383 results on '"Jacob O. Wobbrock"'
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2. Characterizing 'Motor Ability' for Ability-Based Design.
3. Engaging with Children's Artwork in Mixed Visual-Ability Families.
4. Understanding and Reducing the Challenges Faced by Creators of Accessible Online Data Visualizations.
5. Touchpad Mapper: Examining Information Consumption From 2D Digital Content Using Touchpads by Screen-Reader Users.
6. Touchpad Mapper: Exploring Non-Visual Touchpad Interactions for Screen-Reader Users.
7. The Ability-Based Design Mobile Toolkit (ABD-MT): Developer Support for Runtime Interface Adaptation Based on Users' Abilities.
8. Understanding and Improving Drilled-Down Information Extraction from Online Data Visualizations for Screen-Reader Users.
9. A11yBoard: Making Digital Artboards Accessible to Blind and Low-Vision Users.
10. Developing and Deploying a Real-World Solution for Accessible Slide Reading and Authoring for Blind Users.
11. How Do People with Limited Movement Personalize Upper-Body Gestures? Considerations for the Design of Personalized and Accessible Gesture Interfaces.
12. Comparing Locomotion Techniques in Virtual Reality for People with Upper-Body Motor Impairments.
13. ChartA11y: Designing Accessible Touch Experiences of Visualizations with Blind Smartphone Users.
14. Creativity in the Age of AI: Evaluating the Impact of Generative AI on Design Outputs and Designers' Creative Thinking.
15. Customized Mid-Air Gestures for Accessibility: A $B Recognizer for Multi-Dimensional Biosignal Gestures.
16. A11yBoard: Using Multimodal Input and Output to Make Digital Artboards Accessible to Blind Users.
17. VoxLens: Making Online Data Visualizations Accessible with an Interactive JavaScript Plug-In.
18. Ga11y: An Automated GIF Annotation System for Visually Impaired Users.
19. A Large-Scale Longitudinal Analysis of Missing Label Accessibility Failures in Android Apps.
20. TypeAnywhere: A QWERTY-Based Text Entry Solution for Ubiquitous Computing.
21. Understanding and Improving Information Extraction From Online Geospatial Data Visualizations for Screen-Reader Users.
22. Quantifying Touch: New Metrics for Characterizing What Happens During a Touch.
23. Reclaiming attention: Christianity and HCI.
24. Clarifying Agreement Calculations and Analysis for End-User Elicitation Studies.
25. Implementing Ability-Based Design: A Systematic Approach to Conceptual User Modeling.
26. An Aligned Rank Transform Procedure for Multifactor Contrast Tests.
27. A Comparative Study of Lexical and Semantic Emoji Suggestion Systems.
28. Understanding Blind Screen-Reader Users' Experiences of Digital Artboards.
29. 'I Am Iron Man': Priming Improves the Learnability and Memorability of User-Elicited Gestures.
30. Voicemoji: Emoji Entry Using Voice for Visually Impaired People.
31. New Metrics for Understanding Touch by People with and without Limited Fine Motor Function.
32. Understanding Screen-Reader Users' Experiences with Online Data Visualizations.
33. JustCorrect: Intelligent Post Hoc Text Correction Techniques on Smartphones.
34. A Systematic Review of Gesture Elicitation Studies: What Can We Learn from 216 Studies?
35. Gedit: Keyboard Gestures for Mobile Text Editing.
36. The Reliability of Fitts's Law as a Movement Model for People with and without Limited Fine Motor Function.
37. Distributed interaction design: designing human-centered interactions in a time of social distancing.
38. The Goldilocks zone: young adults' credibility perceptions of online news articles based on visual appearance.
39. Beyond the Input Stream: Making Text Entry Evaluations More Flexible with Transcription Sequences.
40. Type, Then Correct: Intelligent Text Correction Techniques for Mobile Text Entry Using Neural Networks.
41. Situationally aware mobile devices for overcoming situational impairments.
42. Traffic Analysis in a Smart City.
43. Isolating the Effects of Web Page Visual Appearance on the Perceived Credibility of Online News among College Students.
44. Gender and Help Seeking by Older Adults When Learning New Technologies.
45. Perception and Adoption of Mobile Accessibility Features by Older Adults Experiencing Ability Changes.
46. GestureCalc: An Eyes-Free Calculator for Touch Screens.
47. Situationally-Induced Impairments and Disabilities.
48. Design for Social Accessibility Method Cards: Engaging Users and Reflecting on Social Scenarios for Accessible Design.
49. An Epidemiology-inspired Large-scale Analysis of Android App Accessibility.
50. Crowdsourcing Similarity Judgments for Agreement Analysis in End-User Elicitation Studies.
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