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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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  • Accessibility Education for Software Engineers: Evaluating the Impact of Game-Based Learning

    P D Parthasarathy, Swaroop Joshi · 2026 · ACM Transactions on Computing Education

    Parthasarathy and Joshi address a persistent industry problem: despite 25 years of WCAG, only 5.2% of top web homepages fully conform, and organizations consistently report that staff lack accessibility skills. Academic curricula are slowly integrating accessibility, but…

    accessibility education · game-based learning · serious games · WCAG · software engineering

  • AccessQuest: A Game-Based Approach to Digital Accessibility Education

    P D Parthasarathy, Swaroop Joshi · 2026 · ACM Transactions on Computing Education

    Parthasarathy and Joshi present AccessQuest, a single-player, role-playing platformer that teaches five WCAG 2.1 Level A success criteria — text alternatives (1.1.1), captions for pre-recorded content (1.2.2), transcripts for audio-only content (1.2.1), focus order (2.4.3), and…

    accessibility education · game-based learning · serious games · WCAG · computing education

  • Supporting Money Management among Adults with Down Syndrome: A Multi-Technology Probe Study

    Hailey L. Johnson, Heidi Spalitta, Callie Y. Kim, Bilge Mutlu · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Johnson, Spalitta, Kim, and Mutlu designed three cash-based budgeting technology probes for adults with Down syndrome (AwDS) and ran a comparative usage study with seven participants aged 19-39. The work is motivated by a gap between special-education financial curricula (which…

    Down syndrome · intellectual disability · assistive technology · financial accessibility · augmented reality

  • LyreFlute: Sensor-Based Musical Experience for COPD Rehabilitation

    Andreia Valente, Claudio Cotto, Mark Billinghurst, Kunal Gupta · 2026 · Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems (CHI EA '26)

    LyreFlute is a sensor-equipped musical instrument paired with a 3D rhythm game that reframes at-home COPD (Chronic Obstructive Pulmonary Disease) breathing exercises as a culturally grounded, narrative-driven experience. The authors motivate the work with a stark adherence…

    COPD · pulmonary rehabilitation · breathing exercises · biofeedback · serious game

  • CoSignPlay: A Collaborative Approach to Learning Non-Manual Signs in ASL for Hearing Families with Deaf Children

    Xuanyu Liu, Hsin-Le Cheng, Guillaume Chastel, Margaret Chastel, Zhen Bai · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper introduces CoSignPlay, a novel collaborative learning approach for teaching non-manual signs (NMS) in American Sign Language to hearing families with deaf and hard-of-hearing (DHH) children. Over 90% of DHH children are born to hearing families, and without accessible…

    American Sign Language · non-manual signs · deaf and hard of hearing · collaborative learning · avatar

  • Co-Designing Culturally Grounded Mobile Health Games for Hypertension Management in Indigenous Communities

    Alison Graham, Tochukwu Arinze Ikwunne, Jared Duval · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents a co-design study conducted with 14 Indigenous community members from Northern Arizona, representing seven tribal nations including Hopi, Navajo, Diné, Chickasaw, Hidatsa, Oneida, and native Hawaiian backgrounds. The research addresses the disproportionate…

    Indigenous health · co-design · mobile health games · hypertension · culturally grounded design

  • AI and Gamification for Employees with ADHD: A Tool for Enhancing Workplace Focus & Productivity

    Tahani Jaser Alahmadi, Ruyouf AlKhuzaim, Meral AlHelwah, Abbrar AlOtaibi, Dima AlTammami, Daad AlSaqer · 2025 · Proceedings of the 22nd International Web for All Conference (W4A)

    This paper presents WADAQ, an AI-driven gamification tool designed to support employees with ADHD in improving focus, task management, and workplace productivity. The system operates in three stages: first, machine learning classification models predict whether a user is likely…

    ADHD · gamification · machine learning · reinforcement learning · workplace accessibility

  • The Treatment of Amblyopia and Astigmatism through Eye Tracking and Serious Games

    Tahani Jaser Alahmadi, Rania AlAblani, Najla Bin Eid, Reyoof AlHumaidi, Amal AlMeiman, Farah AlNujaidi · 2024 · Proceedings of the 21st International Web for All Conference (W4A '24)

    This paper presents Abs'arnna, a mobile application that combines serious games with eye-tracking technology to treat amblyopia (lazy eye) and astigmatism in children. The authors from Princess Nourah bint Abdulrahman University in Saudi Arabia address a significant gap in…

    serious games · eye tracking · vision therapy · assistive technology · pediatric accessibility

  • Case Study: In-the-Field Accessibility Information Collection Using Gamification

    Akihiro Miyata, Kazuki Okugawa, Yusaku Murayama, Akihiro Furuta, Keihiro Ochiai, Yuko Murayama · 2023 · Proceedings of the 20th International Web for All Conference (W4A '23)

    This study introduces and evaluates a crowdsourcing platform designed to collect real-world accessibility information for constructing accessibility maps that support people with mobility disabilities. Accessibility maps are critical for safe navigation by wheelchair users and…

    crowdsourcing · gamification · accessible maps · physical accessibility · pedestrian infrastructure

  • An Approach to Teach Accessibility with Gamification

    Mohammad Gulam Lorgat, Hugo Paredes, Tânia Rocha · 2022 · Proceedings of the 19th International Web for All Conference (W4A 2022)

    This extended abstract proposes a gamification-based approach for teaching web accessibility to undergraduate Computer Science and Software Engineering students as part of a web design course. The authors identify a gap in accessibility education: while previous approaches have…

    gamification · accessibility education · computer science education · WCAG · pedagogy

  • 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

  • Evaluation of user experience and cognitive load of a gamified cognitive training application for children with learning disabilities

    Adel Shaban, Elaine Pearson · 2020 · Proceedings of the 17th International Web for All Conference (W4A)

    This study presents the design and evaluation of "The Treasure," a gamified web-based application created to train and improve working memory in children with learning disabilities. The application was built on a design framework integrating guidelines from HCI, accessibility,…

    learning disabilities · gamification · cognitive load · working memory · user experience

  • Evaluation of a Prototype Interactive Working Memory Application for Children with Learning Disabilities

    Elaine Pearson, Adel Shaban · 2019 · Proceedings of the 16th International Web for All Conference (W4A)

    This short paper presents an expert evaluation of a prototype working memory training application designed specifically for children aged 7-9 with learning disabilities. The application was built using a novel design framework that integrates three distinct sets of guidelines:…

    learning disability · cognitive accessibility · working memory · gamification · cognitive load

  • A Tangible Math Game for Visually Impaired Children

    Ana Cristina Pires, Sebastian Marichal, Fernando Gonzalez-Perilli, Ewelina Bakala, Bruno Fleischer, Gustavo Sansone, Tiago Guerreiro · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This demonstration paper presents iCETA, an inclusive interactive system for math learning that enables visually impaired children to autonomously engage with and solve additive composition tasks (addition and subtraction) through tangible interaction. The system was designed…

    visual impairment · children · mathematics accessibility · tangible user interface · inclusive design

  • On the Evaluation of Novel Sonification Techniques for Non-Visual Shape Exploration

    Sergio Mascetti, Andrea Gerino, Cristian Bernareggi, Lorenzo Picinali · 2017 · ACM Transactions on Accessible Computing (TACCESS)

    This paper proposes and evaluates six novel sonification techniques for enabling blind and visually impaired users to explore and recognize shapes on touchscreen devices, comparing them against two existing techniques from the literature. The motivation is that graphical…

    sonification · visual impairment · STEM accessibility · touchscreen · shape recognition

  • 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

  • A Pilot Deployment of an Online Tool for Large-Scale Virtual Auditing of Urban Accessibility

    Manaswi Saha, Kotaro Hara, Soheil Behnezhad, Anthony Li, Michael Saugstad, Hanuma Maddali, Sage Chen, Jon E. Froehlich · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This demonstration paper introduces Project Sidewalk, a web-based tool that enables anyone with an internet connection to remotely audit urban sidewalk accessibility by virtually walking through city streets using Google Street View. The tool addresses a significant gap in…

    crowdsourcing · urban accessibility · GIS · sidewalk accessibility · curb ramps

  • 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

  • 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

  • Development of a Remote Therapy Tool for Childhood Apraxia of Speech

    Avinash Parnandi, Virendra Karappa, Tian Lan, Mostafa Shahin, Jacqueline McKechnie, Kirrie Ballard, Beena Ahmed, Ricardo Gutierrez-Osuna · 2015 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents a multitier client-server system for remote administration of speech therapy to children with childhood apraxia of speech (CAS), a motor speech disorder where the brain has difficulty coordinating the movements needed for speech production. CAS requires…

    speech disorder · speech therapy · childhood apraxia of speech · remote therapy · mobile health

  • Balance Assessment in Fall-Prevention Exergames

    Carlos Miguel Dias de Brito, João Tiago Pinheiro Neto Jacob, Rui Nóbrega, António Manuel Nogueira Santos · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents two exergames designed to motivate elderly adults to perform fall-prevention exercises while simultaneously collecting balance assessment data using the Nintendo Wii Balance Board (WBB). Falls are a major health concern for older adults, and while exercise is…

    exergames · fall prevention · older adults · balance assessment · Wii Balance Board

  • Eyes-free Exploration of Shapes with Invisible Puzzle

    Andrea Gerino, Lorenzo Picinali, Cristian Bernareggi, Sergio Mascetti · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents Invisible Puzzle Game, an iPhone application that uses sonification techniques to enable people who are blind or visually impaired to explore shapes on touchscreen devices. Image exploration is fundamental for developing visuospatial skills and STEM…

    sonification · blindness · visual impairment · touchscreen · image exploration

  • ARMStrokes: A Mobile App for Everyday Stroke Rehabilitation

    Jin Guo, Ted Smith, David Messing, Ziying Tang, Sonia Lawson, Jinjuan Heidi Feng · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents ARMStrokes, an iPhone application that enables stroke survivors to perform upper extremity rehabilitation exercises anywhere and anytime using only built-in smartphone sensors. Stroke affects over 795,000 Americans annually and often causes long-term…

    stroke rehabilitation · mobile health · exergames · upper extremity · motor impairment

  • Towards Large Scale Evaluation of Novel Sonification Techniques for Non Visual Shape Exploration

    Andrea Gerino, Lorenzo Picinali, Cristian Bernareggi, Nicolò Alabastro, Sergio Mascetti · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents six sonification techniques for exploring shapes on touchscreen devices and evaluates them through Invisible Puzzle, an iPhone application enabling large-scale unsupervised testing. The research addresses a critical need: people who are blind need access to…

    sonification · blindness · visual impairment · touchscreen · image exploration

  • Sensory Substitution Training for Users Who Are Blind with Dynamic Stimuli, Games and Virtual Environments

    Shachar Maidenbaum · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper explores whether gamification and dynamic training can address one of the major barriers to sensory substitution device (SSD) adoption: the long, arduous learning process. SSDs like EyeMusic convert visual information into sound, enabling people who are blind to…

    sensory substitution · blindness · congenital blindness · visual rehabilitation · gamification