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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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  • "It only needs to work for one of us": Rethinking DIY Deaf Tech Through Situated Co-Design

    Shuxu Huffman, Robin Angelini, Raja Kushalnagar, Katta Spiel · 2025 · Proceedings of the 27th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '25)

    This experience report documents how a Deaf open water swimmer (Huffman, the first author) and their hearing kayak partner collaboratively designed and built DeafSwim, a vibration-based communication system for use during long-distance open water swims. The kayaker accompanies…

    deaf and hard of hearing · assistive technology · DIY assistive technology · co-design · participatory design

  • Smart Glasses for CVI: Co-Designing Extended Reality Solutions to Support Environmental Perception by People with Cerebral Visual Impairment

    Bhanuka Gamage, Nicola McDowell, Dijana Kovacic, Leona Holloway, Thanh-Toan Do, Arthur James Lowery, Nicholas Price, Kim Marriott · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents the first co-design study developing and evaluating smart glasses as an assistive platform for adults with cerebral visual impairment (CVI). CVI is set to become the leading cause of vision impairment, yet it remains dramatically underrepresented in assistive…

    cerebral visual impairment · CVI · smart glasses · extended reality · augmented reality

  • Exploring Collaboration to Center the Deaf Community in Sign Language AI

    Rie Kamikubo, Abraham Glasser, Alex X Lu, Hal Daumé III, Hernisa Kacorri, Danielle Bragg · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper investigates the critical disconnect between machine learning (ML) practitioners and Deaf American Sign Language (ASL) signers in the development of sign language AI technologies. Despite sign language processing's promise for societal inclusivity, the field…

    Deaf community · sign language · American Sign Language · machine learning · participatory AI

  • Designing for Attention: Evaluating an Affordable Immersive VR Platform for Neurodiverse Children

    Mirko Gelsomini, Eleonora La Porta, Alessandro Fusco, Luca Maria Papandrea · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents VISTA (Visual Immersive Storytelling for Therapeutic Attention), a low-cost Wearable Immersive Virtual Reality (WIVR) platform designed to support attention-focused therapeutic interventions for neurodiverse children. The system uses a Google Cardboard-style…

    virtual reality · neurodiversity · attention · therapeutic technology · children

  • One Does Not Simply 'Mm-hmm': Exploring Backchanneling in the AAC Micro-Culture

    Tobias M Weinberg, Claire O'Connor, Ricardo E. Gonzalez Penuela, Stephanie Valencia, Thijs Roumen · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper explores how users of Augmentative and Alternative Communication (AAC) technology engage in backchanneling—the subtle verbal and non-verbal signals (like "uh-huh," nods, and facial expressions) that listeners use to show engagement, signal understanding, and maintain…

    AAC · backchanneling · non-verbal communication · micro-culture · listener feedback

  • A Low-Fidelity Prototyping Method for Blind Users: A Case Study on Designing Two-Dimensional Tactile Displays

    Sara Alzalabny, Karin Müller, Kathrin Gerling, Thorsten Schwarz, Bastian Rapp, Rainer Stiefelhagen · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper addresses the fundamental problem that design workshops—a key method for involving end users in technology development—are largely inaccessible to blind people due to their reliance on visual methods like sketching, storyboarding, and visual prototyping. The…

    blindness · low vision · prototyping · co-design · tactile display

  • Designing Accessible Calendar Tools for Blind and Low-Vision Users

    Mahmut Erdemli · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This extended abstract investigates the accessibility challenges blind and low vision (BLV) users face with calendar applications and explores how voice-activated personal assistants (VAPAs) like Siri and Alexa can enhance calendar usability. The study employed a mixed-methods…

    blindness · low vision · calendar accessibility · voice assistants · co-design

  • In Sync: Exploration of a Multi-sensory Artefact for Dance Accessibility with People who are Blind or Have Low Vision and Dance Teachers

    Madhuka Thisuri De Silva, Jim Smiley, Leona M Holloway, Sarah Goodwin, Matthew Butler · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper explores how a multi-sensory artefact combining spatialised audio and haptic feedback can support contemporary dance learning for people who are blind or have low vision (BLV). The system uses a Vicon motion tracking system to compare the hand positions of a teacher…

    blind and low-vision · dance accessibility · multi-sensory feedback · haptic feedback · sonification

  • PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players

    Sanchita S. Kamath, Omar Khan, Anurag Choudhary, Jan Meyerhoff-Liang, Soyoung Choi, JooYoung Seo · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents PunchPulse, an open-source VR boxing exergame designed through a seven-month participatory co-design process with blind and low-vision (BLV) individuals to promote sustained moderate-to-vigorous physical activity (MVPA). BLV people experience significantly…

    blind and low vision · virtual reality · exergames · physical activity · co-design

  • Designing an Accessible Mobile Makerspace with an Intellectual Disability Support Organisation

    Jacqueline Johnstone, Madhuka Nadeeshani, Troy McGee, Kirsten Ellis, Swamy Ananthanarayan · 2025 · Proceedings of the 27th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2025)

    This paper presents the co-design process and outcomes of developing an accessible mobile makerspace (a converted van) for a multisite Disability Support Organisation (DSO) in Australia that runs an eMaking program for individuals with intellectual disabilities. Despite the…

    intellectual disability · makerspace · co-design · bodystorming · participatory design

  • 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

  • Harnessing lived experience to promote accessible employment journeys

    Emma Lovegrove, Denise Bertilone, Justin Brown, Elle Beaumont-Bilsby · 2025 · Proceedings of the 22nd International Web for All Conference (W4A)

    This short paper describes the Inclusive Employability initiative at Edith Cowan University (ECU) in Perth, Australia, developed in 2024 to support students from equity cohorts — including people with disability, Aboriginal and Torres Strait Islander students, international…

    disability employment · lived experience · co-design · higher education · inclusive employability

  • Breaking Barriers: Co-Designing Physical Activity Promoting Technologies with Older Adults Living Alone

    Muhe Yang, Karyn Moffatt · 2025 · ACM Transactions on Accessible Computing

    This study investigates why physical activity (PA) promoting technologies fail to meet the needs of older adults living alone, and how technology might better support their exercise engagement. The researchers conducted a multi-stage design process with 17 inactive older adults…

    aging · co-design · physical activity · social support · older adults

  • Making and Accessibility: A Systematic Literature Review on the Multilayered Dimensions of Accessible Making

    Saquib Sarwar, David Wilson · 2025 · ACM Transactions on Accessible Computing

    This systematic literature review examines the intersection of making/fabrication and accessibility through analysis of 113 papers published at ACM conferences between 2010 and 2023. The authors investigate three research questions: which disability communities are represented,…

    systematic literature review · making · fabrication · DIY assistive technology · makerspaces

  • Building Narratives and Probing Concepts: Preparing Materials for Co-Design with Autistic Livestreamers

    Terrance Mok, Tyson Hartley, Anthony Tang, Adam McCrimmon, Lora Oehlberg · 2025 · ACM Transactions on Accessible Computing

    This paper presents scenario-based design (SBD) materials developed to facilitate future co-design sessions with autistic livestreamers on Twitch. Building on prior ethnographic research involving semi-structured interviews with 10 autistic adult streamers, the authors transform…

    autism · livestreaming · Twitch · co-design · scenario-based design

15 results.