Gaming accessibility research for blind or low vision (BLV) communities largely focuses on digital games. There is a need for designers to understand BLV's experience with tabletop games that involve the player's physical interaction. In this study, we investigate BLV individuals' experience with the accessibility of tabletop games. We conducted semi-structured interviews with 15 BLV participants and found four themes that uncovered participants' tabletop gaming experiences: (1) properties of inaccessible games, (2) outcomes of inaccessible games, (3) properties of accessible games, and (4) outcomes of accessible games. Our findings demonstrate a richness and variety in BLV individuals' tabletop gaming experiences. By providing discussions on the state of tabletop game interactivity and design recommendations, our work assists the creation of accessible tangible games that make use of digital information and physical forms by affording designers the opportunity to understand how inaccessible interactions in tabletop games affect BLV populations.
CCS CONCEPTS• Human-centered computing → Accessibility; Accessibility; Empirical studies in accessibility; Accessibility design and evaluation methods.
Queer identity research largely overlooks wearable technology. Most work exploring sociocultural considerations of wearable technology determines what is "socially acceptable" based on privileged bodies, excluding queer perspectives. We address this by establishing the foundations of a knowledge base for wearables that support queer expression. We conducted a two-phase qualitative study exploring queer expressive practices and wearable technologies through 16 semi-structured interviews and 15 body mapping workshops with the queer community. We observed themes framing the queer community's understanding of queer expression, wearable technology, and wearable technology for queer users. Providing discussions on current trends in queer expression and wearable technology use, along with design considerations, our work enables the creation of wearable technologies that offer meaningful user experiences for the queer community.CAUTION: This paper discusses topics that could trigger those with histories of homophobia, transphobia, gender dysphoria, racism or eating disorders. Please use caution when engaging with this work. viii
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