All Stories

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