Ben Taskar Memorial Event

January 26, 2024

In January 2024, the CREATE community was invited to participate in the Taskar Center’s 2024 Annual Ben Taskar Memorial Event, themed “Transportation and Responsible AI.”

Sessions

Project Poster Viewing and Team Discussions

Explore innovative projects from the course on “Responsible Data Science in Urban Spaces” under the guidance of Anat Caspi, TCAT director, contributing to Dr. Caspi’s recent Human Rights Education Award.

Community Townhall Meeting with Dragomir Anguelov

oin us for a captivating discussion with Dragomir Anguelov, VP and Head of Research at Waymo, as he shares Waymo’s insights into operating an autonomous ride-share fleet, covering over 7 million miles. The session, moderated by Anat Caspi, focuses on responsible AI in transportation. (This session will not be recorded and not available to remote participants.)

Spotlight on AccessMap Multimodal

Discover the latest advancements in accessible transportation with a spotlight on the recent deployment of AccessMap Multimodal. The session will highlight the personalized trip planner for travelers with disabilities and provide insights into the user experience, including the use of screen readers.

Ben Taskar Memorial Distinguished Lecture:
Dragomir Anguelov: Toward Total Scene Understanding for Autonomous Driving

In this engaging lecture, Drago Anguelov will delve into recent Waymo research on performant ML models and architectures that handle the variety and complexity of real-world environments in autonomous driving. He will also discuss the impact of progress in building Autonomous Driving agents on people with disabilities and explore current open questions about enhancing embodied AI agent capabilities with ML.

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 with disabilities.

Zillow Commons in the Bill & Melinda Gates Center was transformed into a gamer’s playground with big-screen projections of racing and party games, a VR space, and stations where users could customize their own adaptive gaming tech.

UW CREATE Presents: Accessible eSports Showcase 2023 with a colorful digital background.

CREATE’s Community Partners had showcase tables, demoing the latest advances in accessible gaming technology. And UW graduate students, undergraduates, and postdocs highlighted the many creative ways they’ve worked to make games accessible:

  • Event co-organizers Jesse Martinez (Ph.D. student, CSE) and Momona Yamagami (Postdoc, UW CREATE) opened with an overview of the many accommodations and community access norms they established for the event.
  • Emma McDonnell (Ph.D. Student, HCDE) live-narrated a round of Jackbox Games’s Fibbage, followed by a competitive mixed-ability showdown in the Xbox racing game DiRT 5, in which Martinez, taking his turn as emcee/color commentator, highlighted the many techniques being used to make Xbox gameplay accessible.
  • Rachel Franz (Ph.D. Student, iSchool) let attendees try out her latest work in accessible VR research.
  • Jerry Cao (Ph.D. Student, CSE) showed attendees how to use custom 3D-printed input devices for computer accessibility.
  • A brilliant team of undergraduates from HuskyADAPT, including Mia Hoffman, Neha Arunkumar, Vivian Tu, Spencer Madrid, Simar Khanuja, Laura Oliveira, Selim Saridede, Noah Shalby, and Veronika Pon, demoed three fantastic projects working to bring improved switch access to video games.
Momona Yamagami and Jesse Martinez open the Accessible eSports Showcase in front of a large screen with a dedicated screen showing a sign language interpreter.

Corporate and Community Partners connected with the CREATE community and engage directly with our many attendees.

  • Solomon Romney, of Microsoft’s Inclusive Tech Lab, showcased the brilliant design of the Xbox Adaptive Controller (XAC), the state-of-the-art tool in accessible controller design, and guided attendees through setting up and playing with their own XACs.
  • Amber Preston of Seattle Adaptive Sports described the work SAS does to make all sorts of games and recreational activities more accessible and inclusive in the Seattle area.
  • Other corporate and community partners, including researchers from Meta, Google, and Apple, were on hand to meet and connect with attendees around other exciting developments in the accessible gaming space.
Three student members at the HuskyADAPT table, sharing information and video about the program.
The Seattle Adaptive Sports table, with the different size balls used in games and a screen showing video of disabled athletes playing.

The organizers thank all attendees, partners, volunteers, and organizers for making the event such a success! As gaming accessibility continues to blossom, we’re looking forward to doing more events like in the future – we hope to see you at the next one! 


Pre-event announcement

Who should attend?

Anyone is welcome to attend this event! In particular, we extend the invitation to anyone who has an interest in video game accessibility, who works in the games industry, or who is a member of the Seattle-area disability community.

More information about the event will be available here soon! In the meantime, if you have any questions, please feel free to reach out to our event co-organizer Jesse Martinez at jessejm@cs.washington.edu. We hope to see you there!

Stipend and paid parking for non-UW-affiliated attendees

For our attendees with disabilities who are not affiliated with UW, we will have a $50 stipend to cover local travel and time spent at the event. You will receive a gift card link within 10 business days after the event. We will also pay for event parking. We hope that will be helpful in covering some of the costs of attending this event.

Activities

Mainstage gameplay

Attendees can go head-to-head in our accessible esports tournament that will include Forza Horizon 5 and Rocket League.

Spotlight tables

Engage with CREATE corporate and community partners around game accessibility, including Seattle Adaptive Sports, Microsoft XBox, HuskyADAPT, and UW CREATE. Participate in accessible gaming tech demos, and more!

Non-competitive gameplay

In addition to the mainstage gameplay, there will be various accessible video games available to play, ranging from cooperative games to streamed large-audience party games. We’ll also have a VR station available! Games will include

  • Jackbox Party Pack Games
  • Keep Talking and Nobody Explodes
  • Beat Saber

Socializing, networking and food

We will also have designated spaces for attendees to socialize with each other and make new connections in the accessible gaming space. Dinner will be provided.

Accessibility & logistics

Wheelchair-accessible space & accommodations

The building entrance is level from Stevens Way and Zillow Commons is wheelchair-accessible via the elevator and wide doorways. A volunteer will be at the building entrance to help guide you to the event.

We will have the following accommodations in place:

  • Live gameplay commentary on Mainstage gameplay
  • Captions and ASL interpretation for all Mainstage content
  • Quiet room with ample seating and a silent livestream of Mainstage gameplay
  • Complimentary food and beverages
  • Screen reader-accessible online event program/guide

Adaptive devices

For those interested in playing games, we will have the following devices:

  • Xbox Adaptive Controllers with customizable switches, joysticks, and foot pedals
  • Additional specialty gaming equipment provided by industry partners (TBD)

If you have any additional accommodation requests, please include them in your event registration, or reach out to Jesse Martinez at jessejm@cs.washington.edu.

Considerations to keep in mind  

During the event, attendees can support each other with the following considerations:

  • Introduce yourself by name in a conversation.
  • Keep pathways clear, and be mindful of others when navigating the space.
  • DO NOT touch other attendees, their assistive devices, or their mobility devices without consent.
  • Please keep conversation family-friendly as there are children at the event.
  • Please wear a mask and keep your hands clean (hand sanitizer is available throughout the venue).

Questions?

Please reach out to Jesse Martinez (event co-organizer) at jessejm@cs.washington.edu with questions about this event.

Community Day & Research Showcase 2022

CREATE’s 2nd Annual Community Day took place on June 8th and was a tremendous success. With over 100 registered participants and presenters, this year’s event demonstrates strong growth, returning 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 in BIPOC and immigrant communities as well as the issues that arise with the intersection of accessibility and biometric technologies. We were honored to host panelists from the AHSHAY CenterProvailOpen Doors for Multicultural Families, UW’s Taskar Center for Accessible Technology, and the University of Maryland’s iSchool.

Learn more:

Reimagining Mobility: Urban Accessibility – from Crowdsourcing to AI

Sign up for the Conversations

Still image from YouTube with photo of a crowded urban street and text about mobility inequities

In December 2021, CREATE faculty Anat Caspi and Jon Froehlich discussed the innovative ways they are using AI, crowdsourcing, and translational research to reimagine urban accessibility.

Teams from the UW Makeability Lab and the UW Taskar Center for Accessible Technology have worked to develop and deploy tools like AccessMaps, OpenSidewalks, and Project Sidewalk that are transforming how we share, evaluate, and understand our urban environments.

Participants were invited to a deep dive into one of these initiatives – Project Sidewalk – to learn how to contribute to the crowd-sourcing efforts. Despite the important role of sidewalks in supporting mobility, accessibility, and public health, there is a lack of high-quality datasets and corresponding analyses on sidewalk existence and condition.

Project Sidewalk Logo | accessibility icon with green, yellow, red under the wheel

Project Sidewalk explores a twofold vision: first, to develop scalable mechanisms to locate and assess sidewalks in cities across the world using Crowd+AI approaches, and second, to use this data to support new urban analyses and mobility tools.

Project Sidewalk is currently deployed in seven cities, including two in Mexico.


Join the Reimagining Mobility conversation

Join us for a series of conversations imagining the future of mobility. Hosted by CREATE Associate Directors Kat Steele and Heather Feldner, we connect and learn from guests who are engaged in critical mobility work – ranging from researchers to small business owners to self-advocates. We will dive deeply into conversations about mobility as a multifaceted concept, and explore how it intersects with other dimensions of access across contexts of research, education, and public policy. 

Sign up for the Conversations

CREATE Community Day & Research Showcase 2021

CREATE Community Day 2021, held on June 8, was a rich program that included an important discussion of the concerns and approaches to just, sustainable accessibility research that puts the needs of community members with disabilities front and center. Following this discussion, CREATE members highlighted what their labs are doing, with time to hear about a variety of individual projects. Here are some highlight videos of a small sample of the presentations:

Visual semantic understanding in blind and low-vision technology users
“I can bonk people!”: Effects of modified ride on cars on communication and socio-emotional development in children with disabilities
Blocks4All, an accessible blocks-based programming language
Decoding Intent With Control Theory: Comparing Muscle Versus Manual Interface Performance


Just one day later, the Future of Access Technology class held their final presentations. This class was designed to engage students in active contribution to the disability community, and included assignments to audio-describe videos for YouDescribe.org; try to address bugs within the NVDA open source screen reader community; and build first-person informed final projects on a wide range of topics, including:

  • Improved Word Alt Text plug-in modifies the default behavior in Microsoft PowerPoint when an image is inserted such that the user is prompted with a dialog box that guides them to create alt text that is high quality and contextually relevant to the image’s intended use.
    video preview | website
  • VSCodeTalk project implements a Visual Studio Code extension of CodeTalk, which  makes Visual Studio more accessible to visually impaired developers.
    video preview | website
  • Input Macros project makes it possible to easily add text shortcuts (e.g., “ty” automatically becomes “thank you”) in both Word and on the Web.
    video preview | website
  • Non-verbal Captioning project provides a SnapChat filter that explores how non-verbal captioning in video meeting applications can support DHH and other captioning users.
    video preview | website
  • Signal Monitoring for Accessibility for mobile and hardware programming makes serial port signal data, such as that generated by an Arduino system, accessible to BLV developers. Data can be copied to the system clipboard and audible cues are fired on significant events in the input data stream.
    video preview | website

Caspi to lead collaborative $11.45M Transportation Data Equity Initiative

Tools like Google Directions and OneBusAway give up-to-date travel and transit information to make regional transit easier for most. But mobility applications focus on efficiency and shortest paths, leaving out information critical to people with disabilities, older adults, and anybody needing more support.

The Taskar Center for Accessible Technology, led by CREATE Associate Director for Translation Anat Caspi, and the UW’s Washington State Transportation Center will work with Microsoft, Google, the Washington Department of Transportation and other public and private partners to develop transit mobility technology as part of the Transportation Data Equity Initiative.

A bright pink placard with a wheelchair user icon and the words Step Free Route planted in bright green grass

The U.S. Department of Transportation awarded the project $11.45 million in January as part of a program focused on promoting independent mobility for all.

Anat Caspi, CREATE Director for Translation and Affiliate Assistant Professor, Electrical & Computer Engineering

“Transportation and mobility play key roles in the struggle for civil rights and equal opportunity. Affordable and reliable transportation allows people access to important opportunities in education, employment, health care, housing and community life,” said project lead Anat Caspi.

“Our goal is to translate the UW’s accessible technology research and data science products into real-world use, building technology foundations for good and avoiding repetition of exclusion patterns of the past or creation of new travel barriers to individuals.”

This article was excerpted from the UW News. Read the full article.

AccessComputing shares UW CREATE’s launch and work toward accessibility

AccessComputing | July 28, 2020

AccessComputing highlighted several research projects of UW CREATE faculty. An excerpt:

CREATE’s stated mission is “to make technology accessible and to make the world accessible through technology.” CREATE faculty pursue projects along both of these lines. Prof. [Jacob] Wobbrock was part of a team that helped make touch screens accessible by inventing Slide Rule, the world’s first finger-driven screen reader, in 2007. A research team including Profs. Richard Ladner, James Fogarty, and Wobbrock created GestureCalc, an eyes-free calculator for touch screens.

Prof. Jon Froehlich has created Project Sidewalk to use crowdsourcing and machine learning to gather and present outdoor navigation information, particularly the accessibility of sidewalks. Dr. Anat Caspi has a similar project called AccessMap, which provides personalized automated pedestrian routing.

Prof. Jennifer Mankoff conducts research on consumer-grade fabrication technology, such as low-cost 3D printing, and how this technology can be used to meet do-it-yourself or do-for-others accessibility challenges.

Professor Heather Feldner enables children with disabilities to explore the physical world through creative mobility support in her Go Baby Go project. [Kat Steele’s Open-Orthoses projects work with individuals with disabilities to co-design customized devices, rigorously test the devices, and provide open-source designs that accelerate development.]

For these and many other projects, CREATE faculty are already internationally recognized for their contributions to assistive technology and accessible computing; by bringing them together under one organizational roof, CREATE will enable synergies and foster collaborations that enable faculty and students to become more than the sum of their parts.

Read the full article

Designing for the fullness of human experience

Anat Caspi and Taskar Center featured on King 5’s New Day Northwest

A familiar face joined Margaret Larson on New Day NW this morning. Anat Caspi, Director of the Taskar Center and Director of Translation for the UW Accessibility Center, shared recent innovations from robotics to smart, sensing environments.

Technology design has taken this stance about designing for the “average” person. And in many cases that is a big design mismatch to the needs and preferences of people who are not the “average” …

Anat Caspi

View the full interview on the King 5 website.