The design of assistive technology has traditionally focused on addressing the functional limitations associated with physical disabilities, often overlooking the holistic experience of using an object, tool, or application. This dissertation introduces a novel conceptual design space for accessible human-computer interaction that expands beyond this utilitarian approach. By integrating interaction, sensation, and user experience, each influenced by the dynamic relationship between user goals and context, this design space offers a comprehensive perspective for creating more inclusive and empowering technologies for people with disabilities, especially motor impairments.
My research contributes to this multidimensional design space through a series of interconnected studies, each contributing to different dimensions while showcasing their interdependencies: 1) On the interaction component, I present a hands-free video game controller based on facial expressions that allows individuals with motor impairments to play independently. This system not only provides users with severe motor impairments a novel input method that accommodates their current level of physical constraint but also enhances the overall gaming experience and social connectivity. I further explore AI-generated virtual companions and text-to-image generation tools, developing accessible interfaces for people with motor impairments through leveraging large language models. I demonstrate how advanced AI can be utilized to create more natural and engaging interfaces, ultimately empowering individuals with motor impairments to express their creativity in a more natural and effortless manner. 2) For the sensation component, I present a system that provides haptic feedback to simulate clicking a computer mouse for users with severe hand motor impairments. This study demonstrates how sensory feedback can be provided through alternative means, emphasizing the tight coupling between input actions and output responses in creating a sense of agency and control. In fact, this study shows the fundamental reason why holistic inclusion is critical in technology design. Importantly, this research study highlights the fundamental need for holistic inclusion in technology design. 3) The user experience component is exemplified by our study on simulating walking in virtual reality for a lifelong wheelchair user. This work provides crucial insights into designing immersive experiences that align with the mental models and emotional needs of users who have never walked, catering to unfulfilled desires for exploration and freedom of movement. Methodologically, my research is anchored in the domains of human-computer interaction and accessibility studies. I employ an iterative and participatory design process that actively engages diverse stakeholders, including end users with motor impairments and technology designers. My evaluation methods include user experiments, in-depth interviews, and diary studies each tailored to the specific requirements of individual projects.
My holistic design space reveals important synergies and trade-offs across the three components. For example, the choice of interaction method affects the type of experience that can be created, which in turn influences the appropriate sensory feedback. Similarly, focusing on the desired user experience guides decisions about the interaction modality and corresponding sensation design. This dissertation contributes to a more comprehensive understanding of accessible interaction design. By considering interaction, sensation, and user experience as part of an integrated whole, my goal is to open new possibilities for creating technologies that not only overcome physical limitations but also enhance independence, creativity, and quality of life for people with motor impairments.