P. Bigham, Nancy Cushen White · 2018 · International Conference on Digital Health

    This paper presents a machine learning approach to screening for dyslexia in English speakers by analyzing how users interact with a linguistic computer-based game called Dytective. More than 10% of the population has dyslexia, but most are diagnosed only after failing in…

    dyslexia · machine learning · screening · serious games · early detection

  • Towards the Prediction of Dyslexia by a Web-based Game with Musical Elements

    Maria Rauschenberger, Luz Rello, Ricardo Baeza-Yates, Emilia Gomez, Jeffrey P. Bigham · 2017 · Proceedings of the 14th International Web for All Conference (W4A)

    This paper presents DysMusic, a web-based serious game prototype that aims to predict the risk of dyslexia in pre-reading children using musical elements rather than linguistic tasks. Current dyslexia screening tools rely on reading and writing abilities — linguistic elements…

    dyslexia · screening · serious games · gamification · music

  • ChattyBooks and ChattyBook Service

    Masakazu Suzuki, Katsuhito Yamaguchi · 2017 · Proceedings of the 14th International Web for All Conference (W4A)

    This demonstration paper presents ChattyBooks, a Windows application that converts STEM content in DAISY/accessible EPUB3 format into audio-embedded HTML5 with JavaScript, enabling playback in any web browser on any platform without requiring specialized DAISY/EPUB3 players. The…

    STEM accessibility · DAISY · EPUB · MathML · mathematics accessibility

  • DytectiveU: A Game to Train the Difficulties and the Strengths of Children with Dyslexia

    Luz Rello, Arturo Macias, María Herrera, Camila de Ros, Enrique Romero, Jeffrey P. Bigham · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This demonstration paper presents DytectiveU, a game-based application containing 35,000 exercises designed to train cognitive abilities related to dyslexia in Spanish-speaking children. Unlike most existing dyslexia interventions that focus narrowly on reading fluency or…

    dyslexia · serious games · cognitive accessibility · gamification · learning disabilities

  • Good Background Colors for Readers: A Study of People with and without Dyslexia

    Luz Rello, Jeffrey P. Bigham · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper presents the first large-scale user study measuring the effect of background colors on screen readability for people with and without dyslexia, providing empirical evidence for the widely recommended but previously unvalidated practice of using colored backgrounds to…

    dyslexia · readability · color contrast · reading accessibility · visual design

  • Dytective: Towards Detecting Dyslexia Across Languages Using an Online Game

    Luz Rello, Kristin Williams, Abdullah Ali, Nancy Cushen White, Jeffrey P. Bigham · 2016 · Proceedings of the 13th International Web for All Conference (W4A)

    This paper presents Dytective, a browser-based game designed to screen for risk of dyslexia across English and Spanish languages. At least 10% of the global population has dyslexia, and in Spain over 40% of school dropout is attributed to it. Current detection methods are…

    dyslexia · screening · learning disabilities · game-based assessment · multilingual

  • An online chess game designed for people with dyslexia

    Luz Rello, Sergi Subirats, Jeffrey P. Bigham · 2016 · Proceedings of the 13th International Web for All Conference (W4A)

    This paper presents an online chess learning platform specifically designed for people with dyslexia and investigates whether people with dyslexia learn and play chess differently from those without. The researchers built an instrumented web-based chess game incorporating…

    dyslexia · serious games · game accessibility · learning disabilities · cognitive accessibility

  • DysMusic: detecting dyslexia by web-based games with music elements

    Maria Rauschenberger · 2016 · Proceedings of the 13th International Web for All Conference (W4A)

    This doctoral consortium paper proposes DysMusic, a web-based serious game that uses music elements to detect dyslexia in children aged 3 to 6—before they enter formal schooling and begin experiencing academic failure. The research is motivated by longitudinal evidence showing…

    dyslexia · dyslexia screening · serious games · gamification · music accessibility

  • Contextual Language Learning with Capti ESL Assistant

    Yevgen Borodin, Yury Puzis, Andrii Soviak, Vikas Ashok, Andrii Melnyk, I. V. Ramakrishnan · 2016 · Proceedings of the 13th International Web for All Conference (W4A)

    This paper presents Capti ESL Assistant, a web application designed to help English language learners develop reading and listening skills simultaneously while remaining accessible to users with print disabilities including dyslexia and vision loss. Built on the Capti Narrator…

    language accessibility · print disabilities · text-to-speech · dyslexia · education accessibility

  • Evaluating the Mobile Web Accessibility of Electronic Text for Print Impaired People in Higher Education

    Neil Rogers, Mike Wald, E. A. Draffan · 2016 · Proceedings of the 13th International Web for All Conference (W4A)

    This paper from the University of Southampton presents an Accessibility Evaluation Framework for assessing how well mobile devices support electronic text (eText) reading for people with print impairments in higher education. Print disabilities are broadly defined following…

    print disabilities · mobile accessibility · education accessibility · dyslexia · visual impairment