Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
76 results found tagged education.
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"I can't just Google it": Technology Needs of Adult Braille Learners
This extended abstract investigates the overlooked challenges and technology needs of sighted adults who learn braille, specifically Teachers of Students with Visual Impairments (TVIs) and parents of blind children. While substantial research exists …
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Tactile Graphics with a Voice
This paper presents Tactile Graphics with a Voice (TGV), a system that uses QR codes and a smartphone application to make text labels on tactile graphics accessible to blind and low-vision users — particularly the estimated 60% of blind people who ar…
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Tablet-Based Activity Schedule in Mainstream Environment for Children with Autism and Children with ID
This paper presents Classroom Schedule+ (CS+), a tablet-based activity schedule application designed to support the inclusion of children with autism spectrum disorder (ASD) in mainstream school environments. Developed through participatory design wi…
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Beadwork Bridge: Understanding and Exploring the Opportunities of Beadwork in Enriching School Education for Blind and Low Vision (BLV) People
This paper investigates how beadwork — the craft of creating patterns and objects by threading beads onto wire, string, or thread — serves as a rich educational tool for blind and low-vision (BLV) students, and explores what the HCI field can learn f…
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Towards Designing Digital Learning Tools for Students with Cortical/Cerebral Visual Impairments: Leveraging Insights from Teachers of the Visually Impaired
This paper investigates how digital learning tools should be designed to support students with cortical/cerebral visual impairment (CVI), a neurological condition that affects the brain's ability to process visual information rather than the eyes the…
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Inclusion as a Process: Co-Designing an Inclusive Robotic Game with Neurodiverse Classrooms
This paper documents a seven-month co-design process in which researchers worked with 80 children (18 of whom were neurodivergent) across four neurodiverse classrooms in Lisbon, Portugal, to design an inclusive tabletop robotic game. The children, ag…