Colleen F. Cipriano, Yichun Zhao, Miguel A. Nacenta +2cs.HC cs.AI cs.IR
Blind and low-vision (BLV) users are increasingly engaging with large language model (LLM) interfaces to access documents, but it is unclear how such systems support or hinder their ability to build interconnected knowledge. To examine this gap, we compared a Question-Answer Interface (QAI) that supports open-ended conversational inquiry, with a Document Interface (DI) based mostly on traditional structured text document navigation. We recruited 16 BLV screen reader users where they used both interfaces to explore two fictional worlds. Data from interaction logs, concept maps, decision-based tasks, and semi-structured interviews provide comparative insights into how interface design supports knowledge construction. Findings show that participants visited more distinct documents with the DI and formed larger and more correct mental models with the DI than with the QAI. They were also more able to apply knowledge they had gained. Simultaneously, many still preferred the QAI and often estimated that they had explored more, formed better mental models and applied their models better when acquiring the information with the QAI, despite this not being the case. Our analysis suggests possible interface design reasons for these differences and highlights some of the risks introduced by using question-answer interfaces to access information spaces.
András J. Molnár, Csaba I. Sidló, Rita Rónai +1cs.LG
The 15-minute city promotes access to everyday services within a short walk or bicycle ride, but its relationship with observed mobility remains difficult to quantify. We investigate this relationship in the Paris metropolitan area using mobility trajectories from the NetMob 2025 Data Challenge, enriched with INSEE sociodemographic data and OpenStreetMap points of interest (POIs), yielding approximately 70,000 trip segments after stop-based segmentation and data cleaning. We construct walking- and cycling-based indicators of local service availability and examine their associations with trip duration, transport mode, and short-trip car use. Higher POI availability is associated with less private motorized travel and more active mobility, although this relationship is substantially weaker in the outer agglomeration. Gradient-boosted tree models interpreted with explainable machine-learning methods consistently identify trip purpose, home--work distance, local service availability, vehicle ownership, public-transport subscription, and sociodemographic context as important predictors. For short trips, high POI density is associated with lower car use, while car ownership and driving-licence availability are associated with higher predicted car use; where services are sparse, public-transport subscription is associated with lower predicted car dependence. Finally, explainable AI (XAI) methods are used to examine how feature attributions change under alternative assumed variable orderings. The results are consistent with central assumptions of the 15-minute city while revealing substantial spatial and demographic heterogeneity. They also demonstrate how explainable machine-learning methods can complement accessibility indicators and identify locally relevant hypotheses for urban-mobility policy.
Arnavi Chheda-Kothary, Lucy Lu Wang, Joseph Chee Chang +1cs.HC cs.AI
Visual diagrams, figures, and tables are central to scientific papers, and convey information beyond what is captured in text. While blind or low-vision (BLV) scientists have traditionally relied on static alternative text to access figures in papers, the rise of artificial intelligence (AI) has made interactive question-answering (QA) a feasible paradigm for visual exploration; yet little is known about how scientists use visual QA in practice or how to improve its accessibility. In this work, we interview five BLV and five sighted scientists across different STEM fields to understand how they use two AI tools, ChatGPT and Gemini, to query multimodal scientific documents. Our findings characterize how scientists review multimodal content, including existing practices (along with accessibility workarounds) for engaging with visuals, and feedback on the suitability of AI-generated responses to multimodal queries. We further find that vague or incomplete image descriptions, as well as incorrect AI outputs more broadly, can cause both BLV and sighted scientists to abandon AI workflows. To support future research, we additionally contribute a dataset of 115 queries and responses from our participants' interactions with the AI tools for papers in their field. We close by discussing implications for AI-powered scientific QA systems, emphasizing considerations for access across abilities and domains.
Erdi Ünal, Daniel Eisenhardt, Christian Meske +2cs.AI cs.HC
Older adults' independent mobility enables out-of-home participation, well-being and health, yet pedestrian navigation systems still optimize primarily for distance or time, often overlooking barriers, safety thresholds, and supportive infrastructure that shape late-life walking decisions. We present a senior-friendly pedestrian routing artefact developed through echeloned Design Science Re-search, translating lived mobility constraints into prescriptive design knowledge. Based on 11 semi-structured interviews, we derive initial Design Requirements (DRs) and Design Principles (DPs) for barrier-aware, amenity-sensitive routing and execution-relevant explanations. We instantiate these in an OpenStreetMap pedestrian network enriched with amenities (benches, toilets, and shelters) and height data, and implemented an A*-based routing engine with configurable costs and explanation payloads. In a field-based walking study, 14 older adults com-pared artefact-generated routes with baselines and provided ratings and qualitative feedback; the senior-friendly route was preferred overall. Thematic analysis further showed that infrastructure maintenance, seasonal conditions, traffic exposure, and social context shape route acceptance. We synthesize these insights into refined DRs and DPs emphasizing context-aware hazard modeling, multi-route transparency, landmark-grounded explanations, social-context sensitivity, and stage-appropriate information. Our contributions provide actionable guidance for practitioners developing senior-friendly pedestrian navigation systems.
Interactive visualizations support conceptual understanding in undergraduate mathematics, but building them has required programming expertise most instructors lack. Using a design-based research approach, we develop, deploy, and evaluate a six-phase workflow (Foundation, Customization, Mathematical Depth, Application, Accessibility, Pedagogical Control) that uses generative AI to build WCAG~2.2 Level~AA compliant visualizations without programming. The six phases structure every prompt, scaffold the AI's code generation, and define where human verification is applied. We ask whether the structure reliably yields correct and accessible tools, whether it runs both backward (reverse-engineering prompts from a finished tool) and forward (generating a tool from a plain-language idea), and what verification each phase requires. Across four deployed tools spanning calculus, multivariable calculus, and differential equations, we evaluate mathematical correctness against closed forms, accessibility through automated and manual screen-reader testing, and the errors that recurred. The structure produces structurally complete first-pass tools, but human verification remains mandatory at every phase: each output must be checked for mathematical correctness, accessibility, and pedagogical fit before the next phase begins. The workflow is platform-independent and serves both instructors and students.
Sign languages, of any geographical or accentual variation, understandably face continuous scrutiny under the ever present popularity of verbal dictation and audism. Through this, many potential problems arise with the current lack of accessible communication for those who rely on such sign languages for essential conversation. Such AI systems regularly take the form of recognition and interpretation models, designed to provide seamless and accurate translation. In reality these systems are built from biased data and created without any input from deaf communities. Such models are widely used and accepted by their hearing counterparts who remain ignorant to the inherent culture, semantics and colloquial language present in gestural language systems. This phenomenon is best analysed under the scope of The Technological System and Technological bluff by Ellul. Indeed, what is at play here is the standardization of language by technicians into what can be captured by technique: data, statistics, a mathematical language. For that AI technique to exist, sign language must be rationalized, in a search for profit that annihilates the conditions for communication and fails to capture the human experience of the deaf person. By that process, it presents normative effects, creating a model of Man, standardized, massified, and who has to adapt to the tool and technical milieu instead of the other way around, which we assume should have been the goal of such a technology. Technique thus reshapes what it means to be human, to submit deaf people to the goals of productivity and efficiency. In doing so, it exhibits clear counter productivity, alienating instead of emancipating, isolating instead of nourishing human relationships. Therefore this paper argues for the idea of AI as Ableist Intelligence, as such systems seek to emphasise the humiliated and marginalised nature of sign.
Web accessibility rests on static standards and developer compliance. That model frays in platforms where content is user-generated: photos arrive blurry or off-frame, descriptions skip size and condition, and page structure shifts from listing to listing. Drawing on six studies conducted between 2022 and 2025 with blind, low-vision, and older adult users of customer-to-customer (C2C) marketplaces, I argue that generative UI can produce adapted interfaces at the point of use, addressing barriers that static design cannot anticipate. Three interventions from this program -- HTML regeneration for screen readers, conversational guidance for older sellers, and audio-guided photo framing for blind sellers -- demonstrate how runtime generation can bridge gaps that standards leave open. I outline what these findings imply for HCI practice: generative UI extends beyond the screen, complements rather than replaces ability-based design, and shifts the designer's role from specifying layouts to specifying policies. This is an expanded arXiv version of a position paper accepted at the CHI 2026 workshop "What does Generative UI mean for HCI Practice?"