Disability and Accessibility Presentations at CHI 2016 1. Designing Movement-based Play With Young People Using Powered Wheelchairs Young people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play. 2. Crowdsourcing Accessibility: Human-Powered Access Technologies People with disabilities have always engaged the people around them in order to circumvent inaccessible situations, allowing them to live more independently and get things done in their everyday lives. Increasing connectivity is allowing this approach to be extended to wherever and whenever it is needed. Technology can leverage this human work force to accomplish tasks beyond the capabilities of computers, increasing how accessible the world is for people with disabilities. This article outlines the growth of online human support, outlines a number of projects in this space, and presents a set of challenges and opportunities for this work going forward. Program Description: A scholarly survey describing how technology can leverage the human work force to accomplish tasks beyond the capabilities of computers, increasing how accessible the world is for people with disabilities. 3. Designing for an Aging Population: Toward Universal Design This course describes age-related factors that affect ability to use the Web, and presents Web design guidelines that reflect the capabilities, usage patterns, and preferences of older Web users. The course also explains the value of testing websites on older adults. 4. The AT Effect: How Disability Affects the Perceived Social Acceptability of Head-Mounted Display Use Wearable computing devices offer new possibilities to increase accessibility and independence for individuals with disabilities. However, the adoption of such devices may be influenced by social factors, and useful devices may not be adopted if they are considered inappropriate to use. While public policy may adapt to support accommodations for assistive technology, emerging technologies may be unfamiliar or unaccepted by bystanders. We surveyed 1200 individuals about the use of a head-mounted display in a public setting, examining how information about the user's disability affected judgments of the social acceptability of the scenario. Our findings reveal that observers considered head-mounted display use more socially acceptable if the device was being used to support a person with a disability. 5. "With most of it being pictures now, I rarely use it": Understanding Twitter's Evolving Accessibility to Blind Users Social media is an increasingly important part of modern life. We investigate the use of and usability of Twitter by blind users, via a combination of surveys of blind Twitter users, large-scale analysis of tweets from and Twitter profiles of blind and sighted users, and analysis of tweets containing embedded imagery. While Twitter has traditionally been thought of as the most accessible social media platform for blind users, Twitter’s increasing integration of image content and users’ diverse uses for images have presented emergent accessibility challenges. Our findings illuminate the importance of the ability to use social media for people who are blind, while also highlighting the many challenges such media currently present this user base, including difficulty in creating profiles, in awareness of available features and settings, in controlling revelations of one’s disability status, and in dealing with the increasing pervasiveness of image-based content. We propose changes that Twitter and other social platforms should make to promote fuller access to users with visual impairments. 6. Rethinking Mobile Interfaces for Older Adults This SIG advances the study of mobile user interfaces for the aging population. The topic is timely, as the mobile device has become the most widely used computer terminal and at the same time the number of older people will soon exceed the number of children worldwide. However, most HCI research addresses younger adults and has had little impact on older adults. Some design trends, like the mantra “smaller is smarter”, contradict the needs of older users. Developments like this may diminish their ability to access information and participate in society. This can lead to further isolation (social and physical) of older adults and increased widening of the digital divide. This SIG aims to discuss mobile interfaces for older adults. The SIG has three goals: (i) to map the state-of-art, (ii) to build a community gathering experts from related areas, and (iii) to raise awareness within the SIGCHI community. 7. Helping Hands: Requirements for a Prototyping Methodology for Upper-limb Prosthetics Users This paper presents a case study of three participants with upper-limb amputations working with researchers to design prosthetic devices for specific tasks: playing the cello, operating a hand-cycle, and using a table knife. The goal of our study was to identify requirements for a design process that can engage the assistive technology user in rapidly prototyping assistive devices that fill needs not easily met by traditional assistive technology. Our study made use of 3D printing and other playful and practical prototyping materials. We discuss materials that support on-the-spot design and iteration, dimensions along which in-person iteration is most important (such as length and angle) and the value of a supportive social network for users who prototype their own assistive technology. From these findings we argue for the importance of extensions in supporting modularity, community engagement, and relatable prototyping materials in the iterative design of prosthetics. 8. Technology and the Politics of Mobility: Evidence Generation in Accessible Transport Activism Digital technologies offer the possibility of community empowerment via the reconfiguration of public services. This potential relies on actively involved citizens engaging with decision makers to pursue civic goals. In this paper we study one such group of involved citizens, examining the evidencing practices of a rare disease charity campaigning for accessible public transport. Through fieldwork and interviews, we highlight the ways in which staff and volunteers assembled and presented different forms of evidence, in doing so reframing what is conceived as ‘valid knowledge’. We note the challenges this group faced in capturing experiential knowledge around the accessibility barriers of public transport, and the trade-offs that are made when presenting evidence to policy and decision makers. We offer a number of design considerations for future HCI research, focusing on how digital technology might be configured more appropriately to support campaigning around the politics of mobility. CHI 2016 Program: https://chi2016.acm.org/program