Understanding the Experiences of People With and Without Vision Impairments When Using Mobile User Interface Alternative Color ModesA current trend in mobile user interface design is to provide alternative color modes (ACMs), such as light mode, dark mode, and high contrast mode, to improve people's interaction experiences according to their vision access needs and/or the environment. For example, high contrast mode can improve UI visibility for people with low vision and for people using their smartphones in bright sunlight. However, little is known about the experiences of people using ACMs. To address this, we interviewed 29 people with and without vision impairments to discuss the benefits and challenges of ACMs. We found that while ACMs are beneficial, the current implementation results in accessibility and usability issues, particularly for people with vision impairments (e.g., negative health consequences and affected work performance). Using our findings, we outline steps the HCI community should consider to address current limitations and improve future ACMs.2025SASarah Andrew et al.Visual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignMobileHCI
Exploring Deaf And Hard of Hearing Peoples’ Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional ComprehensionTasks in augmented reality (AR), such as 3D interaction and instructional comprehension, are often designed for users with uniform sensory abilities. Such an approach, however, can overlook the more nuanced needs of Deaf and Hard of Hearing (DHH) users who might have reduced auditory perception. To better understand these challenges, our study utilized the single-player AR game Angry Birds AR as a probe to explore how 11 DHH participants and 15 hearing participants experienced AR interactions. Our findings highlight that DHH users prefer interaction based on context, effective haptic cues, audio cue substitutes, and clear instructional design. We, therefore, propose the following design recommendations to enhance the accessibility of AR for DHH users. This includes customizable UI options, modular feedback systems, and virtual avatars for sign language instructions.2025SLSanzida Mojib Luna et al.Rochester Institute of Technology, Niantic x RIT Geo Games and Media Research LabAR Navigation & Context AwarenessDeaf & Hard-of-Hearing Support (Captions, Sign Language, Vibration)CHI
Investigating the Intersection of Cultural Design Preferences and Web Accessibility Guidelines with Designers from the Global SouthCultural background influences aesthetic web design preferences, and aesthetic design impacts accessible design. However, limited research has focused on this intersection of cultural background and accessible web design. With the majority of HCI and design resources originating from the Global North, we investigated the conflicts experienced due to the cultural background of digital designers from the Global South and current web accessibility guidelines. We conducted a design activity and interview study with 10 designers from five countries in the Global South to identify how current web accessibility guidelines conflict with our participants' cultural design preferences. We found there are specific cultural challenges encountered in accessible web design, both at the design level (e.g., typography and color scheme) and within broader societal contexts (e.g., designer-client interactions). Our paper also offers suggestions from our participants to make the accessible design process more culturally inclusive by improving the web accessibility resources to become culturally customized and engaging more cultural perspectives in accessibility research and education.2025LNLaleh Nourian et al.Rochester Institute of Technology, Department of Computing and Information SciencesCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Universal & Inclusive DesignInclusive DesignCHI
Party Face Congratulations! Exploring Design Ideas to Help Sighted Users with Emoji Accessibility when Messaging with Screen Reader UsersEmoji are a popular, expressive form of non-verbal communication. However, people often use emoji is ways that result in confusing or cumbersome screen reader output. We created two accessibility support designs: (1) Preview, which displays a basic text transcript of a message with emoji that a screen reader would narrate, and (2) Alert, which summarises potential accessibility issues caused by emoji within a message. We explored our designs using an online survey and provided participants with the option to edit messages that contained emoji, should they choose to do so. We collected 1508 modified messages from 116 sighted participants, and conducted a qualitative analysis on the data to identify the strategies participants used to write accessible messages as well as their appreciation of each design. We found that participants preferred the Preview design over Alert since it allows for subjective interpretations of what constitutes an accessible message. We share insights into sighted users strategies to write in more accessible ways (e.g., rewriting the message to move the emoji to the end) and incorrect assumptions about screen readers that lead to using textual markers that are incompatible with screen readers. We discuss the implications for future designs of messaging systems that include accessibility writing tips.2024CGCarla F. Griggio et al.Session 2c: Blind Users and Collaborative SensingCSCW
Haptic2FA: Haptics-Based Accessible Two-Factor Authentication for Blind and Low Vision PeopleTwo-factor Authentication (also known as 2FA or two-step verification) is an authentication method that provides an extra layer of protection to ensure online account security. 2FA methods are used along with other primary authentication methods like PINs and Passwords to verify that the person trying to access any digital account is the person they are claiming to be. However, 2FA methods can be inaccessible for blind and low vision (BLV) users due to the requirement of multiple steps, apps, and/or devices for authentication. In addition, it can be a security risk as screen readers may read out the verification codes to bystanders. To address this, we present Haptic2FA, a haptic-based authentication method to improve 2FA accessibility for BLV users. Here, as a part of the 2FA process, the users are sent a `haptic pattern' (similar to a one-time passcode in traditional 2FA methods) that they are required to enter or select for verification. Through a usability study with 10 BLV participants, we evaluated haptic patterns and input methods for the haptic patterns in the Haptic2FA method. Through the findings, we discuss the accessibility and usability of the Haptic2FA method.2024PBPalavi V. Bhole et al.Vibrotactile Feedback & Skin StimulationVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Passwords & AuthenticationMobileHCI
Communication, Collaboration, and Coordination in a Co-located Shared Augmented Reality Game: Perspectives From Deaf and Hard of Hearing PeopleCo-located collaborative shared augmented reality (CS-AR) environments have gained considerable research attention, mainly focusing on design, implementation, accuracy, and usability. Yet, a gap persists in our understanding regarding the accessibility and inclusivity of such environments for diverse user groups, such as deaf and Hard of Hearing (DHH) people. To investigate this domain, we used Urban Legends, a multiplayer game in a co-located CS-AR setting. We conducted a user study followed by one-on-one interviews with 17 DHH participants. Our findings revealed the usage of multimodal communication (verbal and non-verbal) before and during the game, impacting the amount of collaboration among participants and how their coordination with AR components, their surroundings, and other participants improved throughout the rounds. We utilize our data to propose design enhancements, including onscreen visuals and speech-to-text transcription, centered on participant perspectives and our analysis.2024SLSanzida Mojib Luna et al.Rochester Institute of TechnologySocial & Collaborative VRDeaf & Hard-of-Hearing Support (Captions, Sign Language, Vibration)Accessible GamingCHI
Designing and Evaluating an Advanced Dance Video Comprehension Tool with In-situ Move Identification CapabilitiesAnalyzing dance moves and routines is a foundational step in learning dance. Videos are often utilized at this step, and advancements in machine learning, particularly in human-movement recognition, could further assist dance learners. We developed and evaluated a Wizard-of-Oz prototype of a video comprehension tool that offers automatic in-situ dance move identification functionality. Our system design was informed by an interview study involving 12 dancers to understand the challenges they face when trying to comprehend complex dance videos and taking notes. Subsequently, we conducted a within-subject study with 8 Cuban salsa dancers to identify the benefits of our system compared to an existing traditional feature-based search system. We found that the quality of notes taken by participants improved when using our tool, and they reported a lower workload. Based on participants’ interactions with our system, we offer recommendations on how an AI-powered span-search feature can enhance dance video comprehension tools.2024SHSaad Hassan et al.Tulane UniversityHuman Pose & Activity RecognitionDance & Body Movement ComputingCHI
Understanding Discussions Around Culture Within Courses Covering Topics on Accessibility and Disability at U.S. UniversitiesTeaching accessibility is essential in training technologists and designers. However, the topics of accessibility and disability are vast and intersect with culture (social constructions). Since cultural background is an influential factor in design decisions, which could have implications for accessible design, we wanted to understand whether and how courses at U.S. institutions address the importance of cultural influences when teaching accessibility and disability topics. We surveyed 72 students from U.S. institutions and ran 14 follow-up interviews with students who took technical and non-technical courses. Using reflexive thematic analysis, we found similarities and differences in how technical and non-technical courses approach accessibility teaching. We found a lack of cultural focus in accessibility teaching in the technical courses, which can be improved by adopting teaching approaches from non-technical courses. We also make recommendations to improve course design, such as including people from different cultures and disabilities to help develop courses.2023LNLaleh Nourian et al.Rochester Institute of TechnologyUniversal & Inclusive DesignSpecial Education TechnologyInclusive DesignCHI
Accessible Design is Mediated by Job Support Structures and Knowledge Gained Through Design Career PathwaysDigital designers often do not make their work accessible (e.g., websites failing criteria set by the W3C's Web Content Accessibility Guidelines), and accessible design research discusses many solutions to address this problem (e.g., teaching accessibility within university design and technical courses). However, prior research in this area typically does not acknowledge whether recommendations and resources to support accessible design are suitable for all digital designers due to different training pathways and job support structures (e.g., large-company vs. rural and self-employed designers or designers who learned their skills outside of formal education settings). We interviewed 20 digital designers from rural and urban areas, as well as working from home and remotely, to understand the challenges they experience in making accessible content within the context of their workplace. We find that job support structures mediate the effectiveness of current accessible design recommendations and resources, and we suggest how to improve accessible design support to meet the needs of under-resourced designers.2022SASarah Andrew et al.Accessibility; AccessibilityCSCW
"I need to be professional until my new team uses emoji, GIFs, or memes first": New Collaborators’ Perspectives on Using Non-Textual Communication in Virtual WorkspacesVirtual workspaces rapidly increased during the COVID-19 pandemic, and for many new collaborators, working remotely was their first introduction to their colleagues. Building rapport is essential for a healthy work environment, and while this can be achieved through non-textual responses within chat-based systems (e.g., emoji, GIF, stickers, memes), those non-textual responses are typically associated with personal relationships and informal settings. We studied the experiences of new collaborators (questionnaire N=49; interview N=14) in using non-textual responses to communicate with unacquainted teams and the effect of non-textual responses on new collaborators’ interpersonal bonds. We found new collaborators selectively and progressively use non-textual responses to establish interpersonal bonds. Moreover, the use of non-textual responses has exposed several limitations when used on various platforms. We conclude with design recommendations such as expanding the scope of interpretable non-textual responses and reducing selection time.2022ESEsha Shandilya et al.Rochester Institute of TechnologyMixed Reality WorkspacesRemote Work Tools & ExperienceCHI
Improving Colour Patterns to Assist People with Colour Vision DeficiencyMany daily tasks rely on accurately identifying and distinguishing between different colours. However, these tasks can be frustrating and potentially dangerous for people with Colour Vision Deficiency (CVD). Despite prior work exploring how pattern overlays on top of colours can support people with CVD, the solutions were often unintuitive or required significant training to become proficient. We address this problem by creating two new colour patterns (ColourIconizer, ColourMix). We evaluated these patterns against a previously published colour pattern (ColourMeters) using an online evaluation with three new colour identification tasks (Selection Task, Transition Task, Sorting Task). ColourMeters helped with the Transition Task, but struggled with the Selection and Sorting Tasks. Conversely, ColourIconizer helped with the Selection and Sorting Tasks but struggled to help on the Transition Task. ColourMix provided general assistance on all tasks. Our combined results help inform and improve the design of future colour patterns.2022CGConnor Geddes et al.University of GuelphVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignCHI
Nuanced Perspectives Toward Disability Simulations from Digital Designers, Blind, Low Vision, and Color Blind PeopleDesigners of digital content have access to various resources that they use to help them meet disabled people's accessibility needs. Disability simulations are one resource, but often criticized for failing to guide digital designers appropriately, and it is unclear if digital designers are aware of the issues surrounding disability simulations. I surveyed 92 digital designers to understand their perspectives toward disability simulations (both perceived advantages and disadvantages). I then shared work process challenges faced by digital designers and their reasons for using disability simulations with 17 people with vision impairments to facilitate a discussion on this topic. The interviewees discussed ideas that suggest many paths can be explored to connect digital designers and disabled people, in general, to reduce reliance on simulations, and a change is needed within workplace processes, culture, and staffing to further support positive change. There are research opportunities to investigate establishing avenues for connecting digital designers and disabled people in a way that is beneficial to both groups.2021GTGarreth W. TigwellRochester Institute of TechnologyVoice AccessibilityCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Universal & Inclusive DesignCHI
Accessibility of High-Fidelity Prototyping ToolsHigh-fidelity prototyping tools are used by software designers and developers to iron out interface details without full implementation. However, the lack of visual accessibility in these tools creates a barrier for designers who may use screen readers, such as those who are vision impaired. We assessed conformance of four prototyping tools (Sketch, Adobe XD, Balsamiq, UXPin) with accessibility guidelines, using two screen readers (Narrator and VoiceOver), focusing our analysis on GUI element accessibility and critical workflows used to create prototypes. We found few tools were fully accessible, with 45.9% of GUI elements meeting accessibility criteria (34.2% partially supported accessibility, 19.9% not supporting accessibility). Accessibility issues stymied efforts to create prototypes using screen readers. Though no screen reader-tool pairs were completely accessible, the most accessible pairs were VoiceOver-Sketch, VoiceOver-Balsamiq, and Narrator-Balsamiq. We recommend prioritizing improved accessibility for input and control instruction, alternative text, focus order, canvas element properties, and keyboard operations.2021JLJunchen Li et al.Rochester Institute of TechnologyVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignCHI
Emoji Accessibility for Visually Impaired PeopleEmoji are graphical symbols that appear in many aspects of our lives. Worldwide, around 36 million people are blind and 217 million have a moderate to severe visual impairment. This portion of the population may use and encounter emoji, yet it is unclear what accessibility challenges emoji introduce. We first conducted an online survey with 58 visually impaired participants to understand how they use and encounter emoji online, and the challenges they experience. We then conducted 11 interviews with screen reader users to understand more about the challenges reported in our survey findings. Our interview findings demonstrate that technology is both an enabler and a barrier, emoji descriptors can hinder communication, and therefore the use of emoji impacts social interaction. Using our findings from both studies, we propose best practice when using emoji and recommendations to improve the future accessibility of emoji for visually impaired people.2020GTGarreth W. Tigwell et al.Rochester Institute of TechnologyVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignCHI
Household Surface Interactions: Understanding User Input Preferences and Perceived Home ExperiencesHouseholds contain a variety of surfaces that are used in a number of activity contexts. As ambient technology becomes commonplace in our homes, it is only a matter of time before these surfaces become linked to computer systems for Household Surface Interaction (HSI). However, little is known about the user experience attached to HSI, and the potential acceptance of HSI within modern homes. To address this problem, we ran a mixed methods user study with 39 participants to examine HSI using nine household surfaces and five common gestures (tap, press, swipe, drag, and pinch). We found that under the right conditions, surfaces with some amount of texture can enhance HSI. Furthermore, perceived good and poor user experience varied among participants for surface type indicating individual preferences. We present findings and design considerations based on surface characteristics and the challenges that users perceive they may have with HSI within their homes.2020GTGarreth W. Tigwell et al.Rochester Institute of TechnologyVoice User Interface (VUI) DesignSmart Home Interaction DesignCHI