A Critical Review of Sexuality, Technology and DisabilityThe investigation of technologies facilitating sexual interactions and sexuality-related explorations is becoming more established in Human-Computer Interaction (HCI), albeit with little systematic attention to the sexual lives of disabled people. In this space, we undertook a literature review utilising feminist content analysis to take stock and critically analyse the domains of sexuality, technology and disability when they intersect. Our approach aligns with the broader goals of promoting inclusivity, diversity, and equity in technology design and application. We present a descriptive and analytical outline of existing research on sexuality, technology and disability through which we identified unmarked norms governing research. These include a focus on individualised technologies oriented on heteronormative assumptions on sexual desires. In addition, we focus on common methods employed and describe the involvement, or lack thereof, of disabled people in research practice. This highlights gaps in our collective knowledge from which we can derive areas for future work2025DPDilisha Patel et al.UCL, Global Disability Innovation HubCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Gender & Race Issues in HCIEmpowerment of Marginalized GroupsCHI
From Participation to Solidarity: A Case Study on Access of Maker Spaces from Deaf and Hearing PerspectivesThis submission is an edited translation of an article previously published in German. Participatory methods open up research in Human-Computer Interaction (HCI) that aim at involving populations that are not traditionally represented. However, they do not require researchers to actively reflect on power relationships as would be required when aiming for transformative impact. In our case study of MACH’S AUF!, we show how research on accessibility of makerspaces for deaf people allowed us to develop a methodological concept of solidarity driven research that extends classical concepts of participation. We show how access to makerspaces has to be understood first and foremost as structured in a socio-technical manner, where communicative access for deaf people has to be provided through sign language. Our work provides a nuanced understanding of what access to makerspaces might entail from a marginalised perspective, as well as a methodological positionality that may support transformative research endeavours in the future.2025OSOliver Suchanek et al.GebärdenverseSpecial Education TechnologyEmpowerment of Marginalized GroupsParticipatory DesignCHI
ADHD and Technology Research -- Investigated by Neurodivergent ReadersTechnology research for neurodivergent conditions is largely shaped by research aims which privilege neuro-normative outcomes. As such, there is an epistemic imbalance in meaning making about these technologies. We conducted a critical literature review of technologies designed for people with ADHD, focusing on how ADHD is framed, the research aims and approaches, the role of people with ADHD within the research process, and the types of systems being developed within Computing and HCI. Our analysis and review is conducted explicitly from an insider perspective, bringing our perspectives as neurodivergent researchers to the topic of technologies in the context of ADHD. We found that 1) technologies are largely used to `mitigate' the experiences of ADHD which are perceived as disruptive to neurotypical standards of behaviour; 2) little HCI research in the area invites this population to co-construct the technologies or to leverage neurodivergent experiences in the construction of research aims; and 3) participant resistance to deficit frames can be read within the researchers' own accounts of participant actions. We discuss the implications of this status quo for disabled people and technology researchers alike, and close with a set of recommendations for future work in this area.2022KSKatta Spiel et al.TU WienCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Universal & Inclusive DesignTechnology Ethics & Critical HCICHI
"Why are they all obsessed with Gender?" — (Non)binary Navigations through Technological InfrastructuresGender is encoded in multiple technological infrastructures, most prominently in digital forms across educational, commercial, medical and governmental contexts. To illustrate the pervasiveness of (binary) gender ideologies and the impact this can have on non-binary individuals – like me – encountering them, I conducted an autoethnography. For more than a year, starting with me receiving a legal non-binary status, I documented systems that did not allow me to register my gender correctly. The findings indicate how technological infrastructures predominantly encode gender as a fixed, immutable and static binary variable with limited options for non-binary people to adequately register self-determined choices for gender and/or (gendered) titles. I further analyse the range of reactions that I received when pro-actively asking for workarounds, fixes and updates, indicating how pointing towards those issues can trouble the status quo, identities and power hierarchies in unintended ways. I close on suggestions for the refactoring of existing and design of new technological infrastructures around gender and reflect on the value of lived experience in knowledge production – as well as the cost it comes with for those doing this research.2021KSKatta SpielInclusive DesignGender & Race Issues in HCIDIS
A Plurality of Practices: Artistic Narratives in HCI ResearchThe arts and Human Computer Interaction (HCI) have a lot in common. As part of computer science HCI is ground breaking, interdisciplinary and focused on the interactions that form part of our everyday world. As part of the arts, HCI is a lens on technology, showing us spaces where there is room to interact and create new and meaningful blended experiences. It is therefore no surprise that many researchers and practitioners in our field have and maintain creative practices alongside, and as part of their research. We discuss how these dual practices relate to each other, and how we might reconcile our mindful creative experiences with the formality of research. What benefits does such duality have, and can we illustrate the value of arts practice in HCI? This pictorial curates diverse artistic practice from a range of researchers, and offers reflection on the benefits and tensions in creativity and computing.2021MSMiriam Sturdee et al.Digital Art Installations & Interactive PerformanceInteractive Narrative & Immersive StorytellingC&C
Understanding the Role of Technology to Support BreastfeedingBreastfeeding brings benefits for newborns and parents, but can be a challenging process. In this paper, we leverage a mixed-methods approach that builds on the Integrated Behavioural Model (IBM) to explore parents' perspectives toward breastfeeding along with their lived experiences, and examine the role of technology in this setting. Results of twelve semi-structured interviews and 175 online survey responses suggest generally positive attitudes toward breastfeeding and good theoretical knowledge. This is combined with a complex lived experience of breastfeeding where main challenges are situated in practical, emotional, and environmental/societal aspects, which are currently not sufficiently recognised by technology that seeks to support breastfeeding. Building upon our findings, we present points for reflection for the design of technology to support breastfeeding, focusing on the importance of drawing from the lived experience of parents, and ensuring that technology not only casts breastfeeding as an individual but also as a collective effort.2021KTKymeng Tang et al.KU LeuvenUniversal & Inclusive DesignMental Health Apps & Online Support CommunitiesReproductive & Women's HealthCHI
A Critical Examination of Virtual Reality Technology in the Context of the Minority BodyVirtual Reality (VR) holds the promise of immersing people in virtual worlds. However, initial work on the relationship between VR and disability suggests that VR is a body-centric technology that poses barriers for disabled users. We supplement this work with a theoretical analysis of immersive VR through the lens of Surrogate Body theory, a concept from media theory for the structured examination of interactive media in use. Leveraging Critical Disability Studies, particularly the theory of the Minority Body, we explore the assumptions about bodies inherent in VR, and we reflect on implications of these assumptions when disabled people engage with the technology. Our findings show that VR is an inherently ableist technology that assumes a ‘corporeal standard’ (i.e., an ‘ideal’, non-disabled human body), and fails to adequately accommodate disabled people. We conclude with implications for HCI research on VR, and discuss design approaches that foster inclusive technology development.2021KGKathrin Gerling et al.KU LeuvenImmersion & Presence ResearchUniversal & Inclusive DesignGender & Race Issues in HCICHI
Revisiting Gendered Web Forms: An Evaluation of Gender Inputs with (Non-)Binary PeopleGender input forms act as gates to accessing information, websites, and services online. Non-binary people regularly have to interact with them, though many do not offer non-binary gender options. This results in non-binary individuals having to either choose an incorrect gender category or refrain from using a site or service—which is occasionally infeasible (e.g., when accessing health services). We tested five different forms through a survey with binary and non-binary participants (n=350) in three contexts—a digital health form, a social media website, and a dating app. Our results indicate that the majority of participants found binary ``male or female'' forms exclusive and uncomfortable to fill out across all contexts. We conclude with design considerations for improving gender input forms and consequently their underlying gender model in databases. Our work aims to sensitize designers of (online) gender web forms to the needs and desires of non-binary people.2021MSMorgan Klaus Scheuerman et al.University of Colorado BoulderInclusive DesignGender & Race Issues in HCICHI
Nurturing Constructive Disagreement - Agonistic Design with Neurodiverse ChildrenParticipatory design (PD) with heterogeneous groups poses particular challenges, requiring spaces in which different agendas or visions can be negotiated. In this paper we report on our PD work with two groups of neurodiverse children to design technologies that support co-located, social play. The heterogeneity in the groups in terms of abilities, conceptions of play, motivations to be involved and individual preferences has challenged us to think of the design process and its outcomes as spaces for continuous negotiation. Drawing on the notion of agonistic PD, we sought not to necessarily reconcile all views, but foster constructive disagreement as a resource for and possible outcome of design. Using our project work as a case study, we report on controversies, big and small, and how they manifested themselves in the processes and outcomes. Reflecting on our experiences, we discuss possible implications on the notion of democratising technology innovation.2019CFChristopher Frauenberger et al.TU WienCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Participatory DesignCHI
Games and Play SIG: Engaging Small Developer CommunitiesThe Games-and-Play community has thrived at ACM SIGCHI with a consistent increase in games- and play-related submissions across research papers, workshops, posters, demos, and competitions. The community has attracted a significant number of academic researchers, students, and practitioners to CHI conferences in recent years. CHI 2018 is being held in Montréal, a major game development hub. Montréal is not only a home for major game studios but also more than 100 smaller game studios. In line with the “Engage With CHI” spirit of CHI 2018, this SIG aims to engage the Games and Play community in a discussion about the directions that we can take to advance towards demographics that will benefit from HCI games research but are currently underrepresented: small, independent developers, non-profit organizations, and academics that create mobile games, games for health, games for change, and/or educational games.2018LNLennart E. Nacke et al.University of WaterlooGame UX & Player BehaviorSerious & Functional GamesCollaborative Learning & Peer TeachingCHI
Workshop: Collaborative Mixed Reality GamesCollaborative mixed reality games enable shared social experiences, in which players interact with the physical and virtual game environment, and with other players in real-time. Such social games enable different interaction modes, in which players engage with combinations of co-located physical environments, remote virtual environments, and players, both co-located and remote, to complete game objectives. These sophisticated collaborative systems are not easy to build; rather, they require considerable effort including designing virtual game elements, selecting suitable technologies, defining indoor/outdoor boundaries of play, and ensuring player safety. Recent advances in technology open a range of opportunities for designing new and innovative collaborative mixed reality games, and valuable insights can be gained from researchers, developers, and players on the challenges, opportunities, and lessons learned through research and design of such games. We assert that a cohesive research agenda is needed to further develop this field, which is currently lacking within the respectively interested research communities. This workshop serves as a bridge between members of the CSCW, HCI, and games community to encourage further studies and collaboration in understanding and designing the next generation of collaborative mixed reality games.2018SASultan A. Alharthi et al.Workshop: Collaborative Mixed Reality GamesCSCW
Feminist HCI: Taking Stock, Moving Forward, and Engaging CommunityFeminist HCI has made a profound impact on perceptions of women's health, emancipation through design, as well as gender identity, inclusion, and diversity. However, there is a distinct lack of connection between these disparate but inherently connected research spaces. This SIG meeting aims to bring scholars together to discuss emerging and evolving issues of feminist research, and finding ways of using feminist theory and practice as a tool in future HCI research. Ultimately, the SIG will facilitate the engagement of a community of feminist HCI researchers, designers, and practitioners. It brings together those who may feel isolated in their respective research groups or universities to create a platform for feminist thought within SIGCHI and facilitate collaboration to proactively move towards the mainstreaming of feminism in HCI.2018RBRosanna Bellini et al.Newcastle UniversityGender & Race Issues in HCIEmpowerment of Marginalized GroupsParticipatory DesignCHI