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

    Jong Ho Lee, Stephanie Valencia · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Lee and Valencia explore how people with aphasia (PWA) can become designers of their own AI-powered augmentative and alternative communication (AAC) tools rather than users of rigid, pre-built systems. The authors note that aphasia, a language disorder typically resulting from…

    aphasia · AAC · augmentative and alternative communication · end-user programming · generative AI

  • Not Seeing the Whole Picture: Challenges and Opportunities in Using AI for Co-Making Physical, DIY-AT for People with Visual Impairments

    Ben Kosa, Hsuanling Lee, Jasmine Li, Sanbrita Mondal, Yuhang Zhao, Liang He · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper explores whether an LLM-based conversational agent can act as a co-making partner — not just a visual aid — when people with visual impairments (PVI) build their own physical assistive technology. The authors extended their prior A11yBits tangible toolkit…

    blindness · low vision · DIY assistive technology · tangible interaction · Generative AI

  • Remembering with Reminiscope: Codesigning with Generative AI for Reminiscence Among Older Adults

    Lisha Zhu, Rui Qi, Siyuan Huang, Xueliang Li · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper presents two linked studies investigating how generative AI can support reminiscence among older adults, both individually and in group settings. In Study 1, the authors conducted individual co-design sessions with 16 residents of a care home in Shenzhen,…

    Generative AI · older adults · reminiscence · human-AI co-design · reminiscence technology

  • VR Calm Plus: Coupling a Squeezable Tangible Interaction with Immersive VR for Stress Regulation

    He Zhang, Xinyang Li, Xingyu Zhou, Xinyi Fu · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    Zhang and colleagues build and evaluate VR Calm Plus, a VR stress-regulation system that pairs an immersive Meta Quest 3 experience with a squeezable plush toy instrumented with two force-sensitive resistors (FSRs) and a wireless biosensing wristband measuring…

    virtual reality · stress management · haptics · affective haptics · tangible interaction

  • MoveTogether: Exploring Physical Co-op Gameplay in Mixed-Reality

    Pin Chun Lu, Wen-Fan Wang, Che Wei Wang, Ting-Ying Lee, TsaiHsuan Lin, Duo-Jie Hsiao, CheHan Hsieh, YuTing Tseng, Neng-Hao Yu, Mike Y. Chen · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper introduces MoveTogether, a mixed-reality (MR) co-op gameplay mechanic in which two co-located players jointly operate a single tracked physical prop that is virtually transformed inside a Meta Quest 3 MR scene (a ring, a trampoline, a bubble nozzle). The core…

    mixed reality · shared haptic controller · co-located collaboration · tangible interaction · accessible gaming

  • Demonstrating InteractiSense: An Interactive Tool for Supporting Social Engagement for Children with ASD

    Won Kim, Chaeyeon Lim, Minwoo Seong, Kangbeen Ko, SeungJun Kim · 2026 · Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems (CHI EA '26)

    InteractiSense is a sensing-integrated tangible prototype paired with a cooperative serious game called Treasure Hunters, designed to support social engagement for children with autism spectrum disorder (ASD). The authors argue that ASD-related differences in cognitive, motor,…

    autism spectrum disorder · children with ASD · social engagement · serious games · tangible interaction

  • 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

  • Co-Designing Programmable Fidgeting Experience with Swarm Robots for Adults with ADHD

    Samira Pulatova, Lawrence H Kim · 2024 · ASSETS '24: Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper explores how small tabletop swarm robots can provide customisable fidgeting experiences for adults with ADHD through co-design sessions with 16 diagnosed participants. Fidgeting — repetitive body movements or object manipulation — has been shown to benefit people with…

    ADHD · fidgeting · swarm robots · co-design · emotional regulation

  • Beadwork Bridge: Understanding and Exploring the Opportunities of Beadwork in Enriching School Education for Blind and Low Vision (BLV) People

    Shumeng Zhang, Weiyue Lin, Zisu Li, Ruiqi Jiang, Chen Liang, Mingming Fan, Raul Masu · 2024 · ASSETS '24: Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper investigates how beadwork — the craft of creating patterns and objects by threading beads onto wire, string, or thread — serves as a rich educational tool for blind and low-vision (BLV) students, and explores what the HCI field can learn from these established…

    blind and low vision · education · beadwork · tactile learning · embodied cognition

  • Aided Nonverbal Communication through Physical Expressive Objects

    Stephanie Valencia, Mark Steidl, Michael Rivera, Cynthia Bennett, Jeffrey Bigham, Henny Admoni · 2021 · Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper presents an in-depth case study of co-designing a physical expressive "sidekick" device to support nonverbal communication for an augmented communicator (AC) named Mark, who has cerebral palsy and uses a head-switch-operated AAC device. While AAC systems enable speech…

    augmentative and alternative communication · nonverbal communication · co-design · participatory design · cerebral palsy

  • Game Changer: Accessible Audio and Tactile Guidance for Board and Card Games

    Gabriella M. Johnson, Shaun K. Kane · 2020 · Proceedings of the 17th International Web for All Conference (W4A)

    This paper presents Game Changer, an augmented workspace system that makes board and card games accessible to blind and visually impaired (BVI) players through a combination of audio descriptions and tactile modifications. The system uses an overhead webcam to track ArUco…

    game accessibility · blind and low vision · board games · tangible interaction · audio description

  • The TalkingBox.: Revealing Strengths of Adults with Severe Cognitive Disabilities

    Filip Bircanin, Laurianne Sitbon, Bernd Ploderer, Andrew Azaabanye Bayor, Michael Esteban, Stewart Koplick, Margot Brereton · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2020)

    This paper presents a case study of TalkingBox, a tangible communication device co-designed with Chris (pseudonym), a young adult with a severe cognitive disability, and his support network at a community day centre in Brisbane, Australia. Chris is minimally verbal, communicates…

    intellectual disability · augmentative and alternative communication · tangible interaction · co-design · participatory design

  • TIP-Toy: a tactile, open-source computational toolkit to support learning across visual abilities

    Giulia Barbareschi, Enrico Costanza, Catherine Holloway · 2020 · Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2020)

    This paper presents TIP-Toy (Tactile Inclusive Programming Toy), an open-source educational programming toolkit using physical blocks and music output, designed for children ages 6-11 with mixed visual abilities — from full sight to total blindness. The fundamental problem is…

    visual accessibility · STEM education · tangible interaction · blindness and low vision · inclusive design

  • A Demonstration of Molder: An Accessible Design Tool for Tactile Maps

    Lei Shi, Yuhang Zhao, Elizabeth Kupferstein, Shiri Azenkot · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2019)

    This demonstration paper presents Molder, an accessible design tool that enables teachers of the visually impaired (TVIs) and orientation and mobility (O&M) specialists to create 3D printed tactile maps without requiring professional 3D modeling skills. The problem Molder…

    tactile maps · tactile graphics · 3D printing · visual impairment · orientation and mobility

  • RoboGraphics: Dynamic Tactile Graphics Powered by Mobile Robots

    Darren Guinness, Annika Muehlbradt, Daniel Szafir, Shaun K. Kane · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2019)

    This paper introduces RoboGraphics, a novel approach to creating dynamic tactile graphics by combining a touchscreen tablet, static laser-cut tactile overlays, and small mobile robots (Ozobot Bit 2.0, approximately one cubic inch, ~$60 each). Traditional tactile graphics are…

    tactile graphics · robotics · blind · tangible interaction · data visualization

  • BrailleBlocks: Braille Toys for Cross-Ability Collaboration

    Vinitha Gadiraju · 2019 · Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2019)

    This student research abstract presents BrailleBlocks, a tangible learning system designed to help blind or visually impaired children learn Braille collaboratively with their sighted parents. Braille literacy in the United States is critically low — less than 10% of blind…

    braille · blind · education · children · tangible interaction

  • Visually Augmented Audio-Tactile Graphics for Visually Impaired People

    Timo Götzelmann · 2018 · ACM Transactions on Accessible Computing (TACCESS)

    This paper presents a novel system for creating visually augmented audio-tactile graphics using 3D printing and standard tablet computers, designed for people with visual impairments including those with residual vision. Traditional tactile graphics (raised-line drawings on…

    tactile graphics · 3D printing · audio-tactile · visual augmentation · low vision

  • AMI: An Adaptable Music Interface to Support the Varying Needs of People with Dementia

    P. Frazer Seymour, Justin Matejka, Geoff Foulds, Ihor Petelycky, Fraser Anderson · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper presents AMI (Adaptable Music Interface), a tangible, modular music player designed to be reconfigured by caregivers to match the changing needs and preferences of individuals with dementia. Over 46 million people worldwide live with dementia, a progressive syndrome…

    dementia · tangible interaction · music accessibility · personalization · aging

  • CymaSense: A Novel Audio-Visual Therapeutic Tool for People on the Autism Spectrum

    John McGowan, Grégory Leplâtre, Iain McGregor · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper presents CymaSense, an interactive multimodal tool that generates real-time 3D visual representations of sound based on Cymatics — the study of visible patterns created by sound vibrations in physical media like water or metal plates. The system was designed to…

    autism spectrum disorder · music therapy · assistive technology · multimodal interaction · sensory processing

  • FluxMarker: Enhancing Tactile Graphics with Dynamic Tactile Markers

    Ryo Suzuki, Abigale Stangl, Mark D. Gross, Tom Yeh · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This paper presents FluxMarker, an inexpensive and scalable system that adds dynamic, movable tactile markers on top of static raised-line tactile graphics. Traditional embossed tactile graphics are static and cannot represent changing data, while existing refreshable braille…

    tactile graphics · visual impairment · blindness · data physicalization · haptic technology

  • Tangibles + Programming + Audio Stories = Fun

    Varsha Koushik, Shaun K. Kane · 2017 · Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17)

    This poster introduces Story Blocks, a tangible programming toolkit designed to make block-based programming accessible to blind and visually impaired users. Block-based programming languages like Scratch and Blockly are popular tools for teaching children to code, but they…

    programming education · blindness · visual impairment · tangible interaction · children

  • Technology to Reduce Social Isolation and Loneliness

    Ron Baecker, Kate Sellen, Sarah Crosskey, Veronique Boscart, Barbara Barbosa Neves · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS)

    This paper reports on a multi-year iterative research programme (from 2009 onward) investigating how technology can reduce social isolation and loneliness among older adults in various settings. The researchers from the University of Toronto, OCAD University, and Conestoga…

    aging · social isolation · loneliness · communication technology · long-term care

  • littleBits go LARGE: Making Electronics More Accessible to People with Learning Disabilities

    Nicholas D. Hollinworth, Faustina Hwang, Kate Allen, Gosia Kwiatkowska, Andy Minnion · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS)

    This demo paper presents "littleBits go LARGE," a project that adapts littleBits electronic modules — small, magnetic snap-together electronic components designed to simplify electronics for general audiences — to make them more accessible to people with learning disabilities.…

    learning disabilities · accessible making · DIY assistive technology · co-design · museum accessibility

  • Touchplates: Low-Cost Tactile Overlays for Visually Impaired Touch Screen Users

    Shaun K. Kane, Meredith Ringel Morris, Jacob O. Wobbrock · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '13)

    This paper introduces touchplates — inexpensive, unpowered, customizable tactile overlays that can be placed on touch screens to provide physical guides and tactile feedback for blind and visually impaired users. Unlike prior approaches that either offered limited functionality…

    touchscreen accessibility · tactile feedback · blind users · visual impairment · tangible interaction

  • Context aware documenting for aphasics

    Thomas de Wolf, Dirk W.H. Gooren, Jean-Bernard O.S. Martens · 2008 · Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '08)

    This paper describes two student design projects aimed at creating tools for people with aphasia to document and share their everyday experiences. Aphasia, a communication impairment caused by brain damage (typically from stroke), affects about 0.3% of the population, leaving…

    aphasia · tangible interaction · context-aware computing · augmentative and alternative communication · storytelling

25 results.