All Stories

  1. The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing Mechanics
  2. Co-designing Customizable Clinical Dashboards with Multidisciplinary Teams: Bridging the Gap in Chronic Disease Care
  3. Promoting Family Play through Asymmetric Game Design
  4. Beyond Assistance: Robots Aligned with Older Adults' Values
  5. From Automation to User Empowerment: Investigating the Role of a Semi-automatic Tool in Social Media Accessibility
  6. Towards real-time and large-scale web accessbility
  7. Digital Therapeutics Evolution What kind of Research Will Make the Difference in this Area?
  8. Digital Therapeutics with Virtual Reality and Sensors
  9. TACTOPI: Exploring Play with an Inclusive Multisensory Environment for Children with Mixed-Visual Abilities
  10. Coding Together: On Co-located and Remote Collaboration between Children with Mixed-Visual Abilities
  11. Inclusive Social Virtual Environments: Exploring the Acceptability of Different Navigation and Awareness Techniques
  12. GitUI: A Community-Based Platform to Democratize User Interfaces
  13. Virtual Reality for Health and Wellbeing
  14. Authoring accessible media content on social networks
  15. Investigating the Tradeoffs of Everyday Text-Entry Collection Methods
  16. Using Games to Practice Screen Reader Gestures
  17. Fostering collaboration with asymmetric roles in accessible programming environments for children with mixed-visual-abilities
  18. WildKey: A Privacy-Aware Keyboard Toolkit for Data Collection In-The-Wild
  19. Participatory Action Research and Open Source Hardware Appropriation for Large Scale In-The-Wild Studies
  20. Wild by Design: Workshop on Designing Ubiquitous Health Monitoring Technologies for Challenging Environments
  21. Accembly at Home: Accessible Spatial Programming for Children with Visual Impairments and their Families
  22. Nipping Inaccessibility in the Bud: Opportunities and Challenges of Accessible Media Content Authoring
  23. Suggesting text alternatives for images in social media
  24. Overview of ASSETS 2020
  25. LEGOWorld: Repurposing Commodity Tools & Technologies to Create an Accessible and Customizable Programming Environment
  26. Exploring Asymmetric Roles in Mixed-Ability Gaming
  27. Articulations toward a crip HCI
  28. Promoting Self-Efficacy Through an Effective Human-Powered Nonvisual Smartphone Task Assistant
  29. TACTOPI: a Playful Approach to Promote Computational Thinking for Visually Impaired Children
  30. Playing With Others: Depicting Multiplayer Gaming Experiences of People With Visual Impairments
  31. Exploring accessible programming with educators and visually impaired children
  32. Carrier-pigeon Robot
  33. The Design Space of Nonvisual Word Completion
  34. A Tangible Math Game for Visually Impaired Children
  35. Vulnerability & Blame
  36. What My Eyes Can't See, A Robot Can Show Me
  37. Data Donors
  38. Enabling Biographical Cognitive Stimulation for People with Dementia
  39. Characterizing Social Insider Attacks on Facebook
  40. Interface to support caregivers in daily record and information visualization of patients with dementia
  41. Accessibility layers
  42. Optimus web
  43. HoliBraille
  44. TabLETS Get Physical
  45. Blind People Interacting with Large Touch Surfaces
  46. Social Impact - Identifying Quotes of Literary Works in Social Networks
  47. Usage of Subjective Scales in Accessibility Research
  48. Designing TV Interaction for the Elderly – A Case Study of the Design for All Approach
  49. Typing Performance of Blind Users
  50. TinyBlackBox
  51. Getting Smartphones to Talkback
  52. B#
  53. Friendsourcing the unmet needs of people with dementia
  54. Defining a Design Space for Persuasive Cooperative Interactions in Mobile Exertion Applications
  55. Measuring snooping behavior with surveys
  56. Workshop on inconspicuous interaction
  57. Supporting autism therapists
  58. Mobile touchscreen user interfaces: bridging the gap between motor-impaired and able-bodied users
  59. Mobile text-entry and visual demands: reusing and optimizing current solutions
  60. UbiBraille
  61. Augmenting braille input through multitouch feedback
  62. Computer-assisted rehabilitation: towards effective evaluation
  63. Designing TV Interaction for the Elderly – A Case Study of the Design for All Approach
  64. SIG
  65. Third mobile accessibility workshop
  66. Thetodayandtomorrowof Braille learning
  67. A Web-based Application to Address Individual Interests of Children with Autism Spectrum Disorders
  68. Blind People and Mobile Keypads: Accounting for Individual Differences
  69. BrailleType: Unleashing Braille over Touch Screen Mobile Phones
  70. Blind people and mobile touch-based text-entry
  71. TROCAS: Communication Skills Development in Children with Autism Spectrum Disorders via ICT
  72. Surpassing farley files
  73. Towards accessible touch interfaces
  74. Identifying the relevant individual attributes for a successful non-visual mobile experience
  75. SmarterPhone
  76. A narrative-based alternative to tagging
  77. Assessing mobile touch interfaces for tetraplegics
  78. The key role of touch in non-visual mobile interaction
  79. Assessing mobile-wise individual differences in the blind
  80. Laying the groundwork for assisted rehabilitation
  81. Proficient blind users and mobile text-entry
  82. An haptic-based immersive environment for shape analysis and modelling
  83. StoryTags
  84. Blobby
  85. Mnemonical Body Shortcuts for Interacting with Mobile Devices
  86. This Just In! Your Life in the Newspaper
  87. NavTap
  88. From Tapping to Touching: Making Touch Screens Accessible to Blind Users
  89. Realfind
  90. Understanding Stories about Personal Documents
  91. Mnemonical body shortcuts
  92. Mobile text-entry models for people with disabilities
  93. Extensible middleware framework for multimodal interfaces in distributed environments
  94. Using Autobiographic Information to Retrieve Real and Electronic Documents
  95. BloNo: A New Mobile Text-Entry Interface for the Visually Impaired