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Making Mobile Augmented Reality Applications Accessible
Open accessAbstract
Augmented Reality (AR) technology creates new immersive experiences in entertainment, games, education, retail, and social media. AR content is often primarily visual and it is challenging to enable access to it non-visually due to the mix of virtual and real-world content. In this paper, we identify common constituent tasks in AR by analyzing existing mobile AR applications for iOS, and characterize the design space of tasks that require accessible alternatives. For each of the major task categories, we create prototype accessible alternatives that we evaluate in a study with 10 blind participants to explore their perceptions of accessible AR. Our study demonstrates that these prototypes make AR possible to use for blind users and reveals a number of insights to move forward. We believe our work sets forth not only exemplars for developers to create accessible AR applications, but also a roadmap for future research to make AR comprehensively accessible.
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Prior research in 2-D image exploration, BLV video game, and AR accessibility found that structured, menu-based navigation was favored for ease of use and reliably accessing all objects, while free-form exploration provided greater autonomy and spatial awareness, but was more difficult to control.
“This fi nding aligns with prior research in 2-D image exploration [57] and BLV video game [55] and AR [33] accessibility, which found that structured, menu-based navigation was favored for ease of use and reliably accessing all objects, while free-form exploration provided greater autonomy and spatial awareness, but was more difficult to control.”
From From Screen Reading to "Scene Reading" in SceneVR: Touch-Based Interaction Techniques for Use in Virtual Reality by Blind and Low-Vision Users (2025) · cites this paper as [33]
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Sorted by citations
Kneitmix, M. J., & Wobbrock, J. O. (2025) · Proceedings of the 27th International ACM SIGACCESS Conference on Computers and Accessibility · doi:10.1145/3663547.3746364 · Cited by 5
“Herskovitz et al. [33] addressed similar challenges in iOS AR by creating a bridge that exposes AR content to VoiceOver and developing guided and free-form interaction techniques to help blind users locate and explore virtual objects in physical space.”
InfluentialAR Haptic-Audio Conversion for Non-Visual Product Understanding in Smartphone AR
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Metadata
- Authors
- Herskovitz, J., Wu, J., White, S., Pavel, A., Reyes, G., Guo, A., & Bigham, J. P.
- Affiliations
- University of Michigan (US)
- Carnegie Mellon University (US)
- Apple (United States) (US)
- Venue
- Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility
- Publisher
- ACM
- Published
- 2020-10-26
- Pages
- 1-14
- OpenAlex
- W3093142651
- Cited by
- 46
- References
- 6
- Citations by year
- 2026: 4 · 2025: 8 · 2024: 11 · 2023: 12 · 2022: 10 · 2021: 1
- FWCI
- 7.76
- Type
- conference paper
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS) (publishedVersion, cc-by)
- arXiv (Cornell University) (submittedVersion)
- arXiv (Cornell University)
- Topics
- Social Sciences › Human Factors and Ergonomics › Digital Accessibility for Disabilities
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Life Sciences › Neuroscience › Cognitive Neuroscience › Tactile and Sensory Interactions
- Keywords
- mobile augmented reality, accessibility, blind users, visual impairment, design space characterization, prototype testing, iOS app
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