Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
19 results found tagged physical activity.
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Breaking Barriers: Co-Designing Physical Activity Promoting Technologies with Older Adults Living Alone
This study investigates why physical activity (PA) promoting technologies fail to meet the needs of older adults living alone, and how technology might better support their exercise engagement. The researchers conducted a multi-stage design process w…
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Exploring Aural and Haptic Feedback for Visually Impaired People on a Track: A Wizard of Oz Study
This University of Iowa study investigates how to make outdoor jogging tracks accessible to people who are blind or have low vision, addressing a gap in exercise accessibility research. Standard 400-meter tracks rely entirely on visual lane markings,…
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"Wow! You're Wearing a Fitbit, You're a Young Boy Now!": Socio-Technical Aspirations for Children with Autism in India
This paper explores how socio-technical aspirations — the ambitions and desires of stakeholders to own or use technology for personal benefit or societal acceptance — influence technology adoption for children with autism in India. The research is ba…
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VStroll: An Audio-based Virtual Exploration to Encourage Walking among People with Vision Impairments
People with visual impairments (PVIs) engage in significantly less physical exercise than sighted adults, with 1.5 times higher odds of obesity. Barriers include inaccessible infrastructure, parental discouragement due to safety concerns, lack of wal…
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Beyond Adaptive Sports: Challenges & Opportunities to Improve Accessibility and Analytics
While sports data analytics has become a multi-billion dollar industry transforming training, strategy, and refereeing in able-bodied sports, adaptive sports have been largely left behind by this technological revolution. Khurana et al. interviewed 1…
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Supporting Physical Activity in Later Life: Perspectives from Older Adults
This doctoral consortium paper presents a research plan to investigate how behaviour change technology can be better designed to support physical activity among older adults living alone, with a specific focus on walking. The author identifies a core…
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How and Why We Run: Investigating the Experiences of Blind and Visually-Impaired Runners
This qualitative study investigates the running experiences of 13 legally blind individuals in the United States, exploring where and how they run, what assistance they use, the challenges they face, and how technology could better support them. Part…
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PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players
This paper presents PunchPulse, an open-source VR boxing exergame designed through a seven-month participatory co-design process with blind and low-vision (BLV) individuals to promote sustained moderate-to-vigorous physical activity (MVPA). BLV peopl…
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Designing Wheelchair-Based Movement Games
This paper presents KINECTWheels, a toolkit for integrating wheelchair movements into motion-based video games, along with two games built using the toolkit: Cupcake Heaven (designed for older adults in care facilities) and Wheelchair Revolution (a c…