Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
6 results found tagged working memory.
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Navigating Neurodivergence with AI Chatbots: Benefits, Tensions, and Implications for HCI
This CHI 2026 short paper presents a qualitative interview study of how neurodivergent adults use AI chatbots (primarily ChatGPT) in everyday life, and what tensions arise. The authors conducted 23 semi-structured, 50-minute Zoom interviews with part…
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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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Cognitively Motivated Features for Readability Assessment
Feng, Elhadad, and Huenerfauth (2009) develop and evaluate an automatic readability-assessment tool targeted specifically at adults with intellectual disabilities (ID) — people in the 'mild' category (IQ 55-70), who comprise roughly 3% of the U.S. po…
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Tactile Working Memory Capacity of Users Who Are Blind in an Electronic Travel Aid Application with a Vibration Belt
This paper investigates the tactile working memory capacity of users who are blind when using a vibrotactile belt for electronic travel aid (ETA) applications. ETAs that display obstacle information through vibration belts require users to integrate …
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Evaluation of a Prototype Interactive Working Memory Application for Children with Learning Disabilities
This short paper presents an expert evaluation of a prototype working memory training application designed specifically for children aged 7-9 with learning disabilities. The application was built using a novel design framework that integrates three d…
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Evaluation of user experience and cognitive load of a gamified cognitive training application for children with learning disabilities
This study presents the design and evaluation of "The Treasure," a gamified web-based application created to train and improve working memory in children with learning disabilities. The application was built on a design framework integrating guidelin…