News

Microsoft invests $2.5M in CREATE, a new center for accessible tech at the University of Washington

GeekWire | May 28, 2020

Microsoft and the UW have long been aligned in a shared commitment to accessible technology and a world that is more accessible through technology. With a leadership team from six campus departments in three different colleges, CREATE will build upon the UW’s existing work in education, research and translation.

Read the full GeekWire article.

UW iSchool Ph.D. candidate Martez Mott works on Smart Touch technology with Ken Frye at Provail

UW launches new Center for Research and Education on Accessible Technology and Experiences with $2.5 million investment from Microsoft

UW News | May 28, 2020

The University of Washington today announced the establishment of the Center for Research and Education on Accessible Technology and Experiences (CREATE). Fueled by a $2.5 million inaugural investment from Microsoft, UW CREATE is led by an interdisciplinary team whose mission is to make technology accessible and to make the world accessible through technology.

The center will build upon current projects in prioritizing and automating personalization, transitioning transportation to be accessible; augmenting abilities through wearable technologies; developing inclusive, intelligent systems and data sets; and “do-it-yourself” accessible technology production.

The partnership between UW and Microsoft has opened student internship and career opportunities, as well as ongoing research engagements with the Ability Team at Microsoft Research. Current projects include developing audio-first representations of websites for smart speakers; understanding how perceptions of software developer job candidates with autism may impact hiring decisions; AI-based sign language recognition and translation as well as ongoing work on an ASL to English dictionary; and data-driven mental health apps.

Read the full UW News article.

UW DO-IT Program CoMotion Makers Space. Credit: Karen Orders Photography

$2.5 million inaugural investment from Microsoft launches CREATE

CREATE News | May 28, 2020
UW president Ana Mari Cauce, with Brad Smith, Tim Shriver and Jennifer Mankoff, announced the new center and Microsoft’s investment at the Microsoft Ability Summit on May 28.

With a mission to make technology accessible and to make the world accessible through technology, Microsoft’s support will build upon current projects in accessible transportation, augmenting abilities, inclusive design, and “do-it-yourself” technology.

The company’s endorsement of the UW’s accessibility work promises to catalyze additional investment, which, ultimately, could generate the full funding needed to provide long-term support for the Center. 

Learn more:

An app for everything, but can everyone use it?

Medium | May 26, 2020

For most of us, the day seems to revolve around our phones: check email, read the news, pay bills, and get directions to the store. Mobile apps are essential in day-to-day life.

Unfortunately, many apps fail to be fully accessible to people with disabilities or those who rely on assistive technologies. As one blind app user noted, using an inaccessible app is “a constant feeling of being devalued. It doesn’t matter about the stupid button that I can’t press in that moment. It’s that it keeps happening. … And the message that I keep receiving is that the world just doesn’t value me.”

Anne Spencer Ross is a UW Ph.D. candidate in computer science, working on accessibility.  She wrote about the state of app accessibility and shared ways that app users and developers can help make apps work for everyone. 

Read more of Ross’ article

UW Disability Studies, D Center win UW Medicine CLIME Grant

UW faculty and staff affiliated with CREATEUW Disability Studies and the UW D Center have received a grant from the Center for Leadership and Innovation in Medical Education (CLIME) to explore what it means to be an ally to people with disabilities. “This is an integral issue informing professional education in the medical fields as well as in design and engineering, says PI Heather Feldner. “I am most excited that this project has the potential to further the conversation about how an inclusive mindset can shape contemporary health professions education and practice. Accessibility and technology will be a big part of these conversations and the subsequent training material development. To be able to approach this project with the multidisciplinary perspectives of the CREATE team as a resource is a huge asset.”

Four CREATE faculty receive Google Research Awards

UW News | March 16, 2020

Four UW CREATE faculty have been named recipients of Google Faculty Research Awards. The grants, among 150 Google recently announced, support world-class technical research in computer science, engineering and related fields. Each award provides funding to support one graduate student for a year.

The recipients are Jennifer MankoffJames Fogarty and Jon Froelich of the Paul G. Allen School of Computer Science & Engineering and Leah Findlater of the Department of Human Centered Design & Engineering.

The goal of the awards is “to identify and strengthen long-term collaborative relationships with faculty working on problems that will impact how future generations use technology,” according to Google.

Accessibility

We strive to make our events as accessible as possible, including using video conferencing with automated captions, supporting people in using text or voice to join the conversations, and working with disability services to address any other accommodations. We welcome any ongoing feedback on how best to create an accessible experience.

ASSETS Paper Impact Award

Jacob Wobbrock honored for improving touch-screen accessibility

Congratulations to Jacob O. Wobbrock, a founding co-director of CREATE, for his work with Shaun Kane, PhD ’11 and Jeffrey Bigham, PhD ’09 improving the accessibility of mobile technology.

The team received the 2019 SIGACCESS ASSETS Paper Impact Award for their 2008 paper, “Slide Rule: Making mobile touch screens accessible to blind people using multi-touch techniques.” The award is given biennially by the Association for Computing Machinery’s Special Interest Group on Accessible Computing and recognizes a paper published at least a decade earlier that made a significant innovation that has been influential in the field.

Slide Rule addressed the challenge of navigating within a screen when mobile phones transitioned from physical buttons to touch screens. Their methods represented the first screen reader for touch screens, using simple gestures for navigation and tapping targets. These features have since become mainstream in commercial products.

Given the prevalence of touch screens in our society, the need to make them accessible to all people is still great, and we will continue to pursue that goal, along with the many other projects we are doing.

Jacob O. Wobbrock

As technology continues to advance, Wobbrock’s team continues to identify innovative methods for interaction that improve accessibility. Read more about the award and his recent research.

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.

With AI and other tech, Anat Caspi focuses on helping people with disabilities

CREATE Director for Translation Anat Caspi shares her research goals and inspiration, including the value of her first programming class and her perspective as a parent.

In her role as the director of the University of Washington’s Taskar Center for Accessible Technology, Caspi creates technology focused on people with disabilities such as motor limitations, in many instances applying artificial intelligence (AI).

“It’s really about treating people as humans with different needs and preferences,” she says.

She sees the mapping of pedestrian infrastructure — walkways, sidewalks, overpasses, underpasses and trails — as a necessary lifeline for people with disabilities. Everyone approaches an environment with different levels of attentiveness and perceptual and motor abilities. 

Read the full Seattle Times Business & Technology article.

With AI and other tech, Anat Caspi focuses on helping people with disabilities

The Seattle Times | August 4, 2019

In her role as the director of the University of Washington’s Taskar Center for Accessible Technology, Caspi creates technology focused on people with disabilities such as motor limitations, in many instances applying artificial intelligence (AI).

“It’s really about treating people as humans with different needs and preferences,” she said as a cyclist passing by rang a bell.

She sees the mapping of pedestrian infrastructure — walkways, sidewalks, overpasses, underpasses and trails — as a necessary lifeline for people with disabilities. Everyone approaches an environment with different levels of attentiveness and perceptual and motor abilities. 

So Caspi and her Taskar team created a framework to log the features of sidewalk infrastructure in a project called OpenSidewalks, which is now being used by King County’s paratransit service to help people with disabilities navigate any trip. She also helped create AccessMap, an AI-powered online travel planner that identifies surfaces, slopes and obstacles to help users choose the best route for them.

Read full Seattle Times article.

UW students join Teach Access Study Away program

May 25, 2019

Five University of Washington students, joining a group of 25 students from 7 different universities, traveled to Silicon Valley in May 2019 to participate in the Teach Access program Study Away Silicon Valley (SASV). Professor Ladner served as one of six faculty mentors for the small group projects that participating students completed during the five days of SASV. 

Richard Ladner, mentor, and 5 UW students at Study Away Silicon Valley

The students visited the accessibility teams at Walmart, Google, Microsoft, Apple, Verizon Media Group (Yahoo!), and Facebook, where they learned how each of these companies are making their products and services more accessible and usable. One of the UW students will join Microsoft as a software engineer at the end of the 2019-20 academic year and another two will join Microsoft as 2020 summer interns. 

Read more

Jennifer Mankoff, Founding Co-Director

My research focuses on accessibility and 3D printing.  I have led the effort to better understand both clinical and DIY stakeholders in this process, and developed better, more usable tools for production. Together, these can enhance the capabilities and participation of all users in today’s  manufacturing revolution.

Affiliations:

Richard E. Ladner Professor, Paul G. Allen School of Computer Science & Engineering

Director, Make4all Lab

Research highlights

Better data sets that capture the varied experience of people with disabilities

Better data sets that capture the varied experience of people with disabilities are crucial to building better accessibility solutions. Mankoff has been involved in multiple pioneering data collection efforts. Most recently, her work capturing fine-grained, longitudinal behavioral data about the experiences of college undergraduates with and without disabilities has allowed her to study the unequal impacts of COVID-19’s changes to society on students with disabilities. She has also collected, and is currently exploring the first data set containing fine-grained end-to-end trip data about over 60 people with disabilities, combined with self reports of successes and failures. In the past, she collected over a year of real-world mouse data from individuals with various impairments, a data set whose size is unparalleled in a community that usually tests ideas on 1-10 individuals in lab settings. With this data, she was able to pioneer pixel based analysis methods that could improve on standard accessibility APIs, achieving a shift from 75% to 89% in accuracy identifying on-screen targets; demonstrate the huge variability within a single user and among many users with impairments that affect desktop computer use; and develop classifiers that could dynamically determine a user’s pointing ability with 92% accuracy on a single sample.

Better understanding of clinical and DIY accessible technology production

The advent of consumer-grade fabrication technology, most notably low-cost 3D printing, has opened the door to increasing power and participation in do-it-yourself and do-for-others accessible technology production. However, such production faces challenges not only at the level of process and policy, but with respect to materials, design tools, and follow-up. As summarized in a 2019 Communications of The ACM article, Mankoff has led the effort to better understand both clinical and DIY stakeholders in this process, and developed better, more usable tools for production. Together, these can enhance the capabilities and participation of all users in today’s  manufacturing revolution.

AccessSIGCHI directorship

Mankoff is the long-time director of AccessSIGCHI, the national group that has helped to improve conference accessibility in one of ACM’s largest professional groups, and is working collaboratively to help set standards and document best practices for use across ACM.


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Jacob O. Wobbrock, Founding Co-Director

My research seeks to scientifically understand people’s experiences of computers and information, and to improve those experiences through design and engineering, especially for people with disabilities. My specific research topics include input & interaction techniques, human performance measurement & modeling, HCI research & design methods, mobile computing, and accessible computing.

Affiliations:

Professor, The Information School

Adjunct Professor, Paul G. Allen School of Computer Science & Engineering

Director, ACE Lab

Research highlights

Slide Rule

A project that invented the world’s first touch-based finger-driven screen reader for smartphones. The interaction techniques employed by Slide Rule influenced Apple in their creation of VoiceOver, their built-in smartphone screen reader, and subsequently TalkBack on Android. Developed from 2007-2008, today Slide Rule has directly influenced products shipping on billions of touch devices. This work was recently honored for its impact.

Ability-Based Design

A new design approach developed from 2008-2020 that emphasizes what people can do and seeks to tailor technologies to people’s specific abilities through adaptation, customization, and ability-focused design practice. Interfaces that adapt to their users’ abilities, touch recognizers that model their users’ touch behaviors, and mouse cursors that dynamically adapt their speeds to make pointing more accurate were all projects that came from, and informed, ability-based design, whose 2018 Communications of the ACM article has been influential at major companies, including Microsoft.

Accessible Input Techniques

Mouse pointing and text entry are still the most fundamental inputs we give desktop and laptop computing systems, but for many users, these bedrock input capabilities are still inaccessible. Since my own doctoral research from 2001-2006, I have been inventing and evaluating more accessible means of providing input to computing systems. For example, my EdgeWrite technology provided more accessible text input using handheld devices, wheelchair joysticks, touchpads, and trackballs. Recently, my Pointing Magnifier 2 software, originally a research project with Leah Findlater, provides a cursor replacement on Microsoft Windows that has been useful to people with motor or visual impairments, older adults, and graphic designers.


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Anat Caspi, Director for Translation

I am interested in exploring ways in which collaborative commons and cooperation can challenge and transform the current economics of assistive technology and incentivize rapid development and deployment of ethically built accessible technologies. My research focuses on engineering machine intelligent solutions for customizable real-time, responsive technologies in the context of work, play and urban street environments.

Affiliations:

Affiliate Assistant Professor, Electrical & Computer Engineering

Director and co-founder, Taskar Center for Accessible Technology

Research highlights

Equity in Transportation Data

All travelers want directions they can trust, but most maps and automated pedestrian routers do not have the data travelers with accessibility requirements need. When we built AccessMap, a personalized, automated pedestrian routing application that takes mobility limitations into consideration, it was clear that municipalities and agencies have not been effective in collecting and maintaining detailed pedestrian-centric map information. Users of AccessMap, currently served in Seattle, Bellingham, and Mt. Vernon, have made it clear with over 35,000 routing requests that people of all abilities require better mobility apps that provide customized information about the pedestrian environment. To scale our efforts, we created the OpenSidewalks data standard along with understandable tools for gathering sidewalk network data, focusing on (1) tools for individual citizen-scientist data entry (2) mass import tools for municipal datasets, and (3) automated computer vision pipelines to map geo-located videos. Our standard and methods for effective data exchange and sharing were recently adopted by King County Metro, Sound Transit, and MVTransit Inc, the largest paratransit operator company with worldwide presence.

The Taskar Center for Accessible Technology (TCAT)

An initiative co-founded by Anat Caspi at the Paul G. Allen School of Computer Science & Engineering to develop, translate and deploy open source, accessible technologies, with a focus on benefiting individuals with motor limitations or speech impairments. TCAT’s translation efforts promote collaborative use of data commons and shared community resources with the recognition that bringing novel accessible technologies to users requires challenging the traditional technology-transfer path. With our partners, we launched the first assistive technology and adapted toy lending library in the Pacific Northwest, serving physical technologies and online resources for others to replicate. Over the past 5 years, TCAT has engaged more than 200 undergraduate and 50 graduate design and engineering students in participatory design and inclusive design practices with our communities of practice, bringing together people of diverse abilities, backgrounds and skill sets towards a common goal of designing for the fullness of human abilities and experiences


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Richard Ladner, Director for Education

I am interested in accessibility technology research, especially technology for deaf, deaf-blind, hard-of-hearing, and blind people. Active in promoting the inclusion of persons with disabilities in computing fields, I am the Principal Investigator for the National Science Foundation funded AccessComputing and AccessCSforAll.

Affiliations:

Professor Emeritus, Allen School of Computer Science & Engineering

Principal Investigator, AccessComputing

Principal Investigator, AccessCSforAll

Research highlights

ASL-STEM Forum

ASL-STEM Forum is a website for scientists who know American Sign Language (ASL) to upload signs for terms in science, technology, engineering, and mathematics (STEM) fields. These signs can be used by teachers, interpreters and other professionals in need of knowledge about how to sign a particular STEM term. Since 2010 more than 3000 signs have been uploaded with more than 1.3  million views on YouTube.

Perkinput

Perkinput is a non-visual text entry method for touchscreens based on Braille developed by Shiri Azenkot, a student of Richard Ladner and Jacob Wobbrock.  The method does not use specific targets but tracks fingers as they type six-dot Braille characters on the screen. Braille can be input with one hand on a small touchscreen or with two hands on a larger touchscreen.  In studies users can type up to 17 words per minute with one hand and 37 words per minute with two hands with high accuracy.  Braille-based text entry is now common on touchscreen devices.

Blocks4All

Blocks4All is an accessible block-based programming environment for young children developed by Lauren Milne, a student of Richard Ladner.  Block-based programming environments like Scratch, Alice, and many others are the most popular for young children to learn computing concepts such as conditional and loops.  Unfortunately, none of these environments are accessible to young screen reader users. Blocks4All is the first block-based programming environment for touchscreen devices that is fully accessible.

AccessComputing

AccessComputing is a National Science Foundation program, founded in 2006 and centered at the University Washington, with the goal of increasing the participation and success of individuals with disabilities in computing fields. It is a joint project with the Allen School, Information School, and the DO-IT center.  To date, it has served more than one thousand students across the United States providing professional development, peer mentoring, industry and research internships, and funding for travel to conferences.  With its 65+ academic, organizational, and industry partners, it has also focused on institutional change, influencing computing departments, organizations, and companies to make sure they are welcoming and accessible to people with disabilities.  


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Leah Findlater, Associate Director

I am interested in how to create technologies that adapt to accommodate individual user needs and preferences, whether to improve basic interactions such as touchscreen text entry or more complex tasks such as working with machine learning models. My research goal is to ensure that the next generation of computing technologies are designed to meet the needs of the broadest range of users.

Affiliations:

Associate Professor, Human Centered Design & Engineering

Adjunct Associate Professor, Allen School of Computer Science & Engineering

Director, Inclusive Design Lab

Research highlights

Expanding voice-based interaction

Over the past few years, conversational voice assistants (VAs) such as Amazon Alexa and Google Assistant have become ubiquitous. We have shown that VAs offer tremendous potential to support equal access to information, particularly for blind and low vision users: they are inherently accessible regardless of vision level and, as novice tools, they offer an approachable introduction to audio-based interaction for people unfamiliar with screen readers. However, VAs currently support only a limited set of tasks. In collaboration with researchers at Microsoft, we are investigating how to combine the strengths of screen readers–powerful expert tools–with the approachability of VA interaction. An example is our VERSE web search tool.

Real-time captioning and sound awareness support

With advances in wearable computing and machine learning, Jon Froehlich and I have been investigating new opportunities for real-time captioning and sound awareness support for people who are deaf/Deaf and hard of hearing (DHH). Our work spans three primary areas: real-time captioning in augmented reality and wearables (ARCaptions), sound awareness support in the “smart home” (HomeSound), and real-time sound identification on smart watches (SoundWatch, website forthcoming). Throughout this work, we’ve engaged with over 250 DHH participants to help identify design opportunities, pain points, and to solicit feedback on our designs.


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James Fogarty, Associate Director

My broad research interests are in Human-Computer Interaction, User Interface Software and Technology, and Ubiquitous Computing. My focus is on developing, deploying, and evaluating new approaches to the human obstacles surrounding widespread everyday adoption of ubiquitous sensing and intelligent computing technologies.

Affiliations:

Professor, Allen School of Computer Science & Engineering

Research highlights

Large-Scale Android Accessibility Analyses

Fogarty’s research group is leading the largest-known open analyses of the accessibility of Android apps, thus providing new understanding of the current state of mobile accessibility and new insights into factors in the ecosystem that contribute to accessibility failures (ASSETS 2017, ASSETS 2018, TACCESS 2020). For example, our analyses found that 45% of apps are missing screenreader labels for more than 90% of their image-based buttons, leaving much of the functionality of those apps inaccessible to many people. Such results also highlight that pervasive accessibility failures require continued research and new approaches to addressing contributing factors in the technology ecosystem. Our analyses of common failure scenarios has directly led to Google improvements in the accessibility ecosystem (e.g., corrections to Android documentation code snippets that were inaccessible, thus creating many accessibility failures as such snippets were used in apps) and motivated additional research (e.g., our ongoing work on developer tools that better scaffold developer learning about how to correctly apply accessibility metadata).

Runtime Mobile Accessibility Repair and Enhancement

Fogarty’s research group is developing new techniques for runtime repair and enhancement of mobile accessibility. Key to these approaches is a new ability to support third-party runtime enhancements within Android’s security model and without requiring modification to apps (CHI 2017, UIST 2018). We have applied these approaches to accessibility repair (e.g., techniques to allow social annotation of apps with missing screenreader data), but also to enable entirely new forms of tactile accessibility enhancements (ASSETS 2018). These techniques therefore provide a research basis for both improving current accessibility and exploring new forms of future accessibility enhancements.


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