Martez E. Mott

dblp:40/9789 · DBLP profile ↗
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16ranked-venue papers
7as first author
7since 2021 · last 2025
0000-0003-4711-7268ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 16 · 7 first-author · 7 since 2021
YearPublicationVenuePosition
2025 "I use video calling in all areas of my life": Understanding the Video Calling Experiences of Chronically Ill People
Humphrey Curtis, Erin Beneteau, Edward Cutrell, Denae Ford, Sasa Junuzovic, Ann Paradiso, John C. Tang, Martez E. Mott
CHI8
2025 MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality
Johann Wentzel, Alessandra Luz, Martez E. Mott, Daniel Vogel 0001
CHI3
2024 A Virtual Reality Scene Taxonomy: Identifying and Designing Accessible Scene-Viewing Techniques
abstract
Virtual environments (VEs) afford similar interactions to those in physical environments: individuals can navigate and manipulate objects. Yet, a prerequisite for these interactions is being able to view the environment. Despite the existence of numerous scene-viewing techniques (i.e., interaction techniques that facilitate the visual perception of virtual scenes), there is no guidance to help designers choose which techniques to implement. We propose a scene taxonomy based on the visual structure and task within a VE by drawing on literature from cognitive psychology and computer vision, as well as virtual reality (VR) applications. We demonstrate how the taxonomy can be used by applying it to an accessibility problem, namely limited head mobility. We used the taxonomy to classify existing scene-viewing techniques and generate three new techniques that do not require head movement. In our evaluation of the techniques with 16 participants, we discovered that participants identified tradeoffs in design considerations such as accessibility, realism, and spatial awareness, that would influence whether they would use the new techniques. Our results demonstrate the potential of the scene taxonomy to help designers reason about the relationships between VR interactions, tasks, and environments.
Rachel L. Franz, Sasa Junuzovic, Martez E. Mott
ACM Trans. Comput. Hum. Interact.3
2023 Accessibility of Profile Pictures: Alt Text and Beyond to Express Identity Online
abstract
Profile pictures can convey rich social signals that are often inaccessible to blind and low vision screen reader users. Although there have been efforts to understand screen reader users’ preferences for alternative (alt) text descriptions when encountering images online, profile pictures evoke distinct information needs. We conducted semi-structured interviews with 16 screen reader users to understand their preferences for various styles of profile picture image descriptions in different social contexts. We also interviewed seven sighted individuals to explore their thoughts on authoring alt text for profile pictures. Our findings suggest that detailed image descriptions and user narrated alt text can provide screen reader users enjoyable and informative experiences when exploring profile pictures. We also identified mismatches between how sighted individuals would author alt text with what screen reader users prefer to know about profile pictures. We discuss the implications of our findings for social applications that support profile pictures.
Martez E. Mott, John C. Tang, Edward Cutrell
CHI1
2022 Understanding How People with Limited Mobility Use Multi-Modal Input
abstract
People with limited mobility often use multiple devices when interacting with computing systems, but little is known about the impact these multi-modal configurations have on daily computing use. A deeper understanding of the practices, preferences, obstacles, and workarounds associated with accessible multi-modal input can uncover opportunities to create more accessible computer applications and hardware. We explored how people with limited mobility use multi-modality through a three-part investigation grounded in the context of video games. First, we surveyed 43 people to learn about their preferred devices and configurations. Next, we conducted semi-structured interviews with 14 participants to understand their experiences and challenges with using, configuring, and discovering input setups. Lastly, we performed a systematic review of 74 YouTube videos to illustrate and categorize input setups and adaptations in-situ. We conclude with a discussion on how our findings can inform future accessibility research for current and emerging computing technologies.
Johann Wentzel, Sasa Junuzovic, James Devine, John R. Porter, Martez E. Mott
CHI5
2021 Nearmi: A Framework for Designing Point of Interest Techniques for VR Users with Limited Mobility
abstract
We propose Nearmi, a framework that enables designers to create customizable and accessible point-of-interest (POI) techniques in virtual reality (VR) for people with limited mobility. Designers can use Nearmi by creating and combining instances of its four components—representation, display, selection, and transition. These components enable users to gain awareness of POIs in virtual environments, and automatically re-orient the virtual camera toward a selected POI. We conducted a video elicitation study where 17 participants with limited mobility provided feedback on different Nearmi implementations. Although participants generally weighed the same design considerations when discussing their preferences, their choices reflected tradeoffs in accessibility, realism, spatial awareness, comfort, and familiarity with the interaction. Our findings highlight the need for accessible and customizable VR interaction techniques, as well as design considerations for building and evaluating these techniques.
Rachel L. Franz, Sasa Junuzovic, Martez E. Mott
ASSETS3
2021 Challenges in Designing Inclusive Immersive Technologies
abstract
Immersive experiences – enabled by technologies such as VR, AR, 360° video and other highly immersive multimedia applications – have the potential to make interacting with various activities more inclusive for many people. This can be achieved by applying the principles of inclusive design. This panel will discuss the current challenges in designing inclusive immersive technologies, and how they should be addressed.
David Geerts, Radu-Daniel Vatavu, Alisa Burova, Vinoba Vinayagamoorthy, Martez E. Mott, Michael Crabb, Kathrin Maria Gerling
MUM5
2020 "I just went into it assuming that I wouldn't be able to have the full experience": Understanding the Accessibility of Virtual Reality for People with Limited Mobility
abstract
Virtual reality (VR) has the potential to transform many aspects of our daily lives, including work, entertainment, communication, and education. However, there has been little research into understanding the usability of VR for people with mobility limitations. In this paper, we present the results of an exploration to understand the accessibility of VR for people with limited mobility. We conducted semi-structured interviews with 16 people with limited mobility about their thoughts on, and experiences with, VR systems. We identified 7 barriers related to the physical accessibility of VR devices that people with limited mobility might encounter, ranging from the initial setup of a VR system to keeping VR controllers in view of cameras embedded in VR headsets. We also elicited potential improvements to VR systems that would address some accessibility concerns. Based on our findings, we discuss the importance of considering the abilities of people with limited mobility when designing VR systems, as the abilities of many participants did not match the assumptions embedded in the design of current VR systems.
Martez E. Mott, John C. Tang, Shaun K. Kane, Edward Cutrell, Meredith Ringel Morris
ASSETS1
2019 Cluster Touch: Improving Touch Accuracy on Smartphones for People with Motor and Situational Impairments
abstract
We present Cluster Touch, a combined user-independent and user-specific touch offset model that improves the accuracy of touch input on smartphones for people with motor impairments, and for people experiencing situational impairments while walking. Cluster Touch combines touch examples from multiple users to create a shared user-independent touch model, which is then updated with touch examples provided by an individual user to make it user-specific. Owing to this combination, Cluster Touch allows people to quickly improve the accuracy of their smartphones by providing only 20 touch examples. In a user study with 12 people with motor impairments and 12 people without motor impairments, but who were walking, Cluster Touch improved touch accuracy by 14.65% for the former group and 6.81% for the latter group over the native touch sensor. Furthermore, in an offline analysis of existing mobile interfaces, Cluster Touch improved touch accuracy by 8.21% and 4.84% over the native touch sensor for the two user groups, respectively.
Martez E. Mott, Jacob O. Wobbrock
CHI1
2018 Towards More Robust Speech Interactions for Deaf and Hard of Hearing Users
abstract
Mobile, wearable, and other ubiquitous computing devices are increasingly creating a context in which conventional keyboard and screen-based inputs are being replaced in favor of more natural speech-based interactions. Digital personal assistants use speech to control a wide range of functionality, from environmental controls to information access. However, many deaf and hard-of-hearing users have speech patterns that vary from those of hearing users due to incomplete acoustic feedback from their own voices. Because automatic speech recognition (ASR) systems are largely trained using speech from hearing individuals, speech-controlled technologies are typically inaccessible to deaf users. Prior work has focused on providing deaf users access to aural output via real-time captioning or signing, but little has been done to improve users' ability to provide input to these systems' speech-based interfaces. Further, the vocalization patterns of deaf speech often make accurate recognition intractable for both automated systems and human listeners, making traditional approaches to mitigate ASR limitations, such as human captionists, less effective. To bridge this accessibility gap, we investigate the limitations of common speech recognition approaches and techniques---both automatic and human-powered---when applied to deaf speech. We then explore the effectiveness of an iterative crowdsourcing workflow, and characterize the potential for groups to collectively exceed the performance of individuals. This paper contributes a better understanding of the challenges of deaf speech recognition and provides insights for future system development in this space.
Raymond Fok, Harmanpreet Kaur, Skanda Palani, Martez E. Mott, Walter S. Lasecki
ASSETS4
2018 How Teens with Visual Impairments Take, Edit, and Share Photos on Social Media
abstract
We contribute a qualitative investigation of how teens with visual impairments (VIP) access smartphone photography, from the time they take photos through editing and sharing them on social media. We observed that they largely want to engage with photos visually, similarly to their sighted peers, and have developed strategies around photo capture, editing, sharing, and consumption that attempt to mitigate usability limitations of current photography and social media apps. We demonstrate the need for more work examining how young people with low vision engage with smartphone photography and social media, as they are heavy users of such technologies and have challenges distinct from their totally blind counterparts. We conclude with design considerations to alleviate the usability barriers we uncovered and for making smartphone photography and social media more accessible and relevant for VIPs.
Cynthia L. Bennett, Jane E, Martez E. Mott, Edward Cutrell, Meredith Ringel Morris
CHI3
2018 Understanding the Accessibility of Smartphone Photography for People with Motor Impairments
abstract
We present the results of an exploration to understand the accessibility of smartphone photography for people with motor impairments. We surveyed forty-six people and interviewed twelve people about capturing, editing, and sharing photographs on smartphones. We found that people with motor impairments encounter many challenges with smartphone photography, resulting in users capturing fewer photographs than they would like. Participants described various strategies they used to overcome challenges in order to capture a quality photograph. We also found that photograph quality plays a large role in deciding which photographs users share and how often they share, with most participants rating their photographs as average or poor quality compared to photos shared on their social networks. Additionally, we created design probes of two novel photography interfaces and received feedback from our interview participants about their usefulness and functionality. Based on our findings, we propose design recommendations for how to improve the accessibility of mobile photoware for people with motor impairments.
Martez E. Mott, Jane E, Cynthia L. Bennett, Edward Cutrell, Meredith Ringel Morris
CHI1
2017 Improving Dwell-Based Gaze Typing with Dynamic, Cascading Dwell Times
abstract
We present cascading dwell gaze typing, a novel approach to dwell-based eye typing that dynamically adjusts the dwell time of keys in an on-screen keyboard based on the likelihood that a key will be selected next, and the location of the key on the keyboard. Our approach makes unlikely keys more difficult to select and likely keys easier to select by increasing and decreasing their required dwell times, respectively. To maintain a smooth typing rhythm for the user, we cascade the dwell time of likely keys, slowly decreasing the minimum allowable dwell time as a user enters text. Cascading the dwell time affords users the benefits of faster dwell times while causing little disruption to users' typing cadence. Results from a longitudinal study with 17 non-disabled participants show that our dynamic cascading dwell technique was significantly faster than a static dwell approach. Participants were able to achieve typing speeds of 12.39 WPM on average with our cascading technique, whereas participants were able to achieve typing speeds of 10.62 WPM on average with a static dwell time approach. In a small evaluation conducted with five people with ALS, participants achieved average typing speeds of 9.51 WPM with our cascading dwell approach. These results show that our dynamic cascading dwell technique has the potential to improve gaze typing for users with and without disabilities.
Martez E. Mott, Shane Williams, Jacob O. Wobbrock, Meredith Ringel Morris
CHI1
2016 Smart Touch: Improving Touch Accuracy for People with Motor Impairments with Template Matching
abstract
We present two contributions toward improving the accessibility of touch screens for people with motor impairments. First, we provide an exploration of the touch behaviors of 10 people with motor impairments, e.g., we describe how touching with the back or sides of the hand, with multiple fingers, or with knuckles creates varied multi-point touches. Second, we introduce Smart Touch, a novel template-matching technique for touch input that maps any number of arbitrary contact-areas to a user's intended (x,y) target location. The result is that users with motor impairments can touch however their abilities allow, and Smart Touch will resolve their intended touch point. Smart Touch therefore allows users to touch targets in whichever ways are most comfortable and natural for them. In an experimental evaluation, we found that Smart Touch predicted (x,y) coordinates of the users' intended target locations over three times closer to the intended target than the native Land-on and Lift-off techniques reported by the built-in touch sensors found in the Microsoft PixelSense interactive tabletop. This result is an important step toward improving touch accuracy for people with motor impairments and others for whom touch screen operation was previously impossible.
Martez E. Mott, Radu-Daniel Vatavu, Shaun K. Kane, Jacob O. Wobbrock
CHI1
2014 Beating the bubble: using kinematic triggering in the bubble lens for acquiring small, dense targets
abstract
We present the Bubble Lens, a new target acquisition technique that remedies the limitations of the Bubble Cursor to increase the speed and accuracy of acquiring small, dense targets--precisely those targets for which the Bubble Cursor degenerates to a point cursor. When targets are large and sparse, the Bubble Lens behaves like the Bubble Cursor. But when targets are small and dense, the Bubble Lens automatically magnifies nearby targets, making them larger in both visual- and motor-space. Importantly, magnification is not governed by an explicit user-invoked mode-switch. Rather, magnification is activated through kinematic triggering, a technique that continuously examines an unfolding velocity profile to automatically trigger mode changes based on observed features. In a first study, we found the Bubble Cursor performed poorly when targets had an effective size smaller than 10 pixels. Using this threshold for the Bubble Lens in a second study, we found that the Bubble Lens significantly outperformed the Bubble Cursor, decreasing movement time by 10.2% and error rates by 37.9%, making the Bubble Lens the fastest current pointing technique.
Martez E. Mott, Jacob O. Wobbrock
CHI1
2013 On interface closeness and problem solving
abstract
Prior research suggests that "closer" interface styles, such as touch and tangible, would yield poorer performance on problem solving tasks as a result of their more natural interaction style. However, virtually no empirical investigations have been conducted to test this assumption. In this paper we describe an empirical study, comparing three interfaces, varying in closeness (mouse, touchscreen, and tangible) on a novel abstract problem solving task. We found that the tangible interface was significantly slower than both the mouse and touch interfaces. However, the touch and tangible interfaces were significantly more efficient than the mouse interface in problem solving across a number of measures. Overall, we found that the touch interface condition offered the best combination of speed and efficiency; in general, the closer interfaces offer significant benefit over the traditional mouse interface on abstract problem solving.
Thomas J. Donahue, G. Michael Poor, Martez E. Mott, Laura M. Leventhal, Guy W. Zimmerman, Dale S. Klopfer
TEI3