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Franklin Mingzhe Li

Publications and source records attributed to Franklin Mingzhe Li.

At least 19 recordsLinked to original sources

AssemblyLens: Exploring the Role of Structural Roadmaps and Strategies of Furniture Assembly Used by Blind and Low Vision Individuals

Instructions to assemble flat-packed furniture rely on visuals, making them inaccessible to Blind and Low Vision (BLV) individuals. Consequently, BLV individuals depend on caregivers or external services (e.g., Be My Eyes), limiting their autonomy. We explore how to empower them to assemble such furniture themselves, by providing eight BLV participants in our study with accessible instructions consisting of a high-level roadmap and stepwise procedural guidance. We use a technology probe, AssemblyLens, which converts visual assembly instructions into screen-reader-accessible text. We derive insights into converting instructions, empirical observations of BLV assembly strategies, and the role the roadmap played in them. Our observations yield three themes: spatial cognition and mental mapping, embodied ergonomics and kinetic semantics, and assembly workflow and user agency. We present eight design recommendations for instruction system design. Our findings are a step toward an agenda for inclusive instruction in physical tasks.

cs.HC↗

Cyber-Physical Systems for Accessibility and Ability Augmentation: Bridging Diverse Communities

The powerful convergence of wearables, robotics, extended reality, and smart environments is expanding the design space for cyber-physical systems (CPS) that support and augment human abilities in daily life. By sensing real-world contexts, modeling user needs, and providing situated assistance, these systems can improve accessibility for people with disabilities while enhancing broader human abilities such as perception, memory, learning, and mobility. However, realizing this potential requires addressing key challenges in context sensing, user modeling, adaptive interaction, privacy, and evaluation to ensure that CPS are reliable and effective in real-world contexts. This workshop will bring together researchers and practitioners across HCI, AI, wearables, robotics, XR, smart environments, accessibility, and ability augmentation to examine shared strategies and challenges for designing accessibility- and ability-centered CPS. Through panel discussions, interactive demos, and mixed-group design activities, participants will identify recurring design principles, technical challenges, and future directions for CPS that support and augment human abilities in real-world settings. For details, please visit: https://cps4all.github.io.

cs.HC↗

OSCBench: Benchmarking Object State Change in Text-to-Video Generation

Text-to-video (T2V) generation models have made rapid progress in producing visually high-quality and temporally coherent videos. However, existing benchmarks primarily focus on perceptual quality, text-video alignment, or physical plausibility, leaving a critical aspect of action understanding largely unexplored: object state change (OSC) explicitly specified in the text prompt. OSC refers to the transformation of an object's state induced by an action, such as peeling a potato or slicing a lemon. In this paper, we introduce OSCBench, a benchmark specifically designed to assess OSC performance in T2V models. OSCBench is constructed from instructional cooking data and systematically organizes action-object interactions into regular, novel, and compositional scenarios to probe both in-distribution performance and generalization. We evaluate six representative open-source and proprietary T2V models using both human user study and multimodal large language model (MLLM)-based automatic evaluation. Our results show that, despite strong performance on semantic and scene alignment, current T2V models consistently struggle with accurate and temporally consistent object state changes, especially in novel and compositional settings. These findings position OSC as a key bottleneck in text-to-video generation and establish OSCBench as a diagnostic benchmark for advancing state-aware video generation models.

cs.CV↗

Understanding Nature Engagement Experiences of Blind People

Nature plays a crucial role in human health and well-being, but little is known about how blind people experience and relate to it. We conducted a survey of nature relatedness with blind (N=20) and sighted (N=20) participants, along with in-depth interviews with 16 blind participants, to examine how blind people engage with nature and the factors shaping this engagement. Our survey results revealed lower levels of nature relatedness among blind participants compared to sighted peers. Our interview study further highlighted: 1) current practices and challenges of nature engagement, 2) attitudes and values that shape engagement, and 3) expectations for assistive technologies that support safe and meaningful engagement. We also provide design implications to guide future technologies that support nature engagement for blind people. Overall, our findings illustrate how blind people experience nature beyond vision and lay a foundation for technologies that support inclusive nature engagement.

cs.HC↗

ADCanvas: Accessible and Conversational Audio Description Authoring for Blind and Low Vision Creators

Audio Description (AD) provides essential access to visual media for blind and low vision (BLV) audiences. Yet current AD production tools remain largely inaccessible to BLV video creators, who possess valuable expertise but face barriers due to visually-driven interfaces. We present ADCanvas, a multimodal authoring system that supports non-visual control over audio description (AD) creation. ADCanvas combines conversational interaction with keyboard-based playback control and a plain-text, screen reader-accessible editor to support end-to-end AD authoring and visual question answering (VQA). Combining screen-reader-friendly controls with a multimodal LLM agent, ADCanvas supports live VQA, script generation, and AD modification. Through a user study with 12 BLV video creators, we find that users adopt the conversational agent as an informational aide and drafting assistant, while maintaining agency through verification and editing. For example, participants saw themselves as curators who received information from the model and filtered it down for their audience. Our findings offer design implications for accessible media tools, including precise editing controls, accessibility support for creative ideation, and configurable rules for human-AI collaboration.

cs.HC↗

Understanding the Video Content Creation Journey of Creators with Sensory Impairment in Kenya

Video content creation offers vital opportunities for expression and participation, yet remains largely inaccessible to creators with sensory impairments, especially in low-resource settings. We conducted interviews with 20 video creators with visual and hearing impairments in Kenya to examine their tools, challenges, and collaborative practices. Our findings show that accessibility barriers and infrastructural limitations shape video creation as a staged, collaborative process involving trusted human partners and emerging AI tools. Across workflows, creators actively negotiated agency and trust, maintaining creative control while bridging sensory gaps. We discuss the need for flexible, interdependent collaboration models, inclusive human-AI workflows, and diverse storytelling practices. This work broadens accessibility research in HCI by examining how technology and social factors intersect in low-resource contexts, suggesting ways to better support disabled creators globally.

cs.HC↗

Understanding How Visually Impaired Players Socialize in Mobile Games

Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate, compete, and build friendships. In China, visually impaired communities face significant social challenges in offline settings, making mobile games a crucial avenue for socialization. However, the design of mobile games and their mapping to real-world environments significantly shape their social gaming experiences. This study explores how visually impaired players in China navigate socialization and integrate into gaming communities. Through interviews with 30 visually impaired players, we found that while mobile games fulfill many of their social needs, technological barriers and insufficient accessibility features, and internal community divisions present significant challenges to their participation. This research sheds light on their social experiences and offers insights for designing more inclusive and accessible mobile games.

cs.HC↗

AROMA: Mixed-Initiative AI Assistance for Non-Visual Cooking by Grounding Multi-modal Information Between Reality and Videos

Videos offer rich audiovisual information that can support people in performing activities of daily living (ADLs), but they remain largely inaccessible to blind or low-vision (BLV) individuals. In cooking, BLV people often rely on non-visual cues, such as touch, taste, and smell, to navigate their environment, making it difficult to follow the predominantly audiovisual instructions found in video recipes. To address this problem, we introduce AROMA, an AI system that provides timely responses to the user based on real-time, context-aware assistance by integrating non-visual cues perceived by the user, a wearable camera feed, and video recipe content. AROMA uses a mixed-initiative approach: it responds to user requests while also proactively monitoring the video stream to offer timely alerts and guidance. This collaborative design leverages the complementary strengths of the user and AI system to align the physical environment with the video recipe, helping the user interpret their current cooking state and make sense of the steps. We evaluated AROMA through a study with eight BLV participants and offered insights for designing interactive AI systems to support BLV individuals in performing ADLs.

cs.HC↗

More than One Step at a Time: Designing Procedural Feedback for Non-visual Makeup Routines

Makeup plays a vital role in self-expression, identity, and confidence - yet remains an underexplored domain for assistive technology, especially for people with vision impairments. While existing tools support isolated tasks such as color identification or product labeling, they rarely address the procedural complexity of makeup routines: coordinating step sequences, managing product placement, and assessing the final look with accessible feedback. To understand the real-world process, we conducted a contextual inquiry with 15 visually impaired makeup users, capturing real-time makeup application behaviors and their step-by-step information needs and assessment approaches. Our findings reveal embodied, tactile-first strategies; persistent challenges in blending, symmetry, and assessment; and a desire for honest, real-time, goal-aligned feedback. We also interviewed five professional makeup artists, who reviewed participant makeup videos and provided expert responses to participant-raised questions and assessment practices. We contribute a taxonomy of feedback needs in non-visual makeup, and outline design implications for future assistive systems - emphasizing hands-free, conversational interaction and context-aware, procedural support for expressive and independent beauty practices.

cs.HC↗

Exploring Object Status Recognition for Recipe Progress Tracking in Non-Visual Cooking

Cooking plays a vital role in everyday independence and well-being, yet remains challenging for people with vision impairments due to limited support for tracking progress and receiving contextual feedback. Object status - the condition or transformation of ingredients and tools - offers a promising but underexplored foundation for context-aware cooking support. In this paper, we present OSCAR (Object Status Context Awareness for Recipes), a technical pipeline that explores the use of object status recognition to enable recipe progress tracking in non-visual cooking. OSCAR integrates recipe parsing, object status extraction, visual alignment with cooking steps, and time-causal modeling to support real-time step tracking. We evaluate OSCAR on 173 instructional videos and a real-world dataset of 12 non-visual cooking sessions recorded by BLV individuals in their homes. Our results show that object status consistently improves step prediction accuracy across vision-language models, and reveal key factors that impact performance in real-world conditions, such as implicit tasks, camera placement, and lighting. We contribute the pipeline of context-aware recipe progress tracking, an annotated real-world non-visual cooking dataset, and design insights to guide future context-aware assistive cooking systems.

cs.AI↗

PANDA: Parkinson's Assistance and Notification Driving Aid

Parkinson's Disease (PD) significantly impacts driving abilities, often leading to early driving cessation or accidents due to reduced motor control and increasing reaction times. To diminish the impact of these symptoms, we developed PANDA (Parkinson's Assistance and Notification Driving Aid), a multi-modality real-time alert system designed to monitor driving patterns continuously and provide immediate alerts for irregular driving behaviors, enhancing driver safety of individuals with PD. The system was developed through a participatory design process with 9 people with PD and 13 non-PD individuals using a driving simulator, which allowed us to identify critical design characteristics and collect detailed data on driving behavior. A user study involving individuals with PD evaluated the effectiveness of PANDA, exploring optimal strategies for delivering alerts and ensuring they are timely and helpful. Our findings demonstrate that PANDA has the potential to enhance the driving safety of individuals with PD, offering a valuable tool for maintaining independence and confidence behind the wheel.

cs.HC↗

OSCAR: Object Status and Contextual Awareness for Recipes to Support Non-Visual Cooking

Following recipes while cooking is an important but difficult task for visually impaired individuals. We developed OSCAR (Object Status Context Awareness for Recipes), a novel approach that provides recipe progress tracking and context-aware feedback on the completion of cooking tasks through tracking object statuses. OSCAR leverages both Large-Language Models (LLMs) and Vision-Language Models (VLMs) to manipulate recipe steps, extract object status information, align visual frames with object status, and provide cooking progress tracking log. We evaluated OSCAR's recipe following functionality using 173 YouTube cooking videos and 12 real-world non-visual cooking videos to demonstrate OSCAR's capability to track cooking steps and provide contextual guidance. Our results highlight the effectiveness of using object status to improve performance compared to baseline by over 20% across different VLMs, and we present factors that impact prediction performance. Furthermore, we contribute a dataset of real-world non-visual cooking videos with step annotations as an evaluation benchmark.

cs.HC↗

SpellRing: Recognizing Continuous Fingerspelling in American Sign Language using a Ring

Fingerspelling is a critical part of American Sign Language (ASL) recognition and has become an accessible optional text entry method for Deaf and Hard of Hearing (DHH) individuals. In this paper, we introduce SpellRing, a single smart ring worn on the thumb that recognizes words continuously fingerspelled in ASL. SpellRing uses active acoustic sensing (via a microphone and speaker) and an inertial measurement unit (IMU) to track handshape and movement, which are processed through a deep learning algorithm using Connectionist Temporal Classification (CTC) loss. We evaluated the system with 20 ASL signers (13 fluent and 7 learners), using the MacKenzie-Soukoref Phrase Set of 1,164 words and 100 phrases. Offline evaluation yielded top-1 and top-5 word recognition accuracies of 82.45% (9.67%) and 92.42% (5.70%), respectively. In real-time, the system achieved a word error rate (WER) of 0.099 (0.039) on the phrases. Based on these results, we discuss key lessons and design implications for future minimally obtrusive ASL recognition wearables.

cs.HC↗

How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies

As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these players with mobile games remain underexamined. This study addresses this gap by investigating how BLV users experience mobile games with varying accessibility levels. Through interviews with 32 experienced BLV mobile players, we explore their perceptions, challenges, and strategies for engaging with mobile games. Our findings reveal that BLV players turn to mobile games to alleviate boredom, achieve a sense of accomplishment, and build social connections, but face barriers depending on the game's accessibility level. We also compare mobile games to other forms of gaming, highlighting the relative advantages of mobile games, such as the inherent accessibility of smartphones. This study contributes to understanding BLV mobile gaming experiences and provides insights for enhancing accessible mobile game design.

cs.HC↗

Exploring the Impact of Emotional Voice Integration in Sign-to-Speech Translators for Deaf-to-Hearing Communication

Emotional voice communication plays a crucial role in effective daily interactions. Deaf and hard-of-hearing (DHH) individuals often rely on facial expressions to supplement sign language to convey emotions, as the use of voice is limited. However, in American Sign Language (ASL), these facial expressions serve not only emotional purposes but also as linguistic markers, altering sign meanings and often confusing non-signers when interpreting a signer's emotional state. Most existing ASL translation technologies focus solely on signs, neglecting the role of emotional facial expressions in the translated output (e.g., text, voice). This paper present studies which 1) confirmed the challenges for non-signers of interpreting emotions from facial expressions in ASL communication, of facial expressions, and 2) how integrating emotional voices into translation systems can enhance hearing individuals' comprehension of a signer's emotions. An online survey conducted with 45 hearing participants (Non-ASL Signers) revealed that they frequently misinterpret signers' emotions when emotional and linguistic facial expressions are used simultaneously. The findings indicate that incorporating emotional voice into translation systems significantly improves the recognition of signers' emotions by 32%. Additionally, further research involving 6 DHH participants discusses design considerations for the emotional voice feature from both perspectives, emphasizing the importance of integrating emotional voices in translation systems to bridge communication gaps between DHH and hearing communities.

cs.HC↗

A Recipe for Success? Exploring Strategies for Improving Non-Visual Access to Cooking Instructions

Cooking is an essential activity that enhances quality of life by enabling individuals to prepare their own meals. However, cooking often requires multitasking between cooking tasks and following instructions, which can be challenging to cooks with vision impairments if recipes or other instructions are inaccessible. To explore the practices and challenges of recipe access while cooking, we conducted semi-structured interviews with 20 people with vision impairments who have cooking experience and four cooking instructors at a vision rehabilitation center. We also asked participants to edit and give feedback on existing recipes. We revealed unique practices and challenges to accessing recipe information at different cooking stages, such as the heavy burden of hand-washing to interact with recipe readers. We also presented the preferred information representation and structure of recipes. We then highlighted design features of technological supports that could facilitate the development of more accessible kitchen technologies for recipe access. Our work contributes nuanced insights and design guidelines to enhance recipe accessibility for people with vision impairments.

cs.HC↗

Co-design Accessible Public Robots: Insights from People with Mobility Disability, Robotic Practitioners and Their Collaborations

Sidewalk robots are increasingly common across the globe. Yet, their operation on public paths poses challenges for people with mobility disabilities (PwMD) who face barriers to accessibility, such as insufficient curb cuts. We interviewed 15 PwMD to understand how they perceive sidewalk robots. Findings indicated that PwMD feel they have to compete for space on the sidewalk when robots are introduced. We next interviewed eight robotics practitioners to learn about their attitudes towards accessibility. Practitioners described how issues often stem from robotic companies addressing accessibility only after problems arise. Both interview groups underscored the importance of integrating accessibility from the outset. Building on this finding, we held four co-design workshops with PwMD and practitioners in pairs. These convenings brought to bear accessibility needs around robots operating in public spaces and in the public interest. Our study aims to set the stage for a more inclusive future around public service robots.

cs.HC↗

Designing Upper-Body Gesture Interaction with and for People with Spinal Muscular Atrophy in VR

Recent research proposed gaze-assisted gestures to enhance interaction within virtual reality (VR), providing opportunities for people with motor impairments to experience VR. Compared to people with other motor impairments, those with Spinal Muscular Atrophy (SMA) exhibit enhanced distal limb mobility, providing them with more design space. However, it remains unknown what gaze-assisted upper-body gestures people with SMA would want and be able to perform. We conducted an elicitation study in which 12 VR-experienced people with SMA designed upper-body gestures for 26 VR commands, and collected 312 user-defined gestures. Participants predominantly favored creating gestures with their hands. The type of tasks and participants' abilities influence their choice of body parts for gesture design. Participants tended to enhance their body involvement and preferred gestures that required minimal physical effort, and were aesthetically pleasing. Our research will contribute to creating better gesture-based input methods for people with motor impairments to interact with VR.

cs.HC↗