Designing for Belonging

Overview

Overview

This study explored how blind and low-vision (BLV) adults define and experience digital inclusion. We identified barriers that persist despite implemented accessibility checklists and developed implications for future designers. We conducted four semi-structured interviews and a qualitative analysis to discover how inclusion and exclusion manifests in lived experiences beyond standard compliance checklists.

Role

UX Researcher

Affiliation

DePaul University, CDM

Areas

Accessibility

Background

Background

To address the inaccessibility to digital spaces for blind and low vision (BLV) users, accessibility standards such as the Web Content Accessibility Guidelines (WCAG) established expectations for inclusive digital content [11]. Accessible design not only enhances satisfaction among users with disabilities, but improves user experience for everyone, and drives business success [2,9]. Consequently, leading digital products are frequently espoused as accessible and inclusive [9].

Challenge

Challenge

96% of those using assistive technologies encounter daily accessibility barriers [10].

Social and emotional factors have a substantial influence on how and whether users engage with digital experiences and assistive technologies [3].

Leading accessibility efforts focus on identifying barriers and implementing fixes, however research suggests these approaches overlook the competencies and workarounds that BLV users regularly rely on [1].

Impact

Impact

The main contributions established in this research are through:

  • A user-centered definition of digital inclusion grounded in lived experience.

  • Qualitative research demonstrating that accessibility barriers persist despite implemented accessibility standards.

  • Design implications that place emphasis on early BLV user involvement and development informed by the lived experiences of BLV users.

The main contributions established in this research are through:

  • A user-centered definition of digital inclusion grounded in lived experience.

  • Qualitative research demonstrating that accessibility barriers persist despite implemented accessibility standards.

  • Design implications that place emphasis on early BLV user involvement and development informed by the lived experiences of BLV users.

Research Questions

Research Questions

  • How do adults with blindness or low vision describe digital inclusion, and what makes them feel included or excluded online?

  • What frustrations and barriers do they experience when using websites or applications that claim to be accessible?

  • What opportunities exist for designers to create more inclusive digital experiences that reflect user’s needs, emotions, and identities?

Method

Method

Participants

Participants

Four BLV adult participants who regularly use assistive technology to navigate digital spaces were recruited with the assistance of Dr. Oliver Alonzo. All interviews were conducted remotely via Zoom.

Data Collection

Data Collection

We conducted four semi-structured interviews, recording audio and transcription with an informed consent protocol.

Data Analysis

Data Analysis

To analyze the interview transcripts and notes, we conducted individual inductive coding, collaborative coding, affinity diagramming, and a final synthesis powered by NotebookLM.

A branching tree view of the data collected related to digital inclusion. Main categories include, definition of digital inclusion, factors contributing to inclusion, frustrations and barriers, the role of accessiiblity features, and opportunities for designers.
An expanded view of the branching tree map of all of the data colleceted through the series of interviews related to digital inclusion and exclusion.

Findings

Findings

  1. How do adults with blindness or low vision describe digital inclusion, and what makes them feel included or excluded online?

Participants described inclusion as being able to participate in digital life with the same ease and independence as sighted users.

Participants described inclusion as being able to participate in digital life with the same ease and independence as sighted users.

Participants explained that inclusion means completing everyday tasks like reading emails, sending messages and accessing documents without extra steps or workarounds. Participants shared that they do not want novel specialized or complex tools. Instead, they want websites, apps, and assistive technologies that already exist to function together properly.

One participant summarized inclusion plainly: "I just want to use the website like anyone else."

One participant summarized inclusion plainly: "I just want to use the website like anyone else."

  1. What frustrations and barriers do BLV users experience when using websites or applications that claim to be accessible?

Participants explained that assistive technology only works well when the website or app itself is built correctly.

Participants explained that assistive technology only works well when the website or app itself is built correctly.

When it isn’t, they are forced into unnecessary struggles with products that often claim to be accessible. Participants relied on community and sighted peers to develop workarounds.

Common Issues Included:

  • Cluttered layouts and poor content structure,

  • CAPTCHAs without alternative means of human verification and error signifiers without details that obstruct form submissions.

  • Validation errors appearing too early while typing. Participant #1: “It says ‘invalid entry’ when I’m still typing.”

  • Error messages indicated only by color, making them impossible to detect. Participant #1: “Don’t just mark it in red, I can’t see that.”

  • Password rules being followed correctly but still rejected. Participant #4: “I put in the password exactly like it says… it keeps saying it’s wrong.”

Common Issues Included:

  • Cluttered layouts and poor content structure,

  • CAPTCHAs without alternative means of human verification and error signifiers without details that obstruct form submissions.

  • Validation errors appearing too early while typing. Participant #1: “It says ‘invalid entry’ when I’m still typing.”

  • Error messages indicated only by color, making them impossible to detect. Participant #1: “Don’t just mark it in red, I can’t see that.”

  • Password rules being followed correctly but still rejected. Participant #4: “I put in the password exactly like it says… it keeps saying it’s wrong.”

  1. What opportunities exist for designers to create more inclusive digital experiences that reflect user needs, emotions, and identities?

Participants reinforced the need for direct involvement of BLV users in design and testing. Participants felt many accessibility barriers persist due to a reliance on developer assumptions without testing products with blind or low-vision users.

Participants reinforced the need for direct involvement of BLV users in design and testing. Participants felt many accessibility barriers persist due to a reliance on developer assumptions without testing products with blind or low-vision users.

Participant #2 explained: “They obey all the formal rules, but they don’t test with anybody who actually uses it. Enough of us would love to volunteer our time.” Participant #4 emphasized the same point: “Bring people with different disabilities on the development team.” Participants strongly believe that early and continuous involvement of BLV users, rather than late-stage testing, would prevent many of the barriers they face.

Opportunities Expressed by Participants

  • Simplifying cluttered layouts.

  • Including BLV users early in the design process.

  • Providing non-visual alternatives for CAPTCHAs.

  • Avoiding color-only indicators.

  • Improving password and form validation.

  • Hiring and collaborating with people with disabilities.

Opportunities Expressed by Participants

  • Simplifying cluttered layouts.

  • Including BLV users early in the design process.

  • Providing non-visual alternatives for CAPTCHAs.

  • Avoiding color-only indicators.

  • Improving password and form validation.

  • Hiring and collaborating with people with disabilities.

Supplemental Findings

Supplemental Findings

Participants reported that small issues often create the biggest barriers, such as unlabelled buttons, confusing layouts, inaccessible forms, and unexpected pop-ups that slowed down tasks and increased frustration.

Participants appreciated when websites had clear structure, predictable layouts, properly labelled inputs, and descriptive alt text. These features allowed assistive tools to work correctly and made digital tasks simpler.

Participants felt motivated when digital tools worked consistently and allowed them to complete tasks independently. Reliability played a key role in their trust and confidence.

Some participants shared that they relied on community resources, online groups, peers with similar experiences, and online services that specialize in assisting BLV users. These spaces helped them discover workarounds when accessibility failed.

Implications for Designers

Implications for Designers

Integrate BLV users early and consistently in the design and testing process rather than waiting until the final stages.

Treat BLV users as co‑designers and collaborators, not only testers of finished products, to ensure meaningful change.

Prioritize structural clarity and predictable layouts since these patterns make digital environments easier to navigate and support assistive technologies reliably.

Avoid color‑only indicators, unclear validation messages, and inaccessible CAPTCHA formats, as these introduce unnecessary barriers and force users into workarounds.

These implications complement existing guidance on accessibility implementation processes and policy by emphasizing lived experience and continuous user involvement.

References

References

1. Gisela Reyes-Cruz, Joel E. Fischer, and Stuart Reeves. 2020. Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA, 1–13. DOI: https://doi.org/10.1145/3313831.3376767

2. Jonathan Lazar, Daniel F. Goldstein, and Anne S. Taylor. 2015. Ensuring Digital Accessibility Through Process and Policy. Morgan & Claypool Publishers. Retrieved from https://www.researchgate.net/publication/283676880_Ensuring_Digital_Accessibility_through_Process_and_Policy

3. Kristen Shinohara and Josh Tenenberg. 2009. A Blind Person’s Interactions with Technology. Communications of the ACM 52, 8 (August 2009), 58–66. DOI: https://doi.org/10.1145/1536616.1536636.

4. M. Al-Razgan, R. Alotaibi, and A. Ahmad. 2021. A Systematic Literature Review on the Usability of Mobile Applications for Visually Impaired Users. PeerJ Computer Science 7 (2021), e771. DOI: https://doi.org/10.7717/peerj-cs.771

5. Oussama Metatla, Alison Oldfield, Taimur Ahmed, Antonis Vafeas, and Sunny Miglani. 2019. Voice User Interfaces in Schools: Co-designing for Inclusion with Visually-Impaired and Sighted Pupils. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI ’19). Association for Computing Machinery, New York, NY, Paper 378, 1–15. DOI: https://doi.org/10.1145/3290605.3300608

6. Scott Hollier. 2017. Technology, Education and Access: A “Fair Go” for People with Disabilities. In Proceedings of the 14th International Web for All Conference (W4A ’17). Association for Computing Machinery, New York, NY, Article 33, 1–2. DOI: https://doi.org/10.1145/3058555.3058557

7. Shaun K. Kane, Meredith R. Morris, Annuska Z. Perkins, Daniel Wigdor, Richard E. Ladner, and Jacob O. Wobbrock. 2011. Access overlays: improving non-visual access to large touch screens for blind users. In Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology (UIST ’11). Association for Computing Machinery, New York, NY, 273–282. DOI: https://doi.org/10.1145/2047196.2047232

8. Shaun K. Kane, Meredith Ringel Morris, and Jacob O. Wobbrock. 2017. Access overlays and inclusive technology design: Research with blind users. In Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems (CHI ’17). Association for Computing Machinery, New York, NY, USA, 1–12. DOI: https://doi.org/10.1145/3025453.3025590

9. Simon Waller, Mark Bradley, Ian Hosking, and P. John Clarkson. 2015. Making the Case for Inclusive Design. Applied Ergonomics 46, Part B (January 2015), 297–305. DOI: https://doi.org/10.1016/j.apergo.2013.03.012

10. WebAIM. 2024. Screen Reader User Survey #10: Results. Retrieved from https://webaim.org/projects/screenreadersurvey10/

11. World Wide Web Consortium (W3C). 2023. Web Content Accessibility Guidelines (WCAG) 2.2. Retrieved from https://www.w3.org/TR/WCAG22/

1. Gisela Reyes-Cruz, Joel E. Fischer, and Stuart Reeves. 2020. Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA, 1–13. DOI: https://doi.org/10.1145/3313831.3376767

2. Jonathan Lazar, Daniel F. Goldstein, and Anne S. Taylor. 2015. Ensuring Digital Accessibility Through Process and Policy. Morgan & Claypool Publishers. Retrieved from https://www.researchgate.net/publication/283676880_Ensuring_Digital_Accessibility_through_Process_and_Policy

3. Kristen Shinohara and Josh Tenenberg. 2009. A Blind Person’s Interactions with Technology. Communications of the ACM 52, 8 (August 2009), 58–66. DOI: https://doi.org/10.1145/1536616.1536636.

4. M. Al-Razgan, R. Alotaibi, and A. Ahmad. 2021. A Systematic Literature Review on the Usability of Mobile Applications for Visually Impaired Users. PeerJ Computer Science 7 (2021), e771. DOI: https://doi.org/10.7717/peerj-cs.771

5. Oussama Metatla, Alison Oldfield, Taimur Ahmed, Antonis Vafeas, and Sunny Miglani. 2019. Voice User Interfaces in Schools: Co-designing for Inclusion with Visually-Impaired and Sighted Pupils. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI ’19). Association for Computing Machinery, New York, NY, Paper 378, 1–15. DOI: https://doi.org/10.1145/3290605.3300608

6. Scott Hollier. 2017. Technology, Education and Access: A “Fair Go” for People with Disabilities. In Proceedings of the 14th International Web for All Conference (W4A ’17). Association for Computing Machinery, New York, NY, Article 33, 1–2. DOI: https://doi.org/10.1145/3058555.3058557

7. Shaun K. Kane, Meredith R. Morris, Annuska Z. Perkins, Daniel Wigdor, Richard E. Ladner, and Jacob O. Wobbrock. 2011. Access overlays: improving non-visual access to large touch screens for blind users. In Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology (UIST ’11). Association for Computing Machinery, New York, NY, 273–282. DOI: https://doi.org/10.1145/2047196.2047232

8. Shaun K. Kane, Meredith Ringel Morris, and Jacob O. Wobbrock. 2017. Access overlays and inclusive technology design: Research with blind users. In Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems (CHI ’17). Association for Computing Machinery, New York, NY, USA, 1–12. DOI: https://doi.org/10.1145/3025453.3025590

9. Simon Waller, Mark Bradley, Ian Hosking, and P. John Clarkson. 2015. Making the Case for Inclusive Design. Applied Ergonomics 46, Part B (January 2015), 297–305. DOI: https://doi.org/10.1016/j.apergo.2013.03.012

10. WebAIM. 2024. Screen Reader User Survey #10: Results. Retrieved from https://webaim.org/projects/screenreadersurvey10/

11. World Wide Web Consortium (W3C). 2023. Web Content Accessibility Guidelines (WCAG) 2.2. Retrieved from https://www.w3.org/TR/WCAG22/