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.

A arcade built with wood that has tetris decorations on top, a display with a game, a chair and a big red button.

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

Screenshot of the game 'Lost in the Leaves' where there are many characters and you have to find the one that is searched for.

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

Screenshot of the game 'Meadow Match' where you have to find pairs of cards with animals.

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

Screenshot of the game 'Cactus Casino' where you have to create a character with different attributes.

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

Dobrawa Kiefer
Tuğçe Nur Taş

Advisor
Prof. Dr. Kevin Gonyop Kim

Prof. Dr. Anton Fedosov