An inclusive science, technology, engineering and mathematics (STEM) workforce is needed to maintain America's leadership in the scientific enterprise. Increasing the participation of underrepresented groups in STEM, including persons with disabilities, requires national attention to fully engage the nation's citizens in transforming its STEM enterprise. To address this need, a number of initiatives, such as AccessCSforALL, Bootstrap, and CSforAll, are making efforts to make Computer Science inclusive to the 7.4 million K-12 students with disabilities in the U.S. Of special interest to our project are those K-12 students with hearing impairments. American Sign Language (ASL) is the primary means of communication for an estimated 500,000 people in the United States, yet there are limited online resources providing Computer Science instruction in ASL. This paper introduces a new project designed to support Deaf and Hard of Hearing (DHH) K-12 students and sign interpreters in acquiring knowledge of complex Computer Science concepts. We discuss the motivation for the project and an early design of the accessible block-based Computer Science curriculum to engage DHH students in hands-on computing education.
Deaf and Hard-of-Hearing (DHH) audiences have long complained about caption qualities for many online videos created by individual content creators on video-sharing platforms (e.g., YouTube). However, there lack explorations of practices, challenges, and perceptions of online video captions from the perspectives of both individual content creators and DHH audiences. In this work, we first explore DHH audiences' feedback on and reactions to YouTube video captions through interviews with 13 DHH individuals, and uncover DHH audiences' experiences, challenges, and perceptions on watching videos cr…
While people with visual impairments are interested in artwork as much as their sighted peers, their experience is limited to few selective artworks that are exhibited at certain museums. To enable people with visual impairments to access and appreciate as many artworks as possible at ease, we propose an online art gallery that allows users to explore different parts of a painting displayed on their touchscreen-based devices while listening to corresponding verbal descriptions of the touched part on the screen. To investigate the scalability of our approach, we first explored if anonymous crow…
Situationally-induced impairments and disabilities (SIIDs) make it difficult for users of interactive computing systems to perform tasks due to context (e.g., listening to a phone call when in a noisy crowd) rather than a result of a congenital or acquired impairment (e.g., hearing damage). SIIDs are a great concern when considering the ubiquitousness of technology in a wide range of contexts. Considering our daily reliance on technology, and mobile technology in particular, it is increasingly important that we fully understand and model how SIIDs occur. Similarly, we must identify appropriate…
Web-based data visualizations have become very popular for exploring data and communicating insights. Newspapers, journals, and reports regularly publish visualizations to tell compelling stories with data. Unfortunately, most visualizations are inaccessible to readers with visual impairments. For many charts on the web, there are no accompanying alternative (alt) texts, and even if such texts exist they do not adequately describe important insights from charts. To address the problem, we first interviewed 15 blind users to understand their challenges and requirements for reading data visualiz…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary obstacles to VR usability. However, minimal research has been done to mitigate this issue. We recruited 39 participants (with mobility impairments: 18, without mobility impairments: 21) who completed timed walking tasks in a real-world environment and the same tasks in a VR environment with various types of auditory feedback. Within-subject results showed th…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability barriers. However, adequate research has not been performed to address this problem. In our study, 39 participants (with mobility impairments: 18, without mobility impairments: 21) performed timed walking tasks in a real-world environment and identical activities in a VR environment with different forms of vibrotactile feedback (spatial, static, and rhythmic). …
Despite significant research that was influenced by Situationally-Induced Impairments and Disabilities (SIIDs) to improve the accessibility of mobile technology, there is still lack of awareness on how to design for SIIDs. Designing for situational impairments does not only affect usability for people who have temporary or long-term disabilities, but also for the "ideal" users who get impacted. Limited resources on how to design for situational impairments overlook inclusive interactions and hinder the creation of accessible technology. Thus, I am going to create method cards that can be used …
People with impairments are not able to participate in space missions. However, this is not because they cannot; instead, spacecraft have not been designed for them. Therefore, instead of simply excluding people with impairments, they should be included in the design process. This may also help astronauts suffering from fatigue or accidents. Indeed, several impairments can occur due to the effects of microgravity on the body and psychological factors during long space missions. In this paper, we describe the idea of including people with all types of impairments in the design process of intera…
Understanding the Practice, Perception, and Challenge of Blind or Low Vision Students Learning through Accessible Technologies in Non-Inclusive 'Blind Colleges'
Recent advancements in eye tracking technology are driving the adoption of gaze-assisted interaction as a rich and accessible human-computer interaction paradigm. Gaze-assisted interaction serves as a contextual, non-invasive, and explicit control method for users without disabilities; for users with motor or speech impairments, text entry by gaze serves as the primary means of communication. Despite significant advantages, gaze-assisted interaction is still not widely accepted because of its inherent limitations: 1) Midas touch, 2) low accuracy for mouse-like interactions, 3) need for repeate…