Specifications for accessibility of Web pages do not necessarily guarantee a usable or satisfying Web experience for persons with disabilities. The needs of many of these individuals fall outside guidelines for accessible content. Many of these users, for example, wish that they simply could "enlarge" what is on a Web page. They also express the wish that pages would be "less confusing". To meet these needs, Web browsers and various software applications provide for a variety of ways in which page presentations can be altered. The effects of these alterations often have unexpected consequences. Some designs accommodate these alterations better than others. This paper discusses one such application that allows users to control features of Web page presentation and explores design features that facilitate such control.
PowerUp is a multi-player virtual world educational game with a broad set of accessibility features built in. This paper considers what features are necessary to make virtual worlds usable by individuals with a range of perceptual, physical, and cognitive disabilities. The accessibility features were included in the PowerUp game and validated, to date, with blind and partially sighted users. These features include in-world navigation and orientation tools, font customization, self-voicing text-to-speech output, and keyboard-only and mouse-only navigation. We discuss user requirements gathering, the validation study, and further work needed.
Prelingually, profoundly deaf individuals, due to their hearing impairment, would not be expected to have the same access to phonological information as hearing individuals. They might therefore have difficulties in using phonological structure to relate different morphological forms of words. Deaf and hearing readers' sensitivity to the morphological structure of English words was tested in the present study by using a lexical decision (word/nonword classification) task. Target words were primed 10 trials earlier by themselves (e.g., think primed by think), by morphologically related words (e.g., think primed by thought), or by orthographically related words (e.g., think primed by thin). Response times of both hearing and deaf college students to target words were facilitated when primed by themselves and also when primed by morphological relatives. Response times of subjects in neither group were facilitated to targets primed by orthographically related but morphologically unrelated words. These results indicate that deaf readers, like hearing readers, are sensitive to underlying morphophonological relationships among English words.
Specifications for accessibility of Web pages do not necessarily guarantee a usable or satisfying Web experience for persons with disabilities. The needs of many of these individuals fall outside guidelines for accessible content. Many of these users, for example, wish that they simply could "enlarge" what is on a Web page. They also express the wish that pages would be "less confusing". To meet these needs, Web browsers and various software applications provide for a variety of ways in which page presentations can be altered. The effects of these alterations often have unexpected consequences. Some designs accommodate these alterations better than others. This paper discusses one such application that allows users to control features of Web page presentation and explores design features that facilitate such control.
Modern roller derby is a predominately female driven full contact sport. A relatively new and evolving sport, players are yet to benefit from recent advances in wearable technologies. This paper reports on our initial investigations into player attitudes towards the use of technology as a training aid. Our survey results highlight broad support for the development of a wearable training device. Over 300 participants identified the skills they want help with improving and provided some initial feedback on the appropriateness of feedback modalities and location of a wearable training device. We end the paper by introducing our first interaction prototype, TapTrain, that allows skaters to access feedback on their technique while skating.