All Stories

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