All Stories

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