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. Vulnerability & Blame
  38. What My Eyes Can't See, A Robot Can Show Me
  39. Data Donors
  40. Enabling Biographical Cognitive Stimulation for People with Dementia
  41. Characterizing Social Insider Attacks on Facebook
  42. Interface to support caregivers in daily record and information visualization of patients with dementia
  43. Accessibility layers
  44. Optimus web
  45. HoliBraille
  46. TabLETS Get Physical
  47. Blind People Interacting with Large Touch Surfaces
  48. Social Impact - Identifying Quotes of Literary Works in Social Networks
  49. Usage of Subjective Scales in Accessibility Research
  50. Designing TV Interaction for the Elderly – A Case Study of the Design for All Approach
  51. Typing Performance of Blind Users
  52. TinyBlackBox
  53. Getting Smartphones to Talkback
  54. B#
  55. Friendsourcing the unmet needs of people with dementia
  56. Defining a Design Space for Persuasive Cooperative Interactions in Mobile Exertion Applications
  57. Measuring snooping behavior with surveys
  58. Workshop on inconspicuous interaction
  59. Supporting autism therapists
  60. Mobile touchscreen user interfaces: bridging the gap between motor-impaired and able-bodied users
  61. Mobile text-entry and visual demands: reusing and optimizing current solutions
  62. UbiBraille
  63. Augmenting braille input through multitouch feedback
  64. Computer-assisted rehabilitation: towards effective evaluation
  65. Designing TV Interaction for the Elderly – A Case Study of the Design for All Approach
  66. SIG
  67. Third mobile accessibility workshop
  68. Thetodayandtomorrowof Braille learning
  69. A Web-based Application to Address Individual Interests of Children with Autism Spectrum Disorders
  70. Blind People and Mobile Keypads: Accounting for Individual Differences
  71. BrailleType: Unleashing Braille over Touch Screen Mobile Phones
  72. Blind people and mobile touch-based text-entry
  73. TROCAS: Communication Skills Development in Children with Autism Spectrum Disorders via ICT
  74. Surpassing farley files
  75. Towards accessible touch interfaces
  76. Identifying the relevant individual attributes for a successful non-visual mobile experience
  77. SmarterPhone
  78. A narrative-based alternative to tagging
  79. Assessing mobile touch interfaces for tetraplegics
  80. The key role of touch in non-visual mobile interaction
  81. Assessing mobile-wise individual differences in the blind
  82. Laying the groundwork for assisted rehabilitation
  83. Proficient blind users and mobile text-entry
  84. An haptic-based immersive environment for shape analysis and modelling
  85. StoryTags
  86. Blobby
  87. Mnemonical Body Shortcuts for Interacting with Mobile Devices
  88. This Just In! Your Life in the Newspaper
  89. NavTap
  90. From Tapping to Touching: Making Touch Screens Accessible to Blind Users
  91. Realfind
  92. Understanding Stories about Personal Documents
  93. Mnemonical body shortcuts
  94. Mobile text-entry models for people with disabilities
  95. Extensible middleware framework for multimodal interfaces in distributed environments
  96. Using Autobiographic Information to Retrieve Real and Electronic Documents
  97. BloNo: A New Mobile Text-Entry Interface for the Visually Impaired