Swamy Ananthanarayan

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26ranked-venue papers
3as first author
14since 2021 · last 2026
0000-0002-9808-5844ORCID · verified

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Human-computer interaction and ubiquitous computing · 26 · 3 first-author · 14 since 2021
YearPublicationVenuePosition
2026 Co-Design of Technology with and for People with Intellectual Disabilities: A Scoping Review of Methods and Inclusion Strategies
abstract
People with Intellectual Disabilities (ID) remain underrepresented in the co-design of technology, despite a growing emphasis on inclusive design within HCI. This scoping review synthesises knowledge on co-design methods by examining how people with ID and their support networks have been involved in technology design. A systematic search of four databases identified 25 relevant papers. Our analysis draws together the design methods and inclusion strategies used across these studies, highlighting practices, tools, and adaptations that accommodated diverse abilities, built trust, and supported agency. From this synthesis, we articulate how co-design practices have been tailored to promote inclusivity and propose principles and approaches to guide future research that centres ID perspectives. These findings provide researchers, designers, and practitioners with insights for fostering the equitable participation of people with ID in the design of technology.
Jacqueline Johnstone, Madhuka Nadeeshani, Preity Pai, Troy McGee, Kirsten Ellis, Swamy Ananthanarayan
CHI6
2026 I Can Do It: Exploring Voice Assistants for Adults with Intellectual Disabilities
abstract
Voice Assistants (VAs) are increasingly integrated into smartphones and smart home devices, offering potential support for diverse groups of users. However, limited research has examined how individuals with Intellectual Disabilities (ID) engage with these technologies. We conducted an eight week study with 17 adults with ID and four support workers at a disability support organization, integrating screen based VAs within a STEAM (Science, Technology, Engineering, Arts, Mathematics) program. Data were collected through interviews with participants and support workers before, during, and after deployment, complemented by analysis of VA interaction logs and researcher observations. Participants initiated 260 interactions with the VAs, using them for information retrieval, entertainment, and learning, with peer support playing a critical role in sustaining engagement. Some participants experienced difficulties with pronunciation and cognitive challenges, while several formed emotional connections with the devices. Based on these findings, we propose six design considerations to guide the development of more inclusive VAs.
Madhuka Nadeeshani, Jacqueline Johnstone, Kirsten Ellis, Swamy Ananthanarayan
CHI4
2026 I'm Always a Little Skeptical of It: Verification Practices of Blind Users When Working with Generative AI in Spreadsheets
abstract
Generative AI (GenAI) tools are increasingly used for spreadsheet tasks, yet little is known about how blind users verify their outputs in accuracy-critical contexts. We conducted a study with 12 blind spreadsheet users to explore verification practices across tasks such as information extraction, formula generation, trend analysis, chart creation, and formatting. Participants never fully trusted outputs without verification and employed diverse strategies, including manual checks with screen reader and spreadsheet features, same AI-assisted verification, cross-AI tool validation, leveraging prior knowledge, and human assistance. These approaches were adapted based on task context, perceived risk, and users’ expertise. Errors were common, particularly in chart generation and formatting, some detected, others overlooked. While verification improved confidence, it was often effortful, time-consuming, or infeasible for visual tasks. We discuss how blind users utilize GenAI not only as a task performer but also as a verification aid and validator, highlighting design opportunities for more accessible and reliable spreadsheet use.
Minoli Perera, Swamy Ananthanarayan, Cagatay Goncu, Kim Marriott
CHI2
2025 Designing an Accessible Mobile Makerspace with an Intellectual Disability Support Organisation: Insights from a Co-Design Approach
abstract
Figure 1: Participants engaging with bodystorming scenarios to A) develop makerspace design ideas and B) evaluate the resources that support the C) delivery of a eMaking program of support to people with intellectual disabilities.
Jacqueline Johnstone, Madhuka Nadeeshani, Troy McGee, Kirsten Ellis, Swamy Ananthanarayan
ASSETS5
2025 The Sky is the Limit: Understanding How Generative AI can Enhance Screen Reader Users' Experience with Productivity Applications
abstract
Productivity applications including word processors, spreadsheets, and presentation tools are crucial in work, education, and personal settings. Blind users typically access these tools via screen readers (SRs) and face significant accessibility and usability challenges. Recent advancements in Generative AI (GenAI) may address these challenges by enabling natural language interactions and contextual task understanding. However, there is limited understanding of SR users' needs and attitudes toward GenAI assistance in these applications. We surveyed 99 SR users to gain a holistic understanding of the challenges they face when using productivity applications, the impact of these challenges on their productivity and independence, and their initial perceptions of AI assistance. Driven by their enthusiasm, we conducted interviews with 16 SR users to explore their attitudes toward GenAI and its potential usefulness in productivity applications. Our findings highlight its need to support existing SR workflows and the importance of enabling customization and task verification.
Minoli Perera, Swamy Ananthanarayan, Cagatay Goncu, Kim Marriott
CHI2
2025 MagnePins: A Modular, Affordable, and DIY Refreshable Braille and Tactile Display
Jim Smiley, Swamy Ananthanarayan, Leona Holloway, Matthew Butler 0002, Tim Dwyer
UIST2
2024 Designing Accessible Adaptations for an Electronic Toolkit with Blind and Low Vision Users
abstract
There is a growing availability of computational and electronic toolkits designed for learning and enrichment activities, however, these toolkits are often inaccessible for blind and low vision (BLV) users. We co-designed with BLV participants, several types of adaption and augmentations that can increase the accessibility of a previously developed electronic toolkit. We explored NFC-enabled 3D-printed circuit templates, braided connectors, and other tactile adaptions developed from co-design sessions with BLV users. We evaluated the resulting toolkit with nine blind and low-vision participants and found that they experimentally and tactually learned to compose circuits of increasing complexity. A key design aspect was incorporating redundant methods that enabled participants to exercise their personal modality preferences when identifying components and making connections. Through our work, we highlight how digital fabrication can be applied to adapt modular electronic toolkits to increase the availability of existing electronics learning platforms for the BLV population.
Jacqueline Johnstone, Madhuka Nadeeshani, Hanmin Chen, Mohith Vemula, Erica J. Tandori, Kate Stephens, Hashini Senaratne, Kirsten Ellis, Swamy Ananthanarayan
ASSETS9
2024 Grand challenges in WaterHCI
abstract
Recent combinations of interactive technology, humans, and water have resulted in “WaterHCI”. WaterHCI design seeks to complement the many benefits of engagement with the aquatic domain, by offering, for example, augmented reality systems for snorkelers, virtual reality in floatation tanks, underwater musical instruments for artists, robotic systems for divers, and wearables for swimmers. We conducted a workshop in which WaterHCI experts articulated the field's grand challenges, aiming to contribute towards a systematic WaterHCI research agenda and ultimately advance the field.
Florian 'Floyd' Mueller, Maria Fernanda Montoya, Sarah Jane Pell, Leif Oppermann, Mark Blythe, Paul H. Dietz, Joe Marshall, Scott Bateman, Ian C. J. Smith, Swamy Ananthanarayan, Ali Mazalek, Alexander Verni, Alexander Bakogeorge, Mathieu Simonnet, Kirsten Ellis, Nathan Arthur Semertzidis, Winslow Burleson, John Quarles, Steve Mann 0001, Christian N. Hill, Christal Clashing, Samitha Elvitigala
CHI10
2023 Designing Conversational Multimodal 3D Printed Models with People who are Blind
abstract
3D printed models have been used to improve access to graphical information by people who are blind, offering benefits over conventional accessible graphics. Here we investigate an interactive 3D printed model (I3M) that combines a conversational interface with haptic vibration and touch to provide more natural and accessible experiences. Specifically, we co-designed a multimodal model of the Solar System with nine blind people and evaluated the prototype with another seven blind participants. We discuss our journey from a design perspective, focusing on touch, conversational and multimodal interactions. Based on our experience, we suggest design recommendations that consider blind users’ desire for independence and control, customisation, comfort and use of prior experience.
Samuel Reinders, Swamy Ananthanarayan, Matthew Butler 0002, Kim Marriott
Conference on Designing Interactive Systems2
2023 "Piece it together": Insights from one year of engagement with electronics and programming for people with intellectual disabilities
abstract
We present the results of one year spent engaging people living with intellectual disabilities with an electronics and programming package. The program was run in collaboration with a disability support organization and delivered by support workers. We evaluate key qualities of the package at three sites via ongoing communication and reflective interviews with five support workers, along with observation of sessions and contextual inquiry with eleven people with a range of disabilities. Our findings demonstrate the importance of physicality in enabling experiences by creating real-world analogues and supporting diverse group interactions; how groups support members’ attention, motivating each other, and allow space for coping mechanisms; and participants’ growing confidence and creativity in problem solving, and the emergence of self-directed activities. We discuss the importance of diverse repetition for skill development, how skills develop over the year, and pragmatic lessons for conducting a long-term research program with a disability support organization.
Kirsten Ellis, Lisa Kruesi, Swamy Ananthanarayan, Hashini Senaratne, Stephen Lindsay
CHI3
2023 Watch with Joy: Regulating children's media use through alternative activities after screen time
abstract
The rising issue of excessive screen time among children is a significant concern due to widespread access to digital devices. Several strategies for reducing screen time already exist, although their effectiveness varies. We investigated the transition from screen time to non-screen time activities. "Watch with Joy" is a child-friendly video-player which, based on the videos you watch, can suggest activities for the non-screen time. Our four-week qualitative study involving four families revealed that the incorporation of alternative technological methods can ease the transition to non-screen time. A character can facilitate communication with the child. Providing non-screen activities shifts the child’s focus away from turning off the screen and possible negative emotions. Consequently, the child has more time to adjust to accepting the end of screen time. In conclusion, our research underscores the significant role of parents and their parenting styles in shaping the success of such a technology-based approach.
Maryam Amidi, Sven Tietgen, Swamy Ananthanarayan, Torben Wallbaum
MUM3
2022 Going into Depth: Learning from a Survey of Interactive Designs for Aquatic Recreation
abstract
Aquatic recreation encompasses a variety of water-based activities from which participants gain physical, mental, and social benefits. Although interactive technologies for supporting aquatic recreation activities have increased in recent years, the HCI community does not yet have a structured understanding of approaches to interaction design for aquatic recreation. To contribute towards such an understanding, we present the results of a systematic review of 48 papers on the design of interactive technology for aquatic recreation, drawn from the ACM, IEEE, and SPORTDiscus libraries. This review presents an aquatic recreation user experience framework that details problems and opportunities concerning water and HCI. Our framework brings us closer to understanding how technology can interact with users and the aquatic environment to enhance the existing recreational experiences that connect us to aquatic environments. We found that designers can elicit delight, enablement, challenge, and synergy in aquatic recreation experiences.
Christal Clashing, Ian C. J. Smith, Maria Fernanda Montoya, Rakesh Patibanda, Swamy Ananthanarayan, Sarah Jane Pell, Florian 'Floyd' Mueller
Conference on Designing Interactive Systems5
2022 Animations at Your Fingertips: Using a Refreshable Tactile Display to Convey Motion Graphics for People who are Blind or have Low Vision
abstract
People who are blind rely on touch and hearing to understand the world around them, however it is extremely difficult to understand movement through these modes. The advent of refreshable tactile displays (RTDs) offers the potential for blind people to access tactile animations for the very first time. A survey of touch readers and vision accessibility experts revealed a high level of enthusiasm for tactile animations, particularly those relating to education, mapping and concept development. Based on these suggestions, a range of tactile animations were developed and four were presented to 12 touch readers. The RTD held advantages over traditional tactile graphics for conveying movement, depth and height, however there were trade-offs in terms of resolution and textural properties. This work offers a first glimpse into how refreshable tactile displays can best be utilised to convey animated graphics for people who are blind.
Leona Holloway, Swamy Ananthanarayan, Matthew Butler 0002, Madhuka Thisuri De Silva, Kirsten Ellis, Cagatay Goncu, Kate Stephens, Kim Marriott
ASSETS2
2022 TronicBoards: An Accessible Electronics Toolkit for People with Intellectual Disabilities
abstract
Engagement with electronic toolkits enhances people’s creative abilities, self-esteem, problem-solving skills and enables the creation of personally meaningful artifacts. A variety of simplified electronics toolkits are increasingly available to help different user groups engage with technology. However, they are often inaccessible for people with intellectual disabilities (IDs), who experience a range of cognitive and physical impairments. We designed and developed TronicBoards, a curated set of accessible electronic modules, to address this gap. We evaluated it one-on-one with 10 participants using a guided exploration approach. Our analysis revealed that participants were able to create simple sensor-based interactive circuits with varying levels of assistance. We report the strengths and weaknesses of TronicBoards, considering participants’ successes and challenges in manipulating and comprehending toolkit components, circuit building activities, and troubleshooting processes. We discuss implications for designing inclusive electronics toolkits for people with IDs, particularly in considering design elements that improve functionality, comprehensibility and agency.
Hashini Senaratne, Swamy Ananthanarayan, Kirsten Ellis
CHI2
2020 ThermalWear: Exploring Wearable On-chest Thermal Displays to Augment Voice Messages with Affect
abstract
Voice is a rich modality for conveying emotions, however emotional prosody production can be situationally or medically impaired. Since thermal displays have been shown to evoke emotions, we explore how thermal stimulation can augment perception of neutrally-spoken voice messages with affect. We designed ThermalWear, a wearable on-chest thermal display, then tested in a controlled study (N=12) the effects of fabric, thermal intensity, and direction of change. Thereafter, we synthesized 12 neutrally-spoken voice messages, validated (N=7) them, then tested (N=12) if thermal stimuli can augment their perception with affect. We found warm and cool stimuli (a) can be perceived on the chest, and quickly without fabric (4.7-5s) (b) do not incur discomfort (c) generally increase arousal of voice messages and (d) increase / decrease message valence, respectively. We discuss how thermal displays can augment voice perception, which can enhance voice assistants and support individuals with emotional prosody impairments.
Abdallah El Ali, Swamy Ananthanarayan, Thomas Röggla, Jack Jansen 0001, Jessica Hartcher-O'Brien, Kaspar M. B. Jansen, Pablo César
CHI3
2020 Social Acceptability in HCI: A Survey of Methods, Measures, and Design Strategies
abstract
With the increasing ubiquity of personal devices, social acceptability of human-machine interactions has gained relevance and growing interest from the HCI community. Yet, there are no best practices or established methods for evaluating social acceptability. Design strategies for increasing social acceptability have been described and employed, but so far not been holistically appraised and evaluated. We offer a systematic literature analysis (N=69) of social acceptability in HCI and contribute a better understanding of current research practices, namely, methods employed, measures and design strategies. Our review identified an unbalanced distribution of study approaches, shortcomings in employed measures, and a lack of interweaving between empirical and artifact-creating approaches. The latter causes a discrepancy between design recommendations based on user research, and design strategies employed in artifact creation. Our survey lays the groundwork for a more nuanced evaluation of social acceptability, the development of best practices, and a future research agenda.
Marion Koelle, Swamy Ananthanarayan, Susanne Boll
CHI2
2019 Measuring and Understanding Photo Sharing Experiences in Social Virtual Reality
abstract
Millions of photos are shared online daily, but the richness of interaction compared with face-to-face (F2F) sharing is still missing. While this may change with social Virtual Reality (socialVR), we still lack tools to measure such immersive and interactive experiences. In this paper, we investigate photo sharing experiences in immersive environments, focusing on socialVR. Running context mapping (N=10), an expert creative session (N=6), and an online experience clustering questionnaire (N=20), we develop and statistically evaluate a questionnaire to measure photo sharing experiences. We then ran a controlled, within-subject study (N=26 pairs) to compare photo sharing under F2F, Skype, and Facebook Spaces. Using interviews, audio analysis, and our questionnaire, we found that socialVR can closely approximate F2F sharing. We contribute empirical findings on the immersiveness differences between digital communication media, and propose a socialVR questionnaire that can in the future generalize beyond photo sharing.
Jie Li 0064, Yiping Kong, Thomas Röggla, Francesca De Simone, Swamy Ananthanarayan, Huib de Ridder, Abdallah El Ali, Pablo César
CHI5
2019 NaviBike: Comparing Unimodal Navigation Cues for Child Cyclists
abstract
Navigation systems for cyclists are commonly screen-based devices mounted on the handlebar which show map information. Typically, adult cyclists have to explicitly look down for directions. This can be distracting and challenging for children, given their developmental differences in motor and perceptual-motor abilities compared with adults. To address this issue, we designed different unimodal cues and explored their suitability for child cyclists through two experiments. In the first experiment, we developed an indoor bicycle simulator and compared auditory, light, and vibrotactile navigation cues. In the second experiment, we investigated these navigation cues in-situ in an outdoor practice test track using a mid-size tricycle. To simulate road distractions, children were given an additional auditory task in both experiments. We found that auditory navigational cues were the most understandable and the least prone to navigation errors. However, light and vibrotactile cues might be useful for educating younger child cyclists.
Andrii Matviienko, Swamy Ananthanarayan, Abdallah El Ali, Wilko Heuten, Susanne Boll
CHI2
2019 Comparing unimodal lane keeping cues for child cyclists
abstract
Child cyclists are at greater risk for car-to-cyclist accidents than adults. This is in part due to developmental differences in the motor and perceptual-motor abilities of children and adults, and missing cycling infrastructure. To address these issues, we examine unimodal and projection-based techniques to support children in maintaining a good lane position in the absence of bicycle lanes. We present safety-relevant information using unimodal cues: vibration on the handlebar, ambient light in a cycle helmet, projected heads-up display indicators, and on-road laser projection. As a first step, we interviewed twelve children about their cycling issues. We then conducted a lab experiment (N=25) in a bicycle simulator using the unimodal cues in the presence of a visual search task, followed by a controlled test-track experiment (N=15). We found that cycling performance with lane keeping cues was comparable to situations without them, however children found them helpful and expressed subjective preferences for the LED helmet and vibration on the handlebar.
Andrii Matviienko, Swamy Ananthanarayan, Stephen A. Brewster, Wilko Heuten, Susanne Boll
MUM2
2018 Supporting Communication between Grandparents and Grandchildren through Tangible Storytelling Systems
abstract
Grandparents and grandchildren that live apart often rely on communication technologies, such as messengers, video conferencing, and phone calls for maintaining relationships. While some of these systems are challenging for grandparents, others are less engaging for children. To facilitate communication, we developed StoryBox, a tangible device that allows sharing photos, tangible artifacts, and audio recordings of everyday life. We conducted a preliminary study with two families to identify design issues, and further refine the prototype. Subsequently, we conducted a field study with four families for up to four weeks to better understand real-world use and examine inter-generational connectedness. We found that StoryBox was accessible, simple, and helped bridge the technological gap between grandparents and grandchildren. Children communicated asynchronously in a playful and idiosyncratic manner, and grandparents shared past family memories. We provide insights on how to ease communication between different generations, engage them in sharing activities, and strengthen family relationships.
Torben Wallbaum, Andrii Matviienko, Swamy Ananthanarayan, Thomas Olsson 0002, Wilko Heuten, Susanne Boll
CHI3
2018 Augmenting bicycles and helmets with multimodal warnings for children
abstract
Child cyclists are often at greater risk for traffic accidents. This is in part due to the development of children's motor and perceptual-motor abilities. To facilitate road safety for children, we explore the use of multimodal warning signals to increase their awareness and prime action in critical situations. We developed a bicycle simulator instrumented with these signals and conducted two controlled experiments. We found that participants spent significantly more time perceiving visual than auditory or vibrotactile cues. Unimodal signals were the easiest to recognize and suitable for encoding directional cues. However, when priming stop actions, reaction time was shorter when all three modalities were used simultaneously. We discuss the implications of these outcomes with regard to design of safety systems for children and their perceptual-motor learning.
Andrii Matviienko, Swamy Ananthanarayan, Shadan Sadeghian, Yannick Feld, Wilko Heuten, Susanne Boll
MobileHCI2
2017 Grasping algorithms: exploring toys that teach computational thinking
abstract
Computational thinking has received increased attention over the past several years and is considered by many to be a fundamental and necessary literacy for children. One approach to teaching this skill has been through tangible programming since it facilitates intuitive interaction with children. In this paper, we introduce CodeTrain and CodeBox, two motorized toys whose behavior can be programmed through wooden building blocks without the use of a computer, tablet, or screen-based interface. The goal with both these designs is to foster playful exploration of computational thinking in pre-adolescent children through tangible objects. We describe the design process from the conceptual design to the functional prototype. Furthermore, we present first impressions of the prototypes from a pilot study and highlight some lessons learned from our first iteration.
Erika Root, Maren Steinkamp, Beatrice Coldewey, Christin Poloczek, Frederik Scharnowski, Mark Kettner, Marion Koelle, Swamy Ananthanarayan, Marlon Willms
MUM8
2016 A Craft Approach to Health Awareness in Children
abstract
Children in the USA are increasingly at risk for a vast array of health problems due to poor dietary habits and lack of physical activity. In recent years, a burgeoning landscape of wearable and mobile health technologies in the form of activity trackers and fitness applications have focused on addressing this problem. While these solutions have had some measure of success with children, there is also evidence that youngsters are not readily adopting the types of fitness implements that adults find useful. In this paper, we present a computational toolkit that blends craft and health, permitting children to craft their own tangible health visualizations based on data from an accompanying wearable device. We also present the results of an encouraging 2-month study conducted with middle school children. The results suggest that craft could potentially serve as a gateway to healthful thinking in children.
Swamy Ananthanarayan, Katie A. Siek, Michael Eisenberg
Conference on Designing Interactive Systems1
2015 Seen music: ambient music data visualization for children with hearing impairments
abstract
In this paper, we propose a prototype of music visualization system that captures and records the music component into digital data form, and then displays the data in visual form for children with hearing impairments. The analog sound data of music played physically is scaled into a binary matrix and scalar values that is then used as data structures for transcribing the output. We designed a system that detects tune and speed from a physical violin, and demonstrated three tangible music visualizations that children see in their daily lives, employing a flowerpot, plants and a picture of frame. We describe how the data captured from physical musical instruments can be seen through these objects, and suggest future possibilities for interactive sound visualization in music education for children with hearing impairments.
Jeeeun Kim, Swamy Ananthanarayan, Tom Yeh
IDC2
2014 Towards the crafting of personal health technologies
abstract
We introduce a novel approach that merges craft and health technologies to empower people to design and build their own personal health visualizations. In this mutually beneficial union, health technologies can be more meaningful to an individual and encourage higher appropriation, while craft technologies can explore interesting problems in a challenging domain. In this paper, we offer a framework for designing health-craft systems and showcase a system that provides users with the ability to craft their own personalized wearable device. The device tracks their outdoor exposure and visualizes their weekly progress on an ambient tree painting. Finally, we report on a pilot study using this personalized feedback system. Our main contribution is the new lens through which designers can approach health and craft technologies that enhances health management with personal expressiveness and customization.
Swamy Ananthanarayan, Nathan Lapinski, Katie A. Siek, Michael Eisenberg
Conference on Designing Interactive Systems1
2013 Pt Viz: towards a wearable device for visualizing knee rehabilitation exercises
abstract
We present a wearable sensory display for visualizing knee rehabilitation as part of an in-home physical therapy program. Currently, patients undergoing knee rehabilitation have limited ways of assessing exercise form and extent of movement at home. To address this issue, we developed an exploratory wearable electronic prototype to visualize knee bend. We evaluated the device with physical therapy patients to get feedback on the design and to help us understand some of the challenges they face. We discovered that our current design is better suited for patients recovering from surgery as opposed to patients with chronic conditions.
Swamy Ananthanarayan, Miranda Sheh, Alice Chien, Halley Profita, Katie A. Siek
CHI1