DOI: 10.1145/3544548.3581455
Terbit pada 19 April 2023 Pada International Conference on Human Factors in Computing Systems

#A11yDev: Understanding Contemporary Software Accessibility Practices from Twitter Conversations

S. Malek Ziyao He Syed Fatiul Huq + 1 penulis

Abstrak

It is crucial to make software, with its ever-growing influence on everyday lives, accessible to all, including people with disabilities. Despite promoting software accessibility through government regulations, development guidelines, tools and frameworks, investigations reveal a marketplace of inaccessible web and mobile applications. To better understand the limitations of contemporary software industry in adopting accessibility practices, it is necessary to construct a holistic view that combines the perspectives of software practitioners, stakeholders and end users. In this paper, we collect 637 conversations from Twitter to synthesize and qualitatively analyze discussions posted about software accessibility. Our findings observe an active community that provides feedback on inaccessible software, shares personal accounts of development practices and advocates for inclusivity. By perceiving software accessibility from process, profession and people viewpoints, we present current conventions, challenges and possible resolutions with four emergent themes: cost and incentives, awareness and advocacy, technology and resources, and integration and inclusion.

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"Do You Want Me to Participate or Not?": Investigating the Accessibility of Software Development Meetings for Blind and Low Vision Professionals

E. J. Edwards Isabela Figueira Joshua Garcia + 4 lainnya

11 Mei 2024

Scholars have investigated numerous barriers to accessible software development tools and processes for Blind and Low Vision (BLV) developers. However, the research community has yet to study the accessibility of software development meetings, which are known to play a crucial role in software development practice. We conducted semi-structured interviews with 26 BLV software professionals about software development meeting accessibility. We found four key themes related to in-person and remote software development meetings: (1) participants observed that certain meeting activities and software tools used in meetings were inaccessible, (2) participants performed additional labor in order to make meetings accessible, (3) participants avoided disclosing their disability during meetings due to fear of career repercussions, (4) participants suggested technical, social and organizational solutions for accessible meetings, including developing their own solutions. We suggest recommendations and design implications for future accessible software development meetings including technical and policy-driven solutions.

Empirical Investigation of Accessibility Bug Reports in Mobile Platforms: A Chromium Case Study

Marouane Kessentini Wajdi Aljedaani Mohamed Wiem Mkaouer + 1 lainnya

11 Mei 2024

Accessibility is an important quality factor of mobile applications. Many studies have shown that, despite the availability of many resources to guide the development of accessible software, most apps and web applications contain many accessibility issues. Some researchers surveyed professionals and organizations to understand the lack of accessibility during software development, but few studies have investigated how developers and organizations respond to accessibility bug reports. Therefore, this paper analyzes accessibility bug reports posted in the Chromium repository to understand how developers and organizations handle them. More specifically, we want to determine the frequency of accessibility bug reports over time, the time-to-fix compared to traditional bug reports (e.g., functional bugs), and the types of accessibility barriers reported. Results show that the frequency of accessibility reports has increased over the years, and accessibility bugs take longer to be fixed, as they tend to be given low priority.

Understanding mindsets, skills, current practices, and barriers of adoption of digital accessibility in Kuwait’s software development landscape

Rumana Qadri Shok Shama Dari Alhuwail + 2 lainnya

11 Maret 2023

The responsibility for creating accessible software within the development of digital services is important for multiple reasons, mainly equity and inclusion. However, adopting and sustaining the development of accessible digital solutions has always been challenging, more so in countries that are relatively new to the concept of universal design, and physical and digital accessibility, and where legal sanctions are not yet established. This work investigates the technology scene in the State of Kuwait and analyses the responses of computing professionals with regard to their skills, best practices and procurement of accessible tech and to their level of awareness toward people with disabilities. The findings reveal a low level of awareness among tech professionals with regard to disabilities and digital accessibility-related standards. The findings also highlight a lack of available guidance for developing inclusive design and accessibility. Additionally, time constraints, lack of training, legal enforcement and fundamentals concepts during undergraduate and higher education contributed to observed weaknesses. Participants were keen to learn more and benefited from flyers and free professional development courses offered as incentives for survey completion.

ALL: Supporting Experiential Accessibility Education and Inclusive Software Development

Heather Moses Weishi Shi Daniel E. Krutz + 2 lainnya

26 September 2023

Creating accessible software is imperative for making software inclusive for all users.Unfortunately, the topic of accessibility is frequently excluded from computing education, leading to scenarios where students are unaware of either how to develop accessible software or see the need to create it. To address this challenge, we have created a set of educational labs that are systematically designed to not only inform students about fundamental topics in producing accessible software but also demonstrate its importance. Over the previous year, these labs were included in several Computer Science 2 offerings at the Rochester Institute of Technology, comprising a total of 500 student participants. This article discusses instructional observations from these offerings, some of which include the following: (i) many of the research findings from previous efforts remain true with the larger, more diverse evaluation; (ii) our created material and format reduced students’ belief that creating accessible software was difficult in relation to the baseline,; (iii) we observed that our created material and format benefited student opinion that creating accessible software is important, and (iv) computing majors may not be uniformly impacted by experiential educational accessibility material. The educational labs are publicly available on the project website (https://all.rit.edu).

Analyzing Accessibility Reviews Associated with Visual Disabilities or Eye Conditions

Alberto Dumont Alves Oliveira D. M. Eler Wajdi Aljedaani + 3 lainnya

19 April 2023

Accessibility reviews collected from app stores may contain valuable information for improving apps accessibility. Recent studies have presented insightful information on accessibility reviews, but they were based on small datasets and focused on general accessibility concerns. In this paper, we analyzed accessibility reviews that report issues affecting users with visual disabilities or conditions. Such reviews were identified based on selection criteria applied over 179,519,598 reviews of popular apps on the Google Play Store. Our results show that only 0,003% of user reviews mention visual disabilities or conditions; accessibility reviews are associated with 36 visual disabilities or eye conditions; many users do not give precise feedback and refer to their disability using generic terms; accessibility reviews can be grouped into general topics of concerns related to different types of disabilities; and positive reviews are generally associated with high scores and negative feedback with lower scores.

Daftar Referensi

3 referensi

Finding the Needle in a Haystack: On the Automatic Identification of Accessibility User Reviews

E. Alomar Wajdi Aljedaani + 3 lainnya

6 Mei 2021

In recent years, mobile accessibility has become an important trend with the goal of allowing all users the possibility of using any app without many limitations. User reviews include insights that are useful for app evolution. However, with the increase in the amount of received reviews, manually analyzing them is tedious and time-consuming, especially when searching for accessibility reviews. The goal of this paper is to support the automated identification of accessibility in user reviews, to help technology professionals in prioritizing their handling, and thus, creating more inclusive apps. Particularly, we design a model that takes as input accessibility user reviews, learns their keyword-based features, in order to make a binary decision, for a given review, on whether it is about accessibility or not. The model is evaluated using a total of 5,326 mobile app reviews. The findings show that (1) our model can accurately identify accessibility reviews, outperforming two baselines, namely keyword-based detector and a random classifier; (2) our model achieves an accuracy of 85% with relatively small training dataset; however, the accuracy improves as we increase the size of the training dataset.

Comparison of Methods for Teaching Accessibility in University Computing Courses

Qiwen Zhao Vaishnavi Mande + 5 lainnya

26 Oktober 2020

With an increasing demand for computing professionals with skills in accessibility, it is important for university faculty to select effective methods for educating computing students about barriers faced by users with disabilities and approaches to improving accessibility. While some prior work had evaluated accessibility educational interventions, many prior studies have consisted of firsthand reports from faculty or short-term evaluations. This paper reports on the results of a systematic evaluation of methods for teaching accessibility from a longitudinal study across 29 sections of a human-computer interaction course (required for students in a computing degree program), as taught by 10 distinct professors, throughout four years, with over 400 students. A control condition (course without accessibility content) was compared to four intervention conditions: week of lectures on accessibility, team design project requiring some accessibility consideration, interaction with someone with a disability, and collaboration with a team member with a disability. Comparing survey data immediately before and after the course, we found that the Lectures, Projects, and Interaction conditions were effective in increasing students' likelihood to consider people with disabilities on a design scenario, awareness of accessibility barriers, and knowledge of technical approaches for improving accessibility - with students in the Team Member condition having higher scores on the final measure only. However, comparing survey responses from students immediately before the course and from approximately 2 years later, almost no significant gains were observed, suggesting that interventions within a single course are insufficient for producing long-term changes in measures of students’ accessibility learning. This study contributes to empirical knowledge to inform university faculty in selecting effective methods for teaching accessibility, and it motivates further research on how to achieve long-term changes in accessibility knowledge, e.g. by reinforcing accessibility throughout a degree program.

A Systematic Analysis of Accessibility in Computing Education Research

C. Baker Kristen Shinohara + 1 lainnya

25 Februari 2020

Recent interest in accessibility emphasizes including it in computer science curriculum as key to producing effective computing professionals. Despite a general consensus that teaching accessibility in computing curriculum is good, there exist few tools and resources to support instructors in higher education. To better understand the relationship between accessibility in curriculum and research, we conducted a systematic literature review of papers in computing education. We analyzed the papers for the courses accessibility is covered in, the topics that are covered and pedagogies and assessment approaches that are used. Across this body of work, we found a number of key learning objectives commonly covered in computing education research, though it appeared the research did not evenly cover these objectives throughout curricula, nor did the research systematically investigate how learning objectives were integrated. Based on these results, we offer suggestions for future directions of accessibility education research and curriculum building.

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