VLDB 2026 Research / reviewers in the wild / expert
Jesse J. Martinez
dblp:304/1426
· DBLP profile ↗
8ranked-venue papers
3as first author
7since 2021 · last 2026
0000-0003-2008-4136ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 7 since 2021Software engineering, systems software and programming languages · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Ability Heuristics for Conducting Accessibility InspectionsabstractThe accessibility of interactive technologies is often evaluated using checklists that are low-level, numerous, and platform-specific. Such checklists are typically used by accessibility experts, leaving everyday designers and developers with little support for assessing their own interfaces. To make accessibility evaluations easier to conduct, we devised a set of nine “ability heuristics” that prompt designers to engage with accessibility throughout the design process. We empirically evaluated these ability heuristics with 37 design students, comparing them to usability heuristics and WCAG. The ability heuristics emphasized the quality of accessibility features compared to the other methods, and surfaced issues that were more broadly dispersed across disability groups. Further, the students found the heuristics were as easy to use as the alternative methods. We argue that the heuristics help to move beyond binary notions of accessibility, pushing designers to consider the quality of features across diverse disabilities and the range of abilities within. Claire L. Mitchell, Junhan Kong, Jesse J. Martinez, Shaun K. Kane, Amy J. Ko, Alexis Hiniker, Jacob O. Wobbrock |
CHI | 3 |
| 2025 | Modeling Accessibility: Characterizing What We Mean by "Accessible"abstractAccessibility research has a broad mandate: use technology to make the world more accessible to disabled people. Yet, as a field, accessibility research lacks a clear characterization of what "accessibility" is. Furthermore, it has been historically limited in who is designed for, focusing on specific types of disability and often failing to consider how disability intersects with other identities. We set out to explicate what it means to make something accessible, grounded in the lived experiences of a diverse group of 25 disabled people. From our empirical findings, we develop a process for modeling accessibility. First, an individual assesses their experience of inaccess, specifically, the type of barrier they face, the technology repertoire they possess, and the contextual factors that shape how they address accessibility barriers. Then, having assessed an access barrier, they perform consequence calculus, weighing all available options to achieve access and deciding upon the option that best matches their priorities. We highlight the situated nature of access; people's identities, contextual factors, repertoires, and priorities all dictate their experience of accessibility. Kelly Mack, Jesse J. Martinez, Aaleyah Lewis, Jennifer Mankoff, James Fogarty, Leah Findlater, Heather D. Evans, Cynthia L. Bennett, Emma McDonnell |
ASSETS | 2 |
| 2025 | Inaccessible and Deceptive: Examining Experiences of Deceptive Design with People Who Use Visual Accessibility TechnologyabstractDeceptive design patterns manipulate people into actions to which they would otherwise object. Despite growing research on deceptive design patterns, limited research examines their interplay with accessibility and visual accessibility technology (e.g., screen readers, screen magnification, braille displays). We present an interview and diary study with 16 people who use visual accessibility technology to better understand experiences with accessibility and deceptive design. We report participant experiences with six deceptive design patterns, including designs that are intentionally deceptive and designs where participants describe accessibility barriers unintentionally manifesting as deceptive, together with direct and indirect consequences of deceptive patterns. We discuss intent versus impact in accessibility and deceptive design, how access barriers exacerbate harms of deceptive design patterns, and impacts of deceptive design from a perspective of consequence-based accessibility. We propose that accessibility tools could help address deceptive design patterns by offering higher-level feedback to well-intentioned designers. Aaleyah Lewis, Jesse J. Martinez, Maitraye Das, James Fogarty |
CHI | 2 |
| 2024 | Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with DisabilitiesabstractVideo games often pose accessibility barriers to gamers with disabilities, yet there is no standard method for identifying which games have barriers, what those barriers are, and whether and how they can be overcome. We propose and explore three phases of the “game adoption process”: Discovery, Evaluation, and Adaptation. To advance understanding of how gamers with disabilities experience this process, the resources and strategies they use, and the challenges experienced, we conducted an interview study with thirteen gamers with disabilities with differing backgrounds. We then engage with existing theories of consequence-based accessibility, of difficulty, and of identity-based gaming to better understand how these processes manifest “access difficulty” and to characterize the experience of “disabled gaming.” Finally, we present design recommendations for game developers and distributors to better support gamers with disabilities in the game adoption process by engaging with community-made resources, supporting socially-created access, and creating customizable experiences with opportunities for unconventional play. Jesse J. Martinez, Jon Froehlich, James Fogarty |
CHI | 1 |
| 2023 | Chart Reader: Accessible Visualization Experiences Designed with Screen Reader UsersabstractEven though screen readers are a core accessibility tool for blind and low vision individuals (BLVIs), most visualizations are incompatible with screen readers. To improve accessible visualization experiences, we partnered with 10 BLV screen reader users (SRUs) in an iterative co-design study to design and develop accessible visualization experiences that afford SRUs the autonomy to interactively read and understand visualizations and their underlying data. During the five-month study, we explored accessible visualization prototypes with our design partners for three one-hour sessions. Our results provide feedback on the synthesized design concepts we explored, why (or why not) they aid comprehension and exploration for SRUs, and how differing design concepts can fit into cohesive accessible visualization experiences. We contribute both Chart Reader, a web-based accessibility engine resulting from our design iterations, and our distilled study findings—organized by design dimensions—in the creation of comprehensive accessible visualization experiences. John Thompson 0002, Jesse J. Martinez, Alper Sarikaya 0001, Edward Cutrell, Bongshin Lee |
CHI | 2 |
| 2022 | Joint Media Engagement in Families Playing Animal Crossing: New Horizons during the COVID-19 PandemicabstractThe video game Animal Crossing: New Horizons (AC:NH) launched during the COVID-19 pandemic and families turned to it as a game to play together during isolation. This interview study of 27 families considered how families used AC:NH for Joint Media Engagement (JME), where family members engage with media content together, interacting with each other and bringing additional meaning to the experience. We find that the design of AC:NH well facilitates Takeuchi and Stevens's six conditions for productive JME. Furthermore, we identify and discuss additional conditions that contribute to productive JME: variety and flexibility in play styles that amplify mutual engagement, support for disentrained play that enables new forms of "joint" engagement, and scaffolding for affective interactions. This is followed by an exploration of how the COVID-19 pandemic affected JME. We conclude with design implications for building games to support productive JME for families through design for persistent shared spaces, flexible in-game progress, and social life simulation. Jesse J. Martinez, Travis W. Windleharth, Qisheng Li, Arpita Bhattacharya, Katy E. Pearce, Jason C. Yip 0001, Jin Ha Lee 0001 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2021 | A Preliminary Analysis of Android Educational Game AccessibilityabstractAndroid educational games are powerful learning tools but small, moving targets and game implementations pose accessibility challenges to people with upper-body motor impairments. In this poster, we present findings from a qualitative accessibility evaluation of 30 popular Android educational games, identify and reflect on accessibility barriers, and provide preliminary design recommendations. Jesse J. Martinez, James Fogarty, Jon Froehlich |
ASSETS | 1 |
| 2019 | AutoTap: synthesizing and repairing trigger-action programs using LTL propertiesabstractEnd-user programming, particularly trigger-action programming (TAP), is a popular method of letting users express their intent for how smart devices and cloud services interact. Unfortunately, sometimes it can be challenging for users to correctly express their desires through TAP. This paper presents AutoTap, a system that lets novice users easily specify desired properties for devices and services. AutoTap translates these properties to linear temporal logic (LTL) and both automatically synthesizes property-satisfying TAP rules from scratch and repairs existing TAP rules. We designed AutoTap based on a user study about properties users wish to express. Through a second user study, we show that novice users made significantly fewer mistakes when expressing desired behaviors using AutoTap than using TAP rules. Our experiments show that AutoTap is a simple and effective option for expressive end-user programming. Lefan Zhang, Weijia He, Jesse J. Martinez, Noah Brackenbury, Shan Lu 0001, Blase Ur |
ICSE | 3 |