skip to main content


Title: Supporting Accessible Data Visualization Through Audio Data Narratives
Online data visualizations play an important role in informing public opinion but are often inaccessible to screen reader users. To address the need for accessible data representations on the web that provide direct, multimodal, and up-to-date access to the data, we investigate audio data narratives –which combine textual descriptions and sonification (the mapping of data to non-speech sounds). We conduct two co-design workshops with screen reader users to define design principles that guide the structure, content, and duration of a data narrative. Based on these principles and relevant auditory processing characteristics, we propose a dynamic programming approach to automatically generate an audio data narrative from a given dataset. We evaluate our approach with 16 screen reader users. Findings show with audio narratives, users gain significantly more insights from the data. Users describe data narratives help them better extract and comprehend the information in both the sonification and description.  more » « less
Award ID(s):
2016789
NSF-PAR ID:
10379155
Author(s) / Creator(s):
; ; ;
Date Published:
Journal Name:
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
Page Range / eLocation ID:
1 to 19
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Collaborative writing tools have been used widely in professional and academic organizations for many years. Yet, there has not been much work to improve screen reader access in mainstream collaborative writing tools. This severely affects the way people with vision impairments collaborate in ability-diverse teams. As a step toward addressing this issue, the present article aims at improving screen reader representation of collaborative features such as comments and track changes (i.e., suggested edits). Building on our formative interviews with 20 academics and professionals with vision impairments, we developed auditory representations that indicate comments and edits using non-speech audio (e.g., earcons, tone overlay), multiple text-to-speech voices, and contextual presentation techniques. We then performed a systematic evaluation study with 48 screen reader users that indicated that non-speech audio, changing voices, and contextual presentation can potentially improve writers’ collaboration awareness. We discuss implications of these results for the design of accessible collaborative systems. 
    more » « less
  2. null (Ed.)
    Reframing engineering activities to emphasize the needs of others has the potential to strengthen engineering practices like problem scoping, while also providing more inclusive and socially relevant entry points into engineering problems. In this design-based research project, we developed novel strategies for adding narratives to engineering activities to deepen girls’ engagement in engineering practices by evoking empathy for the users of their designs. We describe a set of hands-on engineering activities developed through iterative development and testing with 190 girls (ages 7-14) at the New York Hall of Science. Findings show how elements of narrative (like characters and settings) evoked learners’ empathy, and how learners’ expressions of empathy related to practices like problem scoping and iteration. A set of design principles summarizes critical features of the narrative activities for evoking empathy and supporting the engineering design process. Finally, we offer recommendations for practitioners who would like to use narratives to engage learners in approaching engineering problems from a user-centered perspective. This work has implications for the development of inclusive and engaging engineering activities that appeal to elementary and middle school learners in a wide range of settings. 
    more » « less
  3. We increasingly rely on up-to-date, data-driven graphs to understand our environments and make informed decisions. However, many of the methods blind and visually impaired users (BVI) rely on to access data-driven information do not convey important shape-characteristics of graphs, are not refreshable, or are prohibitively expensive. To address these limitations, we introduce two refreshable, 1-DOF audio-haptic interfaces based on haptic cues fundamental to object shape perception. Slide-tone uses finger position with sonification, and Tilt-tone uses fingerpad contact inclination with sonification to provide shape feedback to users. Through formative design workshops (n = 3) and controlled evaluations (n = 8), we found that BVI participants appreciated the additional shape information, versatility, and reinforced understanding these interfaces provide; and that task accuracy was comparable to using interactive tactile graphics or sonification alone. Our research offers insight into the benefits, limitations, and considerations for adopting these haptic cues into a data visualization context. 
    more » « less
  4. null (Ed.)
    Developing narrative and computational thinking skills is crucial for K-12 student learning. A growing number of K-12 teachers are utilizing digital storytelling, where students create short narratives around a topic, as a means of creating motivating problem-solving activities for a variety of domains, including history and science. At the same time, there is increasing awareness of the need to engage K-12 students in computational thinking, including elementary school students. Given the challenges that the syntax of text-based programming languages poses for even novice university-level learners, block-based programming languages have emerged as an effective tool for introducing computational thinking to elementary-level students. Leveraging the unique affordances of narrative and computational thinking offers significant potential for student learning; however, integrating them presents significant challenges. In this paper, we describe initial work toward solving this problem by introducing an approach to block-based programming for interactive storytelling to engage upper elementary students (ages 9 to 11) in computational thinking and narrative skill development. Leveraging design principles and best practices from prior research on elementary-grade block-based programming and digital storytelling, we propose a set of custom blocks enabling learners to create interactive narratives. We describe both the process used to derive the custom blocks, including their alignment with elements of interactive narrative and with specific computational thinking curricular goals, as well as lessons learned from students interacting with a prototype learning environment utilizing the block-based programming approach. 
    more » « less
  5. Introductory computer programming presents a number of challenges for blind and visually impaired screen reader users. In addition to the challenges of navigating complex code documents using a screen reader, novice programmers who are blind are often unable to experience fun coding projects such as programming games or animations. To address these accessibility barriers, we developed Bonk, an accessible programming environment that enables the creation of interactive audio games using a subset of the JavaScript programming language. Bonk enables novice programmers to create, share, play, and remix accessible audio games. In this paper, we introduce the Bonk programming toolkit and describe its use in a week-long programming workshop with blind and visually impaired high school students. Students in the workshop were able to create and share original audio games using Bonk, and expressed enthusiasm about furthering their programming knowledge. 
    more » « less