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1. The center for research and education on accessible technology and experiences (CREATE)

2. Understanding Screen-Reader Users’ Experiences with Online Data Visualizations

3. Understanding Blind Screen-Reader Users’ Experiences of Digital Artboards

4. JustCorrect

5. Tenets for Social Accessibility

6. Type, Then Correct: Intelligent Text Correction Techniques for Mobile Text Entry Using Neural Networks

7. Beyond the Input Stream

8. Isolating the Effects of Web Page Visual Appearance on the Perceived Credibility of Online News among College Students

9. Addressing the Challenges of Situationally-Induced Impairments and Disabilities in Mobile Interaction

10. Text Entry Throughput

11. Crowdlicit

12. Why and How Think-Alouds with Older Adults Fail: Recommendations from a Study and Expert Interviews

13. Crowdsourcing Similarity Judgments for Agreement Analysis in End-User Elicitation Studies

14. Incorporating Social Factors in Accessible Design

15. RainCheck

16. Drunk User Interfaces

17. Self-Conscious or Self-Confident? A Diary Study Conceptualizing the Social Accessibility of Assistive Technology

18. Evaluating Intelligibility and Battery Drain of Mobile Sign Language Video Transmitted at Low Frame Rates and Bit Rates

19. SIGCHI Social Impact Award Talk -- Ability-Based Design

20. Reducing legacy bias in gesture elicitation studies

21. Smart Touch

22. From plastic to pixels

23. Ability-Based Design

24. Goal Crossing with Mice and Trackballs for People with Motor Impairments

25. Comparing Speech and Keyboard Text Entry for Short Messages in Two Languages on Touchscreen Phones

26. Target Acquisition and the Crowd Actor

27. SwitchBack

28. From User-Centered to Adoption-Centered Design

29. Analyzing the input stream for character- level errors in unconstrained text entry evaluations

30. Integrated text entry from power wheelchairs

31. Taking handheld devices to the next level

32. Input/Output Devices and Interaction Techniques

33. Beating the bubble

34. Mouse pointing endpoint prediction using kinematic template matching

35. Improving Pointing in Graphical User Interfaces for People with Motor Impairments Through Ability-Based Design

36. Touchplates

37. Age-related differences in performance with touchscreens compared to traditional mouse input

38. A multi-site field study of crowdsourced contextual help

39. Gestures as point clouds

40. GripSense

41. WalkType

42. LemonAid

43. Reject me

44. Smartphone haptic feedback for nonvisual wayfinding

45. Access overlays

46. Enhancing independence and safety for blind and deaf-blind public transit riders

47. The aligned rank transform for nonparametric factorial analyses using only anova procedures

48. Post-deployment usability

49. Input observer

50. A web-based user survey for evaluating power saving strategies for deaf users of mobileASL

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