Leona Holloway, S. Ananthanarayan, M. Butler, Madhuka De Silva, K. Ellis, Cagatay Goncu, Kate Stephens, K. Marriott
People who are blind rely on touch and hearing to understand the world around them, however it is extremely difficult to understand movement through these modes. The advent of refreshable tactile displays (RTDs) offers the potential for blind people to access tactile animations for the very first time. A survey of touch readers and vision accessibility experts revealed a high level of enthusiasm for tactile animations, particularly those relating to education, mapping and concept development. Based on these suggestions, a range of tactile animations were developed and four were presented to 12 touch readers. The RTD held advantages over traditional tactile graphics for conveying movement, depth and height, however there were trade-offs in terms of resolution and textural properties. This work offers a first glimpse into how refreshable tactile displays can best be utilised to convey animated graphics for people who are blind.
{"title":"Animations at Your Fingertips: Using a Refreshable Tactile Display to Convey Motion Graphics for People who are Blind or have Low Vision","authors":"Leona Holloway, S. Ananthanarayan, M. Butler, Madhuka De Silva, K. Ellis, Cagatay Goncu, Kate Stephens, K. Marriott","doi":"10.1145/3517428.3544797","DOIUrl":"https://doi.org/10.1145/3517428.3544797","url":null,"abstract":"People who are blind rely on touch and hearing to understand the world around them, however it is extremely difficult to understand movement through these modes. The advent of refreshable tactile displays (RTDs) offers the potential for blind people to access tactile animations for the very first time. A survey of touch readers and vision accessibility experts revealed a high level of enthusiasm for tactile animations, particularly those relating to education, mapping and concept development. Based on these suggestions, a range of tactile animations were developed and four were presented to 12 touch readers. The RTD held advantages over traditional tactile graphics for conveying movement, depth and height, however there were trade-offs in terms of resolution and textural properties. This work offers a first glimpse into how refreshable tactile displays can best be utilised to convey animated graphics for people who are blind.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132996881","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lauren Race, K. El-Amin, Sarah Anoke, A. Hayward, Amber James, Amy Hurst, Audrey Davis, Theresa Mershon
Earcons are a critical auditory modality for those who perceive information best through sound. Yet earcons can trigger sensory sensitivities with neurodivergent individuals, causing pain or discomfort and creating barriers to information access. They must be carefully designed with neurodivergent representation in the design process to minimize the harm they impose. To address these challenges, we conduct a study on Twitter, a social media platform with frequent earcons, to understand how to design sensory-sensitive earcons for neurodivergent individuals. We present the results of our qualitative interviews with nine neurodivergent Twitter users, uncovering six key themes for designing sensory-sensitive earcons. Based on our findings, we offer a set of novel guidelines for practitioners to design sensory-sensitive earcons for accessibility.
{"title":"Understanding Design Preferences for Sensory-Sensitive Earcons with Neurodivergent Individuals","authors":"Lauren Race, K. El-Amin, Sarah Anoke, A. Hayward, Amber James, Amy Hurst, Audrey Davis, Theresa Mershon","doi":"10.1145/3517428.3550365","DOIUrl":"https://doi.org/10.1145/3517428.3550365","url":null,"abstract":"Earcons are a critical auditory modality for those who perceive information best through sound. Yet earcons can trigger sensory sensitivities with neurodivergent individuals, causing pain or discomfort and creating barriers to information access. They must be carefully designed with neurodivergent representation in the design process to minimize the harm they impose. To address these challenges, we conduct a study on Twitter, a social media platform with frequent earcons, to understand how to design sensory-sensitive earcons for neurodivergent individuals. We present the results of our qualitative interviews with nine neurodivergent Twitter users, uncovering six key themes for designing sensory-sensitive earcons. Based on our findings, we offer a set of novel guidelines for practitioners to design sensory-sensitive earcons for accessibility.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133152038","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
N. Mathur, Kunal Dhodapkar, Tamara Zubatiy, Jiachen Li, Brian D. Jones, Elizabeth D. Mynatt
Improving medication management for older adults with Mild Cognitive Impairment (MCI) requires designing systems that support functional independence and provide compensatory strategies as their abilities change. Traditional medication management interventions emphasize forming new habits alongside the traditional path of learning to use new technologies. In this study, we navigate designing for older adults with gradual cognitive decline by creating a conversational “check-in” system for routine medication management. We present the design of MATCHA - Medication Action To Check-In for Health Application, informed by exploratory focus groups and design sessions conducted with older adults with MCI and their caregivers, alongside our evaluation based on a two-phased deployment period of 20 weeks. Our results indicate that a conversational “check-in” medication management assistant increased system acceptance while also potentially decreasing the likelihood of accidental over-medication, a common concern for older adults dealing with MCI.
{"title":"A Collaborative Approach to Support Medication Management in Older Adults with Mild Cognitive Impairment Using Conversational Assistants (CAs)","authors":"N. Mathur, Kunal Dhodapkar, Tamara Zubatiy, Jiachen Li, Brian D. Jones, Elizabeth D. Mynatt","doi":"10.1145/3517428.3544830","DOIUrl":"https://doi.org/10.1145/3517428.3544830","url":null,"abstract":"Improving medication management for older adults with Mild Cognitive Impairment (MCI) requires designing systems that support functional independence and provide compensatory strategies as their abilities change. Traditional medication management interventions emphasize forming new habits alongside the traditional path of learning to use new technologies. In this study, we navigate designing for older adults with gradual cognitive decline by creating a conversational “check-in” system for routine medication management. We present the design of MATCHA - Medication Action To Check-In for Health Application, informed by exploratory focus groups and design sessions conducted with older adults with MCI and their caregivers, alongside our evaluation based on a two-phased deployment period of 20 weeks. Our results indicate that a conversational “check-in” medication management assistant increased system acceptance while also potentially decreasing the likelihood of accidental over-medication, a common concern for older adults dealing with MCI.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132228360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
People with motor disabilities of neuromuscular origin often struggle with operating the computer through a commercially available mouse and QWERTY keyboard. This work presents an alternative mouse and keyboard interface, which is personalizable to meet the individual needs of the target population to allow a more efficient use of the computer. The regular/commercially available mouse is therefor replaced by a spectacle frame equipped with pressure sensors for mouse click activation and an inertial measurement unit for mouse cursor control through head movements. The alternative keyboard is based around a ten button keyboard, with multiple letters assigned to each key. The users can then chose the desired word from a list of word suggestions that is compiled based on the keyboard input. Prior experiments, the users went through a software guided calibration procedure to experimentally determine individual thresholds and parameters. The system was tested by two nondisabled participants through typing and click tests, followed by a questionnaire to give feedback on the system.
{"title":"Personalizable Alternative Mouse and Keyboard Interface for People with Motor Disabilities of Neuromuscular Origin","authors":"D. Andreas, Hannah Six, Adna Bliek, P. Beckerle","doi":"10.1145/3517428.3550374","DOIUrl":"https://doi.org/10.1145/3517428.3550374","url":null,"abstract":"People with motor disabilities of neuromuscular origin often struggle with operating the computer through a commercially available mouse and QWERTY keyboard. This work presents an alternative mouse and keyboard interface, which is personalizable to meet the individual needs of the target population to allow a more efficient use of the computer. The regular/commercially available mouse is therefor replaced by a spectacle frame equipped with pressure sensors for mouse click activation and an inertial measurement unit for mouse cursor control through head movements. The alternative keyboard is based around a ten button keyboard, with multiple letters assigned to each key. The users can then chose the desired word from a list of word suggestions that is compiled based on the keyboard input. Prior experiments, the users went through a software guided calibration procedure to experimentally determine individual thresholds and parameters. The system was tested by two nondisabled participants through typing and click tests, followed by a questionnaire to give feedback on the system.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127128141","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Block-based programming environments pose a challenge for people with upper-limb motor impairments. This is because they are highly dependent on the physical manipulation of a mouse or keyboard to drag and drop elements on the screen. Our research aims to make the block-based programming environment Blockly, accessible to users with upper limb motor impairments by adding voice as an alternative input modality. This voice-enabled version of Blockly will reduce the need for the use of a pointing device, thus increasing access for people with limited dexterity. The Voice-enabled Blockly system consists of the Blockly application, a speech recognition API, predefined voice commands, and a custom function. A usability study was conducted using a prototype of Voice-enabled Blockly. The results revealed that people with upper-limb motor impairments can use the system. However, it also exposed some shortcomings of the tool and gave some suggestions on how to fix them. Based on the findings, changes will be made to the system, and then, it will be evaluated in another user study in the near future.
{"title":"Voice-Enabled Blockly: Usability Impressions of a Speech-driven Block-based Programming System","authors":"Obianuju Okafor, S. Ludi","doi":"10.1145/3517428.3550382","DOIUrl":"https://doi.org/10.1145/3517428.3550382","url":null,"abstract":"Block-based programming environments pose a challenge for people with upper-limb motor impairments. This is because they are highly dependent on the physical manipulation of a mouse or keyboard to drag and drop elements on the screen. Our research aims to make the block-based programming environment Blockly, accessible to users with upper limb motor impairments by adding voice as an alternative input modality. This voice-enabled version of Blockly will reduce the need for the use of a pointing device, thus increasing access for people with limited dexterity. The Voice-enabled Blockly system consists of the Blockly application, a speech recognition API, predefined voice commands, and a custom function. A usability study was conducted using a prototype of Voice-enabled Blockly. The results revealed that people with upper-limb motor impairments can use the system. However, it also exposed some shortcomings of the tool and gave some suggestions on how to fix them. Based on the findings, changes will be made to the system, and then, it will be evaluated in another user study in the near future.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131846502","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
When playing musical instruments, deaf and hard-of-hearing (DHH) people typically sense their music from the vibrations transmitted by the instruments or the movements of their bodies while performing. Sensory substitution devices now exist that convert sounds into light and vibrations to support DHH people’s musical activities. However, these devices require specialized hardware, and the marketing profiles assume that standard musical instruments are available. Hence, a significant gap remains between DHH people and their musical performance enjoyment. To address this issue, this study identifies end users’ preferred gestures when using smartphones to emulate the musical experience based on the instrument selected. This gesture elicitation study applies 10 instrument types. Herein, we present the results and a new taxonomy of musical instrument gestures. The findings will support the design of gesture-based instrument interfaces to enable DHH people to more directly enjoy their musical performances.
{"title":"Designing Gestures for Digital Musical Instruments: Gesture Elicitation Study with Deaf and Hard of Hearing People","authors":"Ryo Iijima, Akihisa Shitara, Y. Ochiai","doi":"10.1145/3517428.3544828","DOIUrl":"https://doi.org/10.1145/3517428.3544828","url":null,"abstract":"When playing musical instruments, deaf and hard-of-hearing (DHH) people typically sense their music from the vibrations transmitted by the instruments or the movements of their bodies while performing. Sensory substitution devices now exist that convert sounds into light and vibrations to support DHH people’s musical activities. However, these devices require specialized hardware, and the marketing profiles assume that standard musical instruments are available. Hence, a significant gap remains between DHH people and their musical performance enjoyment. To address this issue, this study identifies end users’ preferred gestures when using smartphones to emulate the musical experience based on the instrument selected. This gesture elicitation study applies 10 instrument types. Herein, we present the results and a new taxonomy of musical instrument gestures. The findings will support the design of gesture-based instrument interfaces to enable DHH people to more directly enjoy their musical performances.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129770637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
K. Fung, K. Sin, Z. Wen, Lik-Hang Lee, S. Song, Huamin Qu
Most students with specific learning disabilities (SLDs) have difficulties in reading and writing. The SLDs pre-screening is crucial because the golden period for therapy is before six years old. However, many students in Hong Kong receive SLDs assessments after the golden period. Also, the SLDs pre-screening is challenging, especially in a language with the logographic script but without prominent sound-script correspondence (e.g., Chinese, Japanese). To make pre-screening SLDs in Chinese more effective and efficient, we designed a new comprehensive pre-screening game for SLDs in Chinese (i.e., dyslexia, dysgraphia, and dyspraxia). Notably, we designed a Chinese morphological awareness puzzle that challenges students to recognize different words made up with the first character that is identical and the second character that is different, such as樹枝 (literally means tree branch),樹幹 (literally means tree truck),樹葉 (literally means tree leaves), and樹根 (literally means tree root). We experimented with students, which showed that our game can effectively pre-screen students with SLDs in Chinese. Our work contributes an approach to quick SLDs in Chinese pre-screening, potentially useful for other logographic languages (e.g., Japanese).
{"title":"Designing a Game for Pre-Screening Students with Specific Learning Disabilities in Chinese","authors":"K. Fung, K. Sin, Z. Wen, Lik-Hang Lee, S. Song, Huamin Qu","doi":"10.1145/3517428.3550384","DOIUrl":"https://doi.org/10.1145/3517428.3550384","url":null,"abstract":"Most students with specific learning disabilities (SLDs) have difficulties in reading and writing. The SLDs pre-screening is crucial because the golden period for therapy is before six years old. However, many students in Hong Kong receive SLDs assessments after the golden period. Also, the SLDs pre-screening is challenging, especially in a language with the logographic script but without prominent sound-script correspondence (e.g., Chinese, Japanese). To make pre-screening SLDs in Chinese more effective and efficient, we designed a new comprehensive pre-screening game for SLDs in Chinese (i.e., dyslexia, dysgraphia, and dyspraxia). Notably, we designed a Chinese morphological awareness puzzle that challenges students to recognize different words made up with the first character that is identical and the second character that is different, such as樹枝 (literally means tree branch),樹幹 (literally means tree truck),樹葉 (literally means tree leaves), and樹根 (literally means tree root). We experimented with students, which showed that our game can effectively pre-screen students with SLDs in Chinese. Our work contributes an approach to quick SLDs in Chinese pre-screening, potentially useful for other logographic languages (e.g., Japanese).","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129388879","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Oftentimes human computer interactions (HCI) accessibility research designs technology to support Deaf and disabled people in their existing social contexts. I, instead, propose an approach to accessible technology design that follows the disability justice principle of collective access, envisioning hearing and nondisabled people as key participants in making interactions accessible. Using captioning as a case study, I explore ways that technology could support accessible social norms, achieved by first paying close attention to the social, environmental, and technical factors that shape access for d/Deaf and hard of hearing (DHH) captioning users. My dissertation work will consist of four studies; 1) an exploration of the factors that shape DHH people's current experiences with and future preferences for captioning tools, 2) codesigning features to support accessible group communication with mixed groups of DHH and hearing people, 3) understanding TikTok captioning practices and their impact on DHH users, and 4) exploring the factors that influence professional captioners’ work.
{"title":"Understanding Social and Environmental Factors to Enable Collective Access Approaches to the Design of Captioning Technology","authors":"Emma J. McDonnell","doi":"10.1145/3517428.3550417","DOIUrl":"https://doi.org/10.1145/3517428.3550417","url":null,"abstract":"Oftentimes human computer interactions (HCI) accessibility research designs technology to support Deaf and disabled people in their existing social contexts. I, instead, propose an approach to accessible technology design that follows the disability justice principle of collective access, envisioning hearing and nondisabled people as key participants in making interactions accessible. Using captioning as a case study, I explore ways that technology could support accessible social norms, achieved by first paying close attention to the social, environmental, and technical factors that shape access for d/Deaf and hard of hearing (DHH) captioning users. My dissertation work will consist of four studies; 1) an exploration of the factors that shape DHH people's current experiences with and future preferences for captioning tools, 2) codesigning features to support accessible group communication with mixed groups of DHH and hearing people, 3) understanding TikTok captioning practices and their impact on DHH users, and 4) exploring the factors that influence professional captioners’ work.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121875854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lilu Martin, C. Baker, Kristen Shinohara, Yasmine N. Elglaly
In the software industry, good design often translates into good user experiences. As accessibility is a key component of usable software, there are opportunities for software professionals to include accessibility in their skill set. However, despite a push to motivate more companies to include accessibility as a desired knowledge and skill set, little is known about how much companies are seeking to recruit employees with accessibility proficiency. In this paper, we investigated the extent to which companies seek software designer and developer skills in accessibility by analyzing software job posts on LinkedIn. Our results showed that the majority of job posts did not require any accessibility skills, and that educating developers and designers about accessibility was a required qualification for many of the accessibility-focused software jobs.
{"title":"The Landscape of Accessibility Skill Set in the Software Industry Positions","authors":"Lilu Martin, C. Baker, Kristen Shinohara, Yasmine N. Elglaly","doi":"10.1145/3517428.3550389","DOIUrl":"https://doi.org/10.1145/3517428.3550389","url":null,"abstract":"In the software industry, good design often translates into good user experiences. As accessibility is a key component of usable software, there are opportunities for software professionals to include accessibility in their skill set. However, despite a push to motivate more companies to include accessibility as a desired knowledge and skill set, little is known about how much companies are seeking to recruit employees with accessibility proficiency. In this paper, we investigated the extent to which companies seek software designer and developer skills in accessibility by analyzing software job posts on LinkedIn. Our results showed that the majority of job posts did not require any accessibility skills, and that educating developers and designers about accessibility was a required qualification for many of the accessibility-focused software jobs.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123073132","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
L. Guedes, R. Gibson, K. Ellis, Laurianne Sitbon, M. Landoni
People with intellectual disabilities often experience inequalities that affect the standard of their everyday lives. Assistive technologies can help alleviate some of these inequalities, yet abandonment rates remain high. This is in part due to a lack of involvement of all stakeholders in their design and evaluation, thus resulting in outputs that do not meet this cohort’s complex and heterogeneous needs. The aim of this half-day workshop is to focus on community building in a field that is relatively thin and disjointed, thereby enabling researchers to share experiences on how to design for and with people with intellectual disabilities, provide internal support, and establish new collaborations. Workshop outcomes will help to fill a gap in the available guidelines on how to include people with intellectual disabilities in research, through more accessible protocols as well as personalised and better fit-for-purpose technologies.
{"title":"Designing with and for People with Intellectual Disabilities","authors":"L. Guedes, R. Gibson, K. Ellis, Laurianne Sitbon, M. Landoni","doi":"10.1145/3517428.3550406","DOIUrl":"https://doi.org/10.1145/3517428.3550406","url":null,"abstract":"People with intellectual disabilities often experience inequalities that affect the standard of their everyday lives. Assistive technologies can help alleviate some of these inequalities, yet abandonment rates remain high. This is in part due to a lack of involvement of all stakeholders in their design and evaluation, thus resulting in outputs that do not meet this cohort’s complex and heterogeneous needs. The aim of this half-day workshop is to focus on community building in a field that is relatively thin and disjointed, thereby enabling researchers to share experiences on how to design for and with people with intellectual disabilities, provide internal support, and establish new collaborations. Workshop outcomes will help to fill a gap in the available guidelines on how to include people with intellectual disabilities in research, through more accessible protocols as well as personalised and better fit-for-purpose technologies.","PeriodicalId":384752,"journal":{"name":"Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"31 7","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113933709","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}