e-Accessibility at the FHNW
An interactive gaming station that simulates various accessibility barriers through three mini-games, providing students or visitors at the FHNW with hands-on experience in e-accessibility principles.

Initial situation
Digital accessibility plays an increasingly important role in developing inclusive digital environments. At FHNW, the topic has gained visibility through the FHNW Diversity working group's efforts. However, many students and staff without impairments remain unaware of barriers others face when interacting with digital systems - such as inaccessible navigation, absent alternative input methods, or poorly structured content. Traditional e-accessibility education relies on theoretical knowledge without providing practical understanding of how these barriers actually impact user experience.
Problem statement / Project goal
This project aims to bridge the gap between theoretical accessibility knowledge and practical understanding by developing a public, interactive workstation where students and visitors can experience accessibility barriers firsthand. Through gamification and alternative input mechanisms such as eye tracking and single-button controls, the goal is to create an engaging learning experience that demonstrates both barriers and design solutions in accessible digital design. Two primary research questions guide this project: What technical setup enables diverse input mechanisms in a public workstation, and how can such a workstation be designed as an effective interactive learning experience for e-accessibility awareness at FHNW?
Lost in the Leaves
A Waldo-style search game that simulates various visual impairments including color blindness, reduced contrast, and blur effects. Players experience firsthand how visual barriers affect digital interaction and learn the importance of accessible color choices and high contrast design.
Meadow Match
A memory card game controlled exclusively through eye-tracking technology. This demonstrates alternative input methods for people with motor limitations and showcases the possibilities of assistive technologies through dwell-time selection and gaze-based interaction.
Cactus Casino
A character creation game operated with only a single button input. This illustrates adaptive interface concepts for people with severe motor limitations and demonstrates switch-access technologies commonly used in assistive technology solutions.
Solution developed and its benefits
The project successfully developed a public interactive workstation featuring three accessibility-focused mini-games, addressing both technical and design research questions. The technical implementation integrates diverse input mechanisms including eye-tracking technology, single-button interfaces, and traditional controls within a robust kiosk system designed for continuous public operation at FHNW. Each game provides immediate feedback on accessibility barriers while demonstrating WCAG-compliant design solutions.
- Eye-tracking integration enabling touchless interaction for motor accessibility
- Real-time visual impairment simulation through CSS filters and effects
- Single-button interface demonstrating switch-access principles
- WCAG-compliant implementation with semantic markup and keyboard navigation
- Educational feedback system highlighting barriers and solutions
- Responsive design ensuring functionality across interaction modalities
- Integration with FHNW Diversity working group awareness efforts
The workstation creates an engaging learning experience through gamification principles, transforming abstract accessibility concepts into tangible experiences. From a design perspective, the prototype demonstrates good practices in UX, HCI, and inclusive design standards. The solution addresses the experience gap in accessibility education by providing hands-on interaction with alternative input methods and barrier simulations.
Research Impact
Key terms
- Eye-Tracking InterfaceCamera-based gaze detection with dwell-time selection for touchless interaction
- WCAG ComplianceImplementation following Web Content Accessibility Guidelines for inclusive design
- Accessibility SimulationReal-time visual filters demonstrating color blindness and contrast barriers
- Alternative Input MethodsIntegration of eye-tracking, single-button control
- Gamification PrinciplesUse of game mechanics to create engaging educational experiences
- Universal DesignInterface design philosophy accommodating diverse abilities and preferences
- Human-Computer Interaction (HCI)Application of HCI principles in accessible user experience design
- Semantic MarkupProper HTML structure ensuring assistive technology compatibility
Team