Research showcases bring industry and community partners — leaders working and living in the disability and accessibility space — together with faculty and student researchers.
For student presenters
Presenters submit a participation form, providing:
- A poster and/or demo for your project as an accessible digital document.
- A description for the event web page, including:
- Project title
- 1-3 paragraph project description
- Point of contact
- List of team members
- An optional short video of your demo or project presentation.
Make sure you will have a representative with your project for the duration of the event (it does not need to be the same person for the whole time).
Email Kathleen Quin Voss, CREATE Community Engagement and Partnerships Manager
Spring 2024 Research Showcase
The closing event for CREATE’s Community Day 2024 on May 20th, this research showcase was co-sponsored by HuskyADAPT.
Posters and presentations
A11yBoard: Making Making Presentation Slideshow Reading and Editing Accessible to Blind Users
Designing human-AI and multimodal interactions to make presentation slideshow reading and editing accessible.
Zhuohao (Jerry) Zhang,
Gene S-H Kim,
Jacob O. Wobbrock
Ability-Based Design Mobile Toolkit: Developer Support for Runtime Interface Adaptation Based on Users’ Abilities
To enable apps to respond to users’ situated abilities, we created the Ability-Based Design Mobile Toolkit (ABD-MT). ABD-MT integrates with an app’s user input and sensors to observe a user’s touches, gestures, physical activities, and attention at runtime, to measure and model these abilities, and to adapt interfaces accordingly. Conceptually, ABD-MT enables developers to engage with a user’s “ability profile,” which is built up over time and inspectable through our API.
Junhan Kong,
Mingyuan Zhong,
James Fogarty,
Jacob O. Wobbrock
Accessible Library Technology Team
With the goal of improving users’ experiences with assistive technologies in public libraries, our research found that JAWS is a widely used technology for users with disabilities. However, insufficient library staffing levels hinder individualized assistance, crucial for managing JAWS’s steep learning curve, complex interface, and extensive key memorization. Our project aims to develop a game-like solution akin to typing games, fostering muscle memory for efficient navigation. Drawing from user feedback and insights, we will select essential commands for specific tasks, like “Reading Text,” to simplify the learning process.
Fatima Ateeque,
Fernando Jimenez,
Julie Ganbold,
Vishrut Agarwal
Camera-Based Interface for Hand Function Assessment
Currently, hand function assessment (e.g., joint range of motion) in a clinical setting is done with low-resolution tools and oftentimes in a subjective manner that is time-consuming. With a camera-based interface, we wanted to improve the speed of collecting information about patient’s hand function, improve repeatability and objectivity, and enhance result presentation for both patients and clinicians.
Congyi Zhu,
Alexandra Portnova,
Adria Robert-Gonzalez,
Emily Boeschoten
Deceptive and Inaccessible: Examining Experiences of Deceptive Design with People Who Use Visual Accessibility Technology
Given the increasing interest of research on deceptive design patterns, it is important to examine how deceptive design impacts people who use visual accessibility technology (e.g., screen readers, screen magnification, braille displays). We present an interview and subsequent diary study with 16 people who use visual accessibility technology to better understand their experiences encountering and navigating deceptive design patterns in online services. We report participant experiences with six deceptive design patterns, direct and indirect exacerbated consequences of those deceptive designs, and impacts of deceptive design from a perspective of consequence-based accessibility. We finally propose that accessibility tools could help address deceptive design patterns by offering higher-level feedback to well-intentioned designers.
Aaleyah Lewis,
Jesse J. Martinez,
Maitraye Das,
James Fogarty
Desktop Little Room
We are designing a sensory playroom for children with chronic venous insufficiency (CVI) and cerebral palsy. The current options on the market are not portable and costly. We aim to create a space for these children to play and interact independently with, where they can also learn and develop their motor skills.
LIa Mar-Lundeen,
Makena Lyle,
Becca Caulton,
Catherine Ton,
Katelyn Doan
Flow-Limiting Cup
We have designed a modular flow-limiting cup for use by individuals who have difficulty swallowing liquid.
Motivated by the challenge faced by children with conditions such as Down Syndrome or dysphagia, who struggle with traditional drinking methods. Aimed to address the limitations of existing products which are often nondurable, complex, and stigmatizing. Driven by a deep understanding that independence in daily activities such as drinking can significantly boost self-esteem and social acceptance among users in all demographics.
Spencer Madrid,
Hari Rathnam,
Myky Ho,
Oliver Sommer,
Chaelynn Lim,
Sunny Dighe,
Jod: Examining Design and Implementation of a Videoconferencing Platform for Mixed Hearing Groups
Videoconferencing usage has surged in recent years, but current platforms present significant accessibility barriers for millions of d/Deaf or hard of hearing people worldwide. Informed by prior work examining accessibility barriers in current videoconferencing platforms, we designed and developed a videoconferencing platform to facilitate communication in mixed hearing groups.
Anant Mittal,
Meghna Gupta,
Roshni Poddar,
Tarini Naik,
SeethaLakshmi Kuppuraj,
James Fogarty,
Pratyush Kumar,
Mohit Jain
Mouth Stylus Holder
Paraplegic and quadriplegic users use mouth mounted styluses to interface with tablets and other touch screen devices. Our holder makes it so users have the ability to mount and unmount their styluses without assistance.
Mark Fernandez,
Sawani Deshmukh,
Emma Martin,
Laura Oliveira,
Devanshi Desai,
Sam Fleet
Playing on Hard Mode: Accessibility, Difficulty, and Joy in Game Adoption for Gamers with Disabilities
Video games often pose accessibility barriers to gamers with disabilities, yet there is no standard method for identifying which games have barriers, what those barriers are, and whether and how they can be overcome. In this project, we present the results of an interview study with gamers with disabilities to explore how game developers and distributors can support the process of finding and getting set up with accessible games. We also explore how experiences with access barriers inform new styles of gameplay, through the concepts of “access difficulty” and “disabled gaming.”
Jesse J. Martinez,
Jon E. Froehlich,
James Fogarty
Scene Reading, Object Selection & Navigation for People with Visual Impairments in Virtual Reality
We are exploring the use of a smartphone touchscreen as a VR controller for BLV users. Our approach leverages the phone’s familiar interface, multi-touch gestures and vibrotactile feedback to improve accessibility and immersion in VR environments. We focus on improving scene understanding through finger-driven, touchscreen exploration, which we have termed, scene reading, and enabling additional object interaction and locomotion.
Melanie Kneitmix,
Jacob O. Wobbrock
Sensory Enhanced Children’s Books
Our team aims to provide visually impaired children affordable books and a reusable spine through the use of sensory enhanced graphics while focusing upon play, behavioral models, and positive childhood development within storytelling.
Tiffany Matsushima,
Nupur Gorkar,
Amogh Bantwal,
Rohan Aggarwal,
Aadya Goyal,
Emily White,
Kate Glazko
The Switch Kit: bridging the gap in therapeutic toys for children with medical complexities
This research involved the creation and evaluation of a therapeutic toy named the “Switch Kit,” designed for young children with medical complexities. The kit allows family members and clinicians to customize switches tailored to the unique needs of each child.
Mia Hoffman,
Kate Bokowy,
Alisha Bose,
Tiffany Li,
Heather A. Feldner,
Katherine M. Steele
Usability of an electronic cognitive aid in Parkinson’s disease
People with Parkinson’s disease are prone to experiencing cognitive decline. External tools, like electronic aids, are a promising way to support cognition. This study examined the usability and feasibility of a cognitive aid, IndiAide©, in people with Parkinson’s disease with a range of cognitive functioning.
Dale Summers,
Kristie Spencer
Wheelchair-Mounted Umbrella
Our team has designed and built an automated wheelchair umbrella device for the Permobil Corpus M3 powered wheelchair. At the push of the adapted button a canopy will extend over the wheelchair, covering both the user and any water sensitive controls. Our umbrella design prioritizes functionality and user comfort making it a reliable tool for wheelchair users in various weather conditions.
Courtney Cho,
Annie Yao,
Ella Jung,
Jimmy Le,
Aidan Frondozo
Working at the Intersection of Race, Disability, and Accessibility
There has been little focus on the intersection of race and disability within accessibility research, missing out on the full nuance of marginalized and “otherized” groups. In this upcoming ASSETS paper, we offer a framework that outlines opportunities for research to engage the intersection of race and disability. We present a series of case studies that exemplifies engagement at this intersection throughout the course of research, along with reflections on teaching at this intersection. This work highlights the value of considering how constructs of race and disability work alongside each other within accessibility research studies, designs of socio-technical systems, and education.
Christina N. Harrington,
Aashaka Desai,
Aaleyah Lewis,
Sanika Moharana,
Anne Spencer Ross,
Jennifer Mankoff
PAST RESEARCH SHOWCASES
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Winter 2023 CREATE Research Showcase
December 12, 2023 Students from CSE 493 and additional CREATE researchers shared their work at the December 2023 CREATE Research Showcase. The event was well attended by CREATE students, faculty, and community partners. Projects included, for example: an analysis of the accessibility of transit stations and a tool to aid navigation within transit stations; an…
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Accessible Technology Research Showcase – Spring 2023
June 30, 2023 In June 2023, CREATE and HuskyADAPT co-hosted a showcase — and celebration — of outstanding UW research on accessible technology. The showcase featured poster presentations, live demonstrations by our faculty, students, and researchers and was altogether vibrant and exciting. Over 100 attendees viewed 25 projects, presentations, and posters. Congratulations and appreciation to…
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Accessible eSports Showcase 2023: Event Recap
In April 2023, CREATE hosted its first ever Accessible eSports Showcase event, bringing together members of the CREATE community, local community organizations, tech and games Corporate Partners, and folks from all over the Seattle area looking to learn about and celebrate ongoing strides being made in making video games more inclusive and accessible to people…
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Community Day & Research Showcase 2022
CREATE’s 2nd Annual Community Day was well attended with 100 registered participants and presenters. We’re pleased with the show of strong community, the return to in-person (and also virtual) panel discussions, and a research showcase of 14 project teams. This year’s panels addressed the disproportionate impact of access to assistive technology on children with disabilities…
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CREATE Research Showcase – Spring 2021
Schedule of events for the 2021 CREATE Research Showcase. Open to the public, CREATE faculty and students share research in accessibility.