All Stories

  1. "We Musicians Know How to Divide and Conquer": Exploring Multimodal Interactions To Improve Music Reading and Memorization for Blind and Low Vision Learners
  2. I tried everything. Nothing works: Challenges and Creative Processes from Digital Artists with Upper Limb Motor Impairments
  3. From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities
  4. Facilitating the Parametric Definition of Geometric Properties in Programming-Based CAD
  5. BendAide: A Deformable Interface to Augment Touchscreen Mobile Devices
  6. Understanding the Challenges and Motivation of programming-based CAD Users for 3D Printing
  7. vARitouch: Back of the Finger Device for Adding Variable Compliance to Rigid Objects
  8. Tactile Narratives: Augmenting Body Maps through Textured Fabric in Soma Design
  9. Co-designing new keyboard and mouse solutions with people living with motor impairments
  10. Playing with Feeling: Exploring Vibrotactile Feedback and Aesthetic Experiences for Developing Haptic Wearables for Blind and Low Vision Music Learning
  11. Improving programming-based interaction with direct manipulation editing.
  12. Improving Accessibility in Video Games
  13. ”Why are there so many steps?”: Improving Access to Blind and Low Vision Music Learning through Personal Adaptations and Future Design Ideas
  14. Exploring Rulebook Accessibility and Companionship in Board Games via Voiced-based Conversational Agent Alexa
  15. A Longitudinal Evaluation of the Impact of a Graduate Student Accessibility Training on Student Learning Outcomes
  16. Wearable Identities: Understanding Wearables’ Potential for Supporting the Expression of Queer Identities
  17. Adaptive Soft Switches: Co-Designing Fabric Adaptive Switches with Occupational Therapists for Children and Adolescents with Acquired Brain Injury
  18. Impact of UX Internships on Human-computer Interaction Graduate Students: A Qualitative Analysis of Internship Reports
  19. Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 Pandemic
  20. Learning with Stitch Samplers: Exploring Stitch Samplers as Contextual Instructions for E-textile Tutorials
  21. Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision
  22. Breathing Scarf: Using a First-Person Research Method to Design a Wearable for Emotional Regulation
  23. Diversifying Accessibility Education: Presenting and Evaluating an Interdisciplinary Accessibility Training Program
  24. Adaptic: A Shape Changing Prop with Haptic Retargeting
  25. Patching Textiles
  26. Enabling Multi-Material 3D Printing for Designing and Rapid Prototyping of Deformable and Interactive Wearables
  27. Soft Speakers: Digital Embroidering of DIY Customizable Fabric Actuators
  28. Shape Changing Fabric Samples for Interactive Fashion Design
  29. Punch-Sketching E-textiles
  30. Wearable Crazy Eights
  31. SMAller aid
  32. Exploring Acceptability and Utility of Deformable Interactive Garment Buttons
  33. Assessing the Experience of People with Autism at the Canada Science and Technology Museum
  34. Organizing family support services at ACM conferences
  35. Swatch-bits
  36. Wearable Bits
  37. JoyHolder
  38. Tangible Around-Device Interaction Using Rotatory Gestures with a Magnetic Ring
  39. The Reality of Reality-Based Interaction
  40. iSNoW
  41. FlexStylus
  42. Save the Kiwi
  43. Bendtroller:
  44. Exploring Haptics for Learning Bend Gestures for the Blind
  45. One-Handed Bend Interactions with Deformable Smartphones
  46. Bending the rules
  47. DisplayStacks
  48. TeleHuman
  49. Bending to interact with your flexible phone