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

    Sabina Sieghart, Björn Rohles, Kim Corti, Trang Nguyen, Ann Bessemans · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Sieghart and colleagues tackle a persistent gap in cognitive accessibility research: digital design patterns are almost never validated with Easy-to-Read (ETR) users — adults with intellectual disabilities who can read at a basic level. The paper reports a participatory design…

    cognitive accessibility · Easy-to-Read · intellectual disability · participatory design · digital design patterns

  • Reimagining Wearable AR Gesture Design: Physical Therapy Reasoning in Everyday Contexts

    Wei Wu, Binyan Xu, Soonhyeon Kweon, Yujie Wang, Leanne Chukoskie, Casper Harteveld · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper reimagines gesture vocabularies for lightweight, everyday augmented reality (AR) glasses — the emerging category of optical see-through wearables (e.g., Snap Spectacles, Meta Orion, Ray-Ban Meta) that are entering consumer and workplace life. The authors…

    augmented reality · gesture interaction · wearable technology · physical therapy · ergonomics

  • Beyond Prompt-Following: Empowering Social Agency in Autistic Children through Narrative Framing

    Min Zhou, Xinheng Song, Xiaolan Peng, Mingxuan Jin, Soumya C. Barathi · 2026 · Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems (CHI EA ’26)

    NarraSocial is a Unity-based virtual environment for autistic children aged 6–10 that reframes social-skills interventions away from the prompt-and-response loop characteristic of Applied Behavior Analysis (ABA) and most VR-based social skills training. The authors observed…

    autism · autistic children · social agency · narrative design · virtual environment

  • Crippin' WhatsApp's Interaction Design: Learnings from the blind/visually impaired users of India

    Hrittika Bhowmick, Atharva Shrivastava, Sandeep Ysp, Shilpaa Anand, Dipanjan Chakraborty · 2025 · Proceedings of the 27th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2025)

    This paper examines how blind and visually impaired users in India navigate WhatsApp, using critical disability studies and Roland Barthes' concept of myth to argue that WhatsApp's design naturalizes visual interaction as universal while marginalizing auditory, haptic, and…

    screen readers · blind users · social media accessibility · Global South accessibility · critical disability studies

  • How Accessible are Virtual Reality Freehand Gestures? Understanding Barriers for Users with Upper Limb Motor Impairments

    Lauren Pococke, Crescent Jicol, Christof Lutteroth, Christopher Clarke · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper provides the first empirical examination of how accessible default freehand gesture implementations in virtual reality are for people with upper limb motor impairments. The researchers recruited 8 adults with conditions including lupus, rheumatoid arthritis, carpal…

    virtual reality · motor accessibility · freehand gestures · hand tracking · upper limb impairments

  • Understanding Research Themes and Interactions at Scale within Blind and Low-vision Research in ACM and IEEE

    Maximiliano Jeanneret Medina, Yong-Joon Thoo, Cédric Baudet, Jon E. Froehlich, Nicolas Ruffieux, Denis Lalanne · 2025 · ACM Transactions on Accessible Computing

    This 46-page extended article builds on a 2023 ASSETS paper to provide a comprehensive, field-agnostic analysis of blind and low-vision (BLV) research published in ACM and IEEE venues between 2010 and 2022. Using a mixed-methods approach combining quantitative bibliometrics with…

    systematic literature review · blind and low vision · bibliometrics · mixed methods · research themes

  • Characterizing "Motor Ability" for Ability-Based Design

    Claire L. Mitchell, Jacob O. Wobbrock · 2024 · ASSETS '24: Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper addresses a fundamental gap in ability-based design — a prominent accessibility framework proposed by Wobbrock et al. — by rigorously defining and operationalising the concept of "motor ability" that is central to the approach. Ability-based design shifts the focus…

    ability-based design · motor ability · accessibility framework · human motor control · adaptive interfaces

  • Touchpad Mapper: Exploring Non-Visual Touchpad Interactions for Screen-Reader Users

    Ather Sharif, Venkatesh Potluri, Jazz R. X. Ang, Jacob O. Wobbrock, Jennifer Mankoff · 2024 · Proceedings of the 21st International Web for All Conference (W4A)

    This technical note introduces Touchpad Mapper, a system that repurposes the laptop touchpad — a widely available but underutilized input device for screen-reader users — as a spatial interface for exploring 2D digital content non-visually. The authors argue that while touchpads…

    screen readers · blindness · touchpad · interaction design · input devices

  • Understanding the Touchscreen-based Nonvisual Target Acquisition Task Performance of Screen Reader Users

    Hwayeon Joh, Yun Jung Lee, Uran Oh · 2022 · Proceedings of the 19th International Web for All Conference (W4A 2022)

    This study investigates how screen reader users find and select targets on a smartphone touchscreen without visual cues, examining the effects of screen size, target size, and the ratio between them. Twelve participants with visual impairments (three totally blind, three with…

    touchscreen · screen readers · target acquisition · mobile accessibility · visual impairment

  • Nearmi: A Framework for Designing Point of Interest Techniques for VR Users with Limited Mobility

    Rachel Franz, Samantha Hornback, Diva Jayasinghe, Jolie Auricchio, John Porter III, John Googleddy, Kristen Shinohara · 2021 · ASSETS '21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility

    Virtual reality presents significant accessibility barriers for people with limited mobility, yet relatively little research has addressed how to make VR navigation and exploration usable for this population. Franz et al. introduce Nearmi, a design framework specifically…

    virtual reality · VR accessibility · limited mobility · motor impairments · point of interest

  • Action Blocks: Making Mobile Technology Accessible for People with Cognitive Disabilities

    Lia Carrari, Rain Michaels, Ajit Narayanan, Lei Shi, Xiang Xiao · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This demonstration paper presents Action Blocks, an Android application developed by Google that simplifies mobile device interactions for people with cognitive disabilities. The app allows users or their caregivers to create customizable one-tap buttons on the device home…

    cognitive accessibility · mobile accessibility · assistive technology · aging in place · augmentative and alternative communication

  • Designing Interactions for 3D Printed Models with Blind People

    Lei Shi, Yuhang Zhao, Shiri Azenkot · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper investigates how blind people explore 3D printed models and what interaction techniques they prefer for interactive 3D printed models (I3Ms) — physical models augmented with sensors that provide audio descriptions when touched. While 3D printing has become…

    3D printing · blindness · tactile perception · interaction design · participatory design

  • Improving Smartphone Accessibility with Personalizable Static Overlays

    André Rodrigues, André Santos, Kyle Montague, Tiago Guerreiro · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper addresses a fundamental usability problem for blind smartphone users: the loss of interface consistency that occurred when physical keypad phones gave way to touchscreen smartphones. Feature phones had tactually recognizable keys, simpler interfaces, and consistent…

    blindness · smartphone accessibility · screen readers · mobile accessibility · personalization

  • "But, I Don't Want/Need a Power Wheelchair": Toward Accessible Power Assistance for Manual Wheelchairs

    Dafne Zuleima Morgado Ramirez, Catherine Holloway · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper explores the needs, expectations, and experiences of manual wheelchair users regarding power assist devices — motorized attachments that augment a manual wheelchair's propulsion without converting it into a full power wheelchair. Manual wheelchair users face…

    wheelchair accessibility · assistive technology · participatory design · physical disability · spinal cord injury

  • Designing Wearable Mobile Device Controllers for Blind People: A Co-Design Approach

    Catherine Feng · 2016 · Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '16)

    This poster paper explores the design space of wearable controllers that enable blind people to operate their smartphones more efficiently while on the go, without needing to directly interact with the phone's touchscreen. Blind people rely heavily on mobile phones for…

    blindness · wearable technology · mobile accessibility · co-design · interaction design

  • Accessibility of 3D Game Environments for People with Aphasia: An Exploratory Study

    Julia Galliers, Stephanie Wilson, Sam Muscroft, Jane Marshall, Abi Roper, Naomi Cocks, Tim Pring · 2011 · The Proceedings of the 13th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper reports on an exploratory study investigating how people with aphasia interact with 3D game environments and related technologies. Conducted as part of the GReAT (Gesture Recognition in Aphasia Therapy) project at City University London, the study involved five people…

    aphasia · game accessibility · virtual reality · stroke recovery · cognitive accessibility

  • Constructing Relational Diagrams in Audio: The Multiple Perspective Hierarchical Approach

    Oussama Metatla, Nick Bryan-Kinns, Tony Stockman · 2008 · Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '08)

    This paper from Queen Mary, University of London presents a novel approach for constructing and manipulating relational diagrams — such as Entity-Relationship (ER) diagrams — through an audio-only interface. While previous research addressed non-visual access to existing…

    auditory display · non-visual representation · diagram accessibility · blind users · accessible graphics

  • Increasing the Accessibility of Pen-Based Technology: An Investigation of Age-Related Target Acquisition Difficulties

    Karyn Moffatt · 2007 · SIGACCESS Accessibility and Computing

    This paper describes dissertation research on improving the accessibility of pen-based devices (PDAs, Tablet PCs) for older adults by identifying and addressing the root causes of target acquisition difficulty. The author argues that previous research on target acquisition…

    aging · motor accessibility · input device · interaction design · target acquisition

  • EyeDraw: A System for Drawing Pictures with Eye Movements

    Anthony Hornof, Anna Cavender, Rob Hoselton · 2004 · Proceedings of the 6th International ACM SIGACCESS Conference on Computers and Accessibility (Assets 04)

    This paper presents EyeDraw, a software program that enables children with severe mobility impairments to draw pictures using only their eye movements tracked by an LC Technologies Eyegaze eye tracker. The system is designed to provide creative developmental experiences…

    eye tracking · gaze input · motor accessibility · children · creative arts

  • Mouse Movements of Motion-Impaired Users: A Submovement Analysis

    Faustina Hwang, Simeon Keates, Patrick Langdon, John Clarkson · 2003 · Proceedings of the 6th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '04)

    This paper presents a detailed submovement analysis of mouse cursor trajectories from six motion-impaired users (four with cerebral palsy of varying types — athetoid, athetoid with spasm, and general — and one with Friedrich's ataxia and tremor) and three able-bodied controls…

    motor disability · cursor control · pointing device · target acquisition · cerebral palsy

  • Cursor Measures for Motion-Impaired Computer Users

    Simeon Keates, Faustina Hwang, Patrick Langdon, P. John Clarkson, Peter Robinson · 2002 · Proceedings of the Fifth International ACM Conference on Assistive Technologies (Assets '02)

    This paper systematically analyses cursor movement patterns of motion-impaired computer users to understand the specific difficulties they face with point-and-click interactions in graphical user interfaces. The authors argue that existing cursor measures, primarily developed by…

    motor disability · pointing device · cursor control · target acquisition · force feedback

21 results.