Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems 2021
DOI: 10.1145/3411764.3445207
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Technology Developments in Touch-Based Accessible Graphics: A Systematic Review of Research 2010-2020

Abstract: This paper presents a systematic literature review of 292 publications from 97 unique venues on touch-based graphics for people who are blind or have low vision, from 2010 to mid-2020. It is the first review of its kind on touch-based accessible graphics. It is timely because it allows us to assess the impact of new technologies such as commodity 3D printing and low-cost electronics on the production and presentation of accessible graphics. As expected our review shows an increase in publications from 2014 tha… Show more

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Cited by 38 publications
(20 citation statements)
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“…Our study attempted to address these two weaknesses by directly involving BLV players who shared their natural game experience beyond two tabletop game genres. There exist trends in accessibility research to not directly involve BLV participants [22,46,54]. Our study contributes towards reinforcing the value of conducting inclusive research.…”
Section: Tabletop Gaming Accessibilitymentioning
confidence: 70%
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“…Our study attempted to address these two weaknesses by directly involving BLV players who shared their natural game experience beyond two tabletop game genres. There exist trends in accessibility research to not directly involve BLV participants [22,46,54]. Our study contributes towards reinforcing the value of conducting inclusive research.…”
Section: Tabletop Gaming Accessibilitymentioning
confidence: 70%
“…For instance, an accessible video-based rulebook with a closed captioning can benefit people with normal vision, such as children who may learn better via video than text. With this inclusive design thinking mindset, researchers and designers need to diverge from the existing trends in accessibility research that do not practice codesign with BLV participants and just play-test games instead [22,46,54]. Based on our findings, we leverage a deeper understanding of tabletop gaming accessibility to discuss design recommendations for researchers and game designers when creating tangible games that are both accessible and enjoyable for individuals of any levels of sight without requiring the responsibility for adjustment to be placed upon them.…”
Section: Discussionmentioning
confidence: 99%
“…More recently, Brule et al [12] highlighted the need for adequate quantitative empirical evaluation by involving BLV end users in the design process. This sentiment was shared by Butler et al [14], who further highlighted the need to broaden application areas and asked for more in situ evaluation.…”
Section: The Value Of Systematic Reviewsmentioning
confidence: 99%
“…In conclusion, our systematic review has highlighted that XR technology is useful for studying BLV behavior, but challenges still remain. VR and AR technology are still relatively new and would benefit from standard practices of accessibility and usability [49], preferably integrating BLV end users at all stages of the design process [14,97]. While XR is promising as a new technology, not all design aspects have to be modernized.…”
Section: Open Challenges and Future Directionsmentioning
confidence: 99%
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