Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
2661 reviews — page 18 of 267
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Understanding the Use of a Large Language Model-Powered Guide to Make Virtual Reality Accessible for Blind and Low Vision People
Collins and colleagues present the first empirical user study of an AI-powered 'sighted guide' for blind and low-vision (BLV) users in social virtual reality. Social VR platforms like VRChat (40,000 concurrent players) are largely inaccessible: they …
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ADCanvas: Accessible and Conversational Audio Description Authoring for Blind and Low Vision Creators
Li and colleagues tackle a rarely examined corner of accessibility: the fact that the tools used to produce Audio Description (AD) are themselves largely inaccessible to the blind and low-vision (BLV) creators who are often its most skilled practitio…
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A Sound Understanding — An In-Situ Deployment of an Accessible Audio-Media Player with People Living with Aphasia
Bircanin and colleagues argue that audio-only media — radio, podcasts, audiobooks — has been largely ignored in accessibility research and practice, even though it structures the daily lives of millions and is a significant barrier for people living …
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How to design cognitively accessible digital design patterns for booking tickets: A participative study with Easy-to-Read users.
Sieghart and colleagues tackle a persistent gap in cognitive accessibility research: digital design patterns are almost never validated with Easy-to-Read (ETR) users — adults with intellectual disabilities who can read at a basic level. The paper rep…
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Improving Low-Vision Chart Accessibility via On-Cursor Visual Context
Charts remain largely inaccessible to Low-Vision Individuals (LVI) because reading them requires holding both fine-grained data details and the broader visual context — axes, legend, grid lines, overview — in view at the same time, a task that magnif…
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Shared Control for Game Accessibility: Understanding Current Human Cooperation Practices to Inform the Design of Partial Automation Solutions
This CHI 2026 paper investigates 'shared control' in video games — an accessibility practice in which a player with a disability (the 'pilot') delegates inaccessible game actions to another agent (the 'copilot') so the pair jointly drive a single cha…
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Finding the Signal in the Noise: An Exploratory Study on Assessing the Effectiveness of AI and Accessibility Forums for Blind Users' Support Needs
This exploratory interview study with 14 blind screen-reader users examines how they use accessibility-focused online forums (JFW, NVDA groups, AppleVis, r/Blind) and generative AI tools (ChatGPT, Gemini, Claude) to troubleshoot computer-interaction …
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I Can't Keep Up: Accessibility Barriers in Video-Based Learning for Individuals with Borderline Intellectual Functioning
This CHI 2026 paper by Chu, Kim, Zhou, Hung, Yang, Ka, and Kim (KAIST and SkillBench) examines accessibility barriers in video-based learning (VBL) for individuals with Borderline Intellectual Functioning (BIF)—people with IQ scores roughly 70–85 who…
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Bridging the Gap between Automated Intervention and Actual User Experience: A Mixed-Methods Study on Mobile Accessibility Issues for Screen Reader Users
This CHI 2026 paper by Huq, He, He, and Malek (UC Irvine) argues that existing automated accessibility testing tools for mobile apps do not faithfully represent what blind screen reader users actually experience, and proposes a user-aware categorisat…
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The Three Praxes Framework — A Thematic Review and Map of Social Accessibility Research
This CHI 2026 paper by Jang, Carrington, and Begel (Carnegie Mellon) offers a thematic review and conceptual map of fifteen years of "social accessibility" research in HCI—the body of work, inaugurated by Shinohara and Wobbrock in 2011, that studies …