Satwik Ram Kodandaram, Monalika Padma Reddy, Xiaojun Bi +3cs.HC cs.AI
Computer-use agents are emerging as a paradigm for agentic human-AI interaction, combining language reasoning with multi-modal interface grounding to operate GUIs. Yet their effectiveness for blind screen-reader users in real-world desktop workflows remains unclear. We present a three-week diary study with 8 blind users using OLLA, a screen-reader-accessible CUA prototype, collecting 1,258 commands across 12 applications with screenshots, UI trees, model responses, and action traces. We evaluate GPT-5 during deployment and re-execute the same commands with four additional models. GPT-5 achieved the highest success rate at 52.5%. Trace analysis reveals grounding, planning, constraint-tracking, and termination failures, while interviews reveal beyond-automation needs.
Jason Armitage, Ioannis Tsochantaridis, Linda Mazzone +3cs.AI
We introduce MAP, the first benchmark to evaluate multimodal AI systems as assistants for users with accessibility requirements when planning visits to places in the real world. In our evaluation, systems are presented with requests to verify or recommend a point of interest meeting an accessibility requirement. MAP contains two novel assessments: Claim verification for accessibility planning assesses if information on places and stated accessibility features is supported and identifies places that satisfy requested accessibility features. Visual evidence retrieval for accessibility planning checks if a multimodal AI system can select visual evidence for the requested place and accessibility feature. Our methodology supports comparison of AI systems in a setting where place information and accessibility information can change over time by evaluating systems and refreshing ground truth data at scheduled times. The benchmark is based on automatic rating and human rating for a proportion of responses.
Although Large language models (LLMs) mediate access to knowledge and computational assistance, their capabilities should benefit vulnerable groups in the same way. However, it is unclear whether existing AI systems are inclusive enough for blind and deafblind users to access the same functionality through Braille, whose indicators, contractions, and digital representations introduce distinct requirements for model comprehension. To this end, we introduce BrailleBench, a benchmark for evaluating LLMs in Braille comprehension from different Criteria. BrailleBench aligns 5,570 instances from five datasets, including mathematics, commonsense, and multi-hop question answering across English and Braille Grades 1 and 2. Different configurations are designed to understand whether the systems can comprehend Braille-authored content, express answers in Braille, and complete end-to-end Braille interaction. To ensure the quality and prevent evaluation bias, the benchmark is built through a deterministic, expert-reviewed pipeline via a self-created Braille Toolkit without using any data instances generated by LLMs. We evaluate six representative LLMs from various aspects. The results reveal a persistent gap between print-English capability and Braille accessibility. Braille understanding and expression are asymmetric, where Grade 2 is especially fragile on the input side compared to Grade 1, and fully Braille requests further reduce performance. The experimental observations provide valuable guidance for the development of future Braille AI systems. All related resources in BrailleBench are publicly available for future research.
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.
Large language models (LLMs) are increasingly integrated into healthcare, education, public services, and everyday decision making. They should provide comparable assistance regardless of a user's literacy, communication style, or prompt-engineering expertise. However, existing research on prompt robustness primarily focuses on adversarial attacks, prompt injection, and prompt optimization, while overlooking whether semantically equivalent requests receive different responses simply because they are phrased differently. We refer to this accessibility challenge as "Prompt Privilege": users with greater prompting expertise systematically obtain better model performance despite expressing the same underlying intent. To address this problem, we present a unified framework for measuring and mitigating accessibility disparities in LLM interactions. We introduce Prompt Equity Score (PES), a quantitative metric for evaluating performance consistency across user populations, and Prompt Equity Transformer (PET), an LLM-based agent that automatically transforms user requests into semantically equivalent, accessibility-oriented prompts while preserving their intent. PET shifts prompt optimization from the user to the AI system, functioning as an intelligent accessibility layer between users and foundation models. Experiments on the MedQA benchmark demonstrate measurable prompt privilege, with statistically significant performance disparities between low-literacy and expert-prompting cohorts. Applying PET eliminates these disparities while preserving semantic fidelity, demonstrating that accessibility-oriented prompt normalization can improve equitable AI access. By introducing prompt privilege as a new dimension of AI accessibility and PET as a practical solution, this work advances system-centered accessibility and provides a foundation for more fair, trustworthy, and inclusive AI systems.
Rahul Deivasigamani, Sayeda Faatin Alvi, Derqui Andrea +2cs.AI
The rise of autonomous AI agents represents a major paradigm shift in how users interact with mobile devices. Frameworks such as MobileRun and Mobile-Use can autonomously navigate Android applications and execute complex multi-step tasks. To interpret user interfaces, these frameworks rely primarily on Android accessibility (A11y) trees and secondarily on visual screenshots. In this paper, we demonstrate that this architectural dependence on unsanitized accessibility metadata, together with visual input, introduces a systemic vulnerability to indirect prompt injection. We show that adversarial prompts can cause autonomous agents to abandon their original objectives, violate context boundaries, and perform unauthorized device actions. Our empirical evaluation demonstrates goal hijacking, context drift, and unauthorized actions across visually hidden and fully exposed attack scenarios. In aggregate, MobileRun reaches an attack success rate of 0.822 with Gemma4:31B, while Mobile-Use with Qwen3.6:35B reduces this to 0.150 but does not eliminate context drift or unauthorized actions. These findings reveal that current mobile agent frameworks fail to enforce semantic context boundaries, treating passive environmental text as trusted instructions. Finally, we present a taxonomy of these attacks and discuss the need for zero-trust input validation, dedicated security agents, and strict context isolation within mobile agent architectures.
Institutions increasingly rely on browser lockdown, webcam monitoring, and behavioral analytics to secure high-stakes digital assessments, yet these mechanisms are commonly designed and evaluated independently and often overlook learner accessibility. This paper introduces Behaviorally-Adaptive Visual Diversion (BAVD), a theoretical framework in which a synthetic, non-semantic visual field is composited with assessment content and adaptively modulated according to observed candidate behavior. The underlying assessment content is never altered; only its visual presentation is modified to reduce the usefulness of unauthorized screen capture or screen sharing while remaining minimally intrusive for legitimate candidates. The framework further incorporates an accessibility-aware attenuation mechanism that reduces or suppresses diversion intensity for candidates with approved visual-processing accommodations. We formulate the model using a coupled dynamical-systems representation comprising a Diversion Field Generator, Rendering Tensor, Behavior Tensor, Composite Integrity Functional, and Multi-dimensional Entropy Model, and establish theoretical properties for content fidelity, rendering stability, entropy boundedness, integrity tracking, and closed-loop adaptation stability. The framework explicitly states its threat model, identifies deployment assumptions and limitations, and discusses the trade-off between accessibility and capture resistance. This work provides a mathematically grounded foundation for behaviorally adaptive and accessibility-aware assessment delivery and offers a basis for future empirical validation in trusted digital assessment platforms.
Rebeka Popek, Vaghawan Ojha, Young Hwan Youcs.CV cs.HC
Many open educational resources are lacking in accessibility, especially in-depth image descriptions. In subjects like Science and Mathematics, however, it can be particularly difficult to write image descriptions since there can be many complicated expressions and names depending upon the course level. To help fill that gap in a small way, we introduce Math Image Descriptions for Accessible Learning (MIDAL), a math image-description dataset of 2,020 mathematical images spanning multiple educational levels, to aid in training vision language models to create image descriptions following accessibility best practices. We hope MIDAL is a valuable resource in enhancing the conversation and innovation regarding accessibility of STEM content in higher education. This dataset is however not just limited in math description generation but can also be used to fine-tune language models that can have improved mathematical reasoning and answers.
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.
Effective disaster risk communication is a foundational humanitarian challenge, yet current emergency infrastructure fails to meet the needs of individuals with access and functional needs, including hard-of-hearing individuals, pregnant women, mothers with toddlers, and elderly individuals with dementia. Recent advancements in Artificial Intelligence (AI), especially Multi-Modal Large Language Models (MM-LLMs), demonstrate powerful capabilities to serve diverse users across text, audio, image, and video modalities within a single unified system, such as a chatbot. However, their suitability for deployment rests on a property that receives limited scrutiny, i.e., whether these systems produce consistent, actionable outputs regardless of the modality through which a user communicates. In this paper, we conduct a comprehensive analysis to understand the status of open-weight MM-LLMs using real emergency alert scenarios across four different vulnerable personas. These state-of-the-art (SOTA) models are evaluated on consistency of responses across text and audio modalities when the same task scenario is given. Findings indicate that no model achieves reliable consistency across modalities, and that performance gaps are heightened for personas with access needs, introducing modality-dependent inequity that undermines the humanitarian value of these systems. These results inform concrete design recommendations for building equitable, trustworthy, and inclusive AI tools for disaster risk communication.
Small language models and coding agents increasingly generate web front-end code, yet their outputs are typically evaluated primarily for functional correctness. A generated interface may compile, render, and pass unit tests while still violating established interface quality principles, including accessibility barriers, deceptive design patterns, poor visual hierarchy, and excessive decision complexity. Existing auditing approaches face a trade-off between cost, coverage, and scalability: expert human review provides rich judgment but is slow and expensive; frontier vision-language models offer broader reasoning capabilities but remain costly to deploy at scale; and rule-based tools such as axe-core and Lighthouse are inexpensive but primarily capture mechanically checkable accessibility issues. We investigate whether a lightweight vision-language model can serve as an effective critic for generated interfaces. We unify 19 interface-quality principles from three complementary sources of HCI knowledge: WCAG 2.2 accessibility standards, deceptive design taxonomies, and established theories of perception, cognition, and interaction. To train this critic, we construct a verified dataset of approximately 10,000 generated web pages by synthetically injecting known violations into clean, LLM-generated Tailwind pages. Continued reinforcement learning on a 4B vision-language model improves micro-F1 from 36\% to 84\%, with 13 of 19 principles exceeding 80\% F1. The resulting critic can audit generated interfaces, filter low-quality interface training data, and provide a reward signal for design-aware code generation. We release our data-generation recipe and injection/verification prompts to support reproducible evaluation and future work on scalable interface-quality assessment.
Nur Keleşoğlu, Łukasz Sobczak, Joanna Domańskacs.HC cs.AI
Multimodal large language models are increasingly used in interactive systems, yet ensuring consistent, trustworthy reasoning across heterogeneous modalities remains challenging. We present a context-aware, multi-agent framework that integrates textual queries, numerical data, visual representations, and model-derived signals for explainable time-series forecasting. A distinctive feature is that it turns predominantly visual forecasting outputs (e.g., trend plots) into structured, model-aware textual explanations. We argue that this makes the approach a natural foundation for non-visual, accessible interaction of particular relevance to blind and visually impaired users, for whom plot-centric interfaces are largely inaccessible. The framework supports three progressively richer pipelines (baseline, interpretable, explainable), enabling systematic comparison of unimodal, perception-driven, and model-aware responses. In an exploratory evaluation using an LLM-based judge as an early-stage proxy for human assessment, the explainable configuration improves overall explanation quality by up to 32% over a numerical baseline, with notable gains in trustworthiness and model awareness. We position user-centered validation with target users, including screen-reader and speech-interface users, as the essential next step rather than a claim established here.
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.
People with low vision often face challenges in performing everyday tasks that require interpreting visual information. We present \textbf{VisionAssist}, an open-source mobile application designed to improve independence by providing AI-powered visual assistance through a smartphone. The application integrates three complementary functionalities within a single interface. First, it enables users to locate specific objects by analyzing the live camera feed. Second, it generates spoken descriptions of captured images, allowing users to identify visual content such as food labels, documents, and everyday objects. Third, it integrates with the smartphone's contacts and calendar to facilitate emergency calls and provide voice-based reminders. The application supports hands-free interaction through voice commands and delivers all feedback using text-to-speech synthesis, making it fully accessible to users with visual impairments. By combining multiple assistive services into a unified platform and releasing the project as open-source software, the proposed solution aims to encourage community contributions and accelerate the development of accessible technologies. The source code is publicly available at: https://github.com/AOzlemC/LowVisionProject.git
Frank Elavsky, Chieri Nnadozie, Lucas Nadolskis +2cs.HC cs.CV
When sighted practitioners author accessible data visualizations, they build navigation structures (the nodes, edges, and input bindings that govern how assistive technologies traverse an interface) entirely in code, with no visual representation. Without a representation to react to, practitioners cannot develop judgment about what makes navigation good or bad, and the quality ceiling of non-visual experiences is set by the absence of a feedback loop. We address this problem through longitudinal co-design with practitioners across cartography, design systems, and open-source visualization, and make three contributions. First, we introduce an Inspector that renders navigation graphs as interactive node-link diagrams, and a Dimensions API that expresses navigation in terms of data dimensions rather than explicit graph construction. Second we present Skeleton, a direct-manipulation authoring environment in which the properties of an accessible navigation structure are translated into visual representations authors can observe and manipulate. Key techniques include a dual-view editor that simultaneously shows the system's navigation model and the end user's spatial experience, a scaffolding engine that automates spatial node placement by repurposing a visualization rendering pipeline, a live label-template editor with real-time screen-reader-output preview, and a testing mode that makes traversal sequence visually trackable. Third, we evaluate Skeleton through an in-situ study with 8 practitioners across visualization design, engineering, and research. Making navigation structure visible changed how practitioners engaged with accessible design: they reconsidered the architecture of their own visualizations, attended to a broader range of input modalities, and shifted from treating accessibility as a compliance task to treating it as a design problem. (abstract shortened for arxiv)
Large language model (LLM) agents that interact with graphical user interfaces increasingly rely on either raw screenshots or platform-specific accessibility application programming interfaces (APIs) to perceive interface state. Both approaches have limitations for assistive applications: screenshot-based perception lacks the semantic roles and relationships required by screen readers, while platform-specific APIs such as Windows UI Automation, macOS Accessibility, Android AccessibilityService, and web ARIA require separate integrations for each platform. This paper proposes an architecture that uses the Model Context Protocol (MCP) as a unified transport and schema layer between heterogeneous accessibility frameworks and LLM-based assistive agents. An MCP accessibility server exposes ARIA-aligned roles, labels, states, and focusable-element hierarchies through a platform-independent representation, enabling consistent interaction across operating systems and applications. The framework also introduces an MCP resource model for persisting user accessibility preferences across sessions. The architecture is analyzed with respect to three research questions: protocol extensibility for accessibility-tree representation, latency and semantic fidelity trade-offs between accessibility trees and screenshot-based perception, and support for persistent accessibility profiles through MCP resources. Rather than presenting an empirical implementation, this work contributes a conceptual framework supported by comparative analysis of accessibility APIs, GUI agent architectures, and the MCP specification. The analysis suggests that a standardized MCP accessibility layer can reduce platform-specific integration complexity while preserving the semantic information required for accessible AI agents, providing a foundation for future implementation and evaluation.
Ruihan Gao, Joonghyuk Shin, Ava Pun +3cs.GR cs.CV cs.HC
Tactile graphics are a primary medium for blind and low-vision (BLV) individuals to access non-textual information. However, they are difficult to scale or personalize. While recent generative models have revolutionized visual content creation, they are optimized for screen-based visual realism and fail to satisfy the haptic perceptual and physical fabrication constraints required for touch. We present the first integrated generative system that produces fabrication-ready 2.5D tactile graphics directly from natural language prompts, jointly generating global base geometry, fine-grained tactile surface textures, and standard-compliant braille within a unified 3D-printable representation. Our approach introduces fabrication-aware techniques, including template-guided relief generation, a fast diffusion-based text-to-texture module for high-resolution tileable normal maps, and strict base flattening to ensure tactile readability and printability, while supporting both automatic generation and interactive texture control. Extensive evaluations, together with in-person user studies with BLV participants and blindfolded sighted participants using physically 3D-printed outputs, show that participants consistently prefer our results over baselines. By extending generative graphics beyond screens to touchable reliefs, our work broadens access to generative AI for the BLV community and beyond.
Squint and cataract are major ocular disorders that majorly affect visual perception and interaction capability. This paper proposes a real-time video-based automated detection system for squint and cataract detection based on computer vision and image processing methods. The proposed system uses a media-pipe face-mesh (a 478-point facial landmark detection model) to extract geometric ocular features for multi-class squint classification. Simultaneously, The presence and severity cataract is estimated through grayscale intensity and histogram-based lens opacity analysis. The system records short video sequences with standard laptop or mobile cameras, which can be deployed at low costs and on a large scale. The experimental performance has shown great accuracy in the detection of squint (98.39%) and classification of cataract (96.90%). Besides automatic ocular analysis, the proposed framework is also made accessible for visual impairment inference which will be integrated with future adaptive user interface and Web accessibility systems for people with visual impairment.
Audio Descriptions (ADs) narrate visual content for Blind and Low Vision (BLV) audiences during gaps in audiovisual media. There is growing momentum around ADs in movies and TV shows, and with mandates from India's Central Board of Film Certification (CBFC), there is a need to expand ADs beyond English. Yet, there is no work that generates ADs for any Indian language. To address this gap, we present the first systematic study of ADs in Hindi, contributing to aspects such as data, generation, and evaluation. We introduce Andha-Dhun, the first dataset of human-authored Hindi ADs collected from 8 full-length movies. We explore two approaches for generating ADs in Hindi: (i) directly from English dense video descriptions, and (ii) translating English ADs into Hindi. We evaluate these approaches using perplexity and LLM-as-a-judge metrics to assess fluency and quality respectively. We also analyze movies that have both English and Hindi human-authored ADs and find that naive translation introduces artifacts and narrows diversity compared to original Hindi ADs. Direct machine translation fails to adapt cultural references, while human-translated ADs do better but still fall short. Our findings emphasize that the purpose of Hindi ADs is accessibility for Indian BLV audiences, and that this requires adapting content for the audience more than strict fidelity to the source.
Modern web interfaces are increasingly difficult to use with screen readers, particularly when pages update dynamically or hide important structure behind visual layout. Recent UI agents can act on such interfaces; however, for assistive agents to be truly useful, they must behave as collaborators that keep users informed and in control, rather than as tools that simply take actions on users' behalf. Most existing benchmarks judge systems primarily by task completion, without assessing how well they explain their actions or support user oversight. We introduce NeXUI, a benchmark for assistive agents that must navigate interfaces while explaining each step in clear language for nonvisual use. NeXUI pairs realistic user goals with instrumented interface states, enabling agents to reason from both visual context and structural information. Its evaluation measures safety, efficiency, and task success, while also checking whether explanations are grounded in the interface state. In our experiments, we find that NeXUI remains challenging even for state-of-the-art foundation models, with % Gemini-3.5-Flash achieving only a 44\% success rate and poor explanation scores, making it a useful foundation for future research and development. By focusing on navigation, explanation, and user control, NeXUI provides a clearer way to study agents that can support blind and visually impaired users in modern computing environments.
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?"
Indoor navigation remains a critical accessibility challenge for the blind and low-vision (BLV) individuals, as existing solutions rely on costly per-building infrastructure. We present an agentic framework that converts a single floor plan image into a structured, retrievable knowledge base to generate safe, accessible navigation instructions with lightweight infrastructure. The system has two phases: a multi-agent module that parses the floor plan into a spatial knowledge graph through a self-correcting pipeline with iterative retry loops and corrective feedback; and a Path Planner that generates accessible navigation instructions, with a Safety Evaluator agent assessing potential hazards along each route. We evaluate the system on the real-world UMBC Math and Psychology building (floors MP-1 and MP-3) and on the CVC-FP benchmark. On MP-1, we achieve success rates of 92.31%, 76.92%, and 61.54% for short, medium, and long routes, outperforming the strongest single-call baseline (Claude 3.7 Sonnet) at 84.62%, 69.23%, and 53.85%. On MP-3, we reach 76.92%, 61.54%, and 38.46%, compared to the best baseline at 61.54%, 46.15%, and 23.08%. These results show consistent gains over single-call LLM baselines and demonstrate that our workflow is a scalable solution for accessible indoor navigation for BLV individuals.