Introducing Accessibility for Blind Users to Sighted Computer
Science Students
The Aesthetics of Tools, Pursuits, and Characters
Răzvan Rughiniș
1
and Cosima Rughiniș
2
1
Department of Computer Science, University Politehnica of Bucharest, Bucharest, Romania
2
Department of Sociology, University of Bucharest, Bucharest, Romania
Keywords: Accessibility, Design, Motivation, Education, Blind Users, Aesthetics.
Abstract: We analyze current approaches in motivating students to pursue accessibility, with a focus on blind users,
by examining scientific reports of courses in the computer science and engineering curriculum. We identify
three main motivational resorts: a ‘web of arguments’, referring to issues of morality, legality, and interest;
the practice of mainstreaming, which normalizes accessibility, and empathy. We argue that an aesthetic
frame could contribute to a forceful, persistent motivation, and we propose an aesthetic motivational
repertoire, on three dimensions: aesthetic value of technological tools, of engineers’ own work, and of their
direct and indirect relationships with blind persons. We present arguments, practices, and online resources
to support teachers that introduce accessibility for blind users to sighted students.
1 INTRODUCTION
There is a significant thread of research dedicated to
teaching accessibility for computer science and
engineering students. We are interested in examining
how authors (who, in these cases, are also teachers)
justify the importance of teaching accessibility, and
how they address students’ interests and concerns.
We argue that the dominant approach can be
enriched in order to support persistent motivation for
accessible design – that is, outside of the University
campus, after graduation, when IT professionals
have to confront competing demands and conflicting
priorities. We propose that aesthetic experiences
as regards technological tools, one’s own
engineering work, and blind user characters – can
consolidate the current modus operandi for
motivating students, which is mostly focused on
considerations of legality, altruism, and profit.
The paper is structured as follows: we first
analyze the literature concerning accessibility in the
computer science curriculum, and we highlight the
dominant motivational approach, identifying three
resorts: the ‘web of arguments’, mainstreaming, and
empathy. We then go on to propose aesthetic
considerations as an additional resource, in relation
to three issues: the aesthetics of the technologies
designed by computer specialists, of their work, and
of the blind characters with which they establish a
relationship through their performance. Students’
construction of blind personas can be a useful and
flexible learning tool with an aesthetic edge. The
final section concludes the paper.
2 INDUCING ACCESSIBLE
DESIGN: THREE PILLARS
Teachers of accessible design appeal to three ways
of engaging their students with this perspective:
argumentation, persuasion through empathy, and
routinization through mainstreaming.
2.1 The Web of Arguments
In articles that discuss various approaches to
teaching accessibility, the value of introducing it to
students is not treated as a self-evident matter: most
authors offer a justification, relying on several
arguments (Ludi, 2002; Rosmaita, 2006; Cohen,
Fairley, Gerry, & Lima, 2005; Harrison, 2005).
The “social responsibility argument” (Rosmaita,
2006), or ethical reasoning (Wang, 2012), appeals to
the goal of universal access for the World Wide
21
RughiniÈ
´
Z R. and RughiniÈ
´
Z C..
Introducing Accessibility for Blind Users to Sighted Computer Science Students - The Aesthetics of Tools, Pursuits, and Characters.
DOI: 10.5220/0004834700210029
In Proceedings of the 6th International Conference on Computer Supported Education (CSEDU-2014), pages 21-29
ISBN: 978-989-758-022-2
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
Web, as stated by the World Wide Web Consortium
(W3C). The “Web for All” design principle
stipulates: “The social value of the Web is that it
enables human communication, commerce, and
opportunities to share knowledge. One of W3C's
primary goals is to make these benefits available to
all people, whatever their hardware, software,
network infrastructure, native language, culture,
geographical location, or physical or mental ability”
(W3C, 2012a). W3C pursues this goal via the Web
Accessibility Initiative (WAI), that develops the
Web Content Accessibility Guidelines (WCAG)
(W3C, 2012b).
The “legal argument” (Rosmaita, 2006; Wang,
2012) invokes legal requirements for Internet
accessibility; for example, in the United States these
derive from the Section 508 of the Rehabilitation
Act. Rising numbers of impaired students bring to
the forefront the issue of legally mandated equal
access in education (Cohen et al., 2005). In countries
where such legal requirements exist, skills for
accessibility design contribute to employability and
can thus be shown to be useful for students’ future
careers (Ludi, 2002; Cohen et al., 2005).
The market argument stresses the fact that
impaired users represent a significant proportion of
citizens and customers, which are lost through
inaccessible design (Ludi, 2002); this argument also
capitalizes on utility, this time from a business
perspective, complementing the increased
employability.
The “march of technology” argument (Rosmaita,
2006) points to the fact that accessibility does not
refer to impaired users only, but also to all users in
restricted contexts that become increasingly
common as technology permeates more areas of life:
“Automobile drivers—who otherwise have normal
vision—are blind with respect to the web while they
are driving. Likewise, a person surfing the web on a
small mobile handheld device is, for all intents and
purposes, a low-vision person accessing the web”
(ibid., p. 271).
The argument of direct benefits for all users adds
that we-as-able-users are likely to become closely
involved with impaired users, as we, our parents,
and significant others age (Ludi, 2002): “Visually
impaired computer users are a minority, but it’s a
growing minority, and it is growing faster as baby
boomers near retirement age. Further, it’s a minority
that will eventually include us all” (Rosmaita, 2006,
p. 274). This argument lends further support to the
market-related considerations.
The “technical reason” (Wang, 2012) indicates
that designing for accessibility increases
interoperability and standard compliance (also
pointed out by Rosmaita, 2006), thus serving the
general public and increasing designers’ skills and
employability (Waller, Hanson, & Sloan, 2009).
Overall, these arguments capitalize on
accessibility as a matter of a) morality – addressing
disabled people’s needs and rights, b) abiding the
law – and c) a matter of interest – for developer
employees, for businesses, and for the government.
In a nutshell, “the audience is growing, the law
requires it, and the industry trend is toward it”
(Harrison, 2005, p. 23).
Authors also address potential counter-
arguments. The issue of cost appears as the most
prominent expected hurdle: “I think that all would
agree that when faced with an inaccessible website
and an accessible website with the same
functionality, the accessible website is better. The
debate is really over who pays to implement
accessibility, and why they should have to bear that
cost” (Rosmaita, 2006, p. 274). How do authors
address the issue of cost? There are two main
answers. On the one hand, accessibility is deemed
“lightweight to introduce” (Cohen et al., 2005) – that
is, costs are not high, when introduced skillfully and
early. On the other hand, retrofitting accessibility is
significantly more costly, therefore it is better to
design directly for accessibility (Cohen et al., 2005;
Rosmaita, 2006).
Another expected counter-argument, introduced
by Waller et al. (2009), is that designing for
accessibility might “stifle” creativity (rather than
“spark” it), and it might lead into tradeoffs with
other important considerations such as “design
goals, technological limitations, customer objectives
and software objectives” (p. 157). There are no
explicit answers advanced for this concern.
Both types of counter-arguments raise the
following question: how can students approach
accessibility so that they would continue to engage it
outside of the classroom, when facing such counter-
arguments from team members or leaders (or even
from within themselves)? Each project has to
navigate a plethora of competing requirements and
considerations: how can accessibility stand a chance
against issues of beautiful design, or the use of
innovative-but-inaccessible technologies to entice
large numbers of mostly-able users? Since, for any
argument, there is a counter-argument, providing
students a set of good justifications for accessible
design seems to be necessary, but not sufficient for
successful confrontations ‘in the field’.
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2.2 Empathy
A second resource for strengthening motivation for
accessibility consists in cultivating sighted students’
empathy with blind people, through a closer
experience of their living situations and
perspectives. There are several means through which
teachers of accessibility cultivate empathy, as
discussed in the reviewed publications.
The first such means is literature: Rosmaita
(2006) requires students to read Rod Michalko’s
memoir The Two-in-One (R. Michalko, 1998);
Michalko is a sociology professor who has written
compelling accounts of blindness and analyses of the
“sighted world” (R. L. Michalko, 1977), including
the University classroom (R. Michalko, 2001), by
examining interactions between blind and sighted
people.
The second avenue for introducing students to
the experiences of blind people consists in face-to-
face communication – that is, actually meeting blind
people. Such encounters can be organized as lectures
from blind academics, discussions with blind users
of technology (Harrison, 2005), possibly also blind
students (Rosmaita, 2006), or, at a higher level of
complexity, collaboration with blind people in
design projects (Waller et al., 2009).
The third way of cultivating empathy is to ask
able students to simulate blindness while using
computers, for example, by turning off the monitor
and navigating with a screen reader (Freire, de
Mattos Fortes, Barroso Paiva, & Santos Turine,
2007; Harrison, 2005; Rosmaita, 2006).
2.3 Mainstreaming
A third resource deemed useful for long term
motivation refers to how accessibility is framed
through curriculum design. The aim is to cultivate an
appreciation of accessibility as a default option, a
norm rather than an exception or an add-on feature.
A resource for framing accessibility as normality,
rather than a feature marked as controversial and
optional, consists in mainstreaming it throughout the
curriculum (Waller et al., 2009), by including it in
multiple areas and types of learning activities, or
throughout a given course (Ludi, 2002; Wang, 2012;
Harrison, 2005), by including it in multiple lectures
and assignments rather than as a specific, isolated
discussion.
Mainstreaming accessibility has two advantages:
at a symbolic level, it un-marks it as a special topic,
rendering it a normal and strongly normative
requirement. As regards skills, students face
challenges of accessible design continuously, in
multiple tasks and projects. If it becomes routine,
accessible design escapes the need for justification:
it is just how it’s done. Mainstreaming accessibility
throughout a course or program curriculum is
expected to achieve a routinization of concern, thus
going ‘under the radar’ of competing arguments.
3 AESTHETICS: A NEW PILLAR
We propose that there is a fourth pillar for sustaining
long-term student motivation, besides the web of
arguments, empathy, and mainstreaming. This
resource is largely missing from the examined
literature: aesthetics.
Taking into consideration the aesthetics of
accessibility does not refer strictly to the display of a
technology, although this is as stake as well; an
essential focus is on the process of technological
design itself, and the people with which we are
connected through work. We discuss these
dimensions in the following sections.
3.1 Aesthetics and Accessibility of
Tools: a Trade-off?
When aesthetics of technological tools are invoked
in the reviewed articles about teaching accessibility,
they are often presented in a trade-off with
accessibility. For example, Wang presents designers’
perspective as follows: “Without appreciating the
social importance of accessibility, Web designers
and developers can hardly be motivated to “burden
their design with accessibility limitations” (Wang,
2012).
Along a similar line, Waller et al. report that
“[s]tudents are also asked to examine and discuss the
trade-offs between good aesthetic design, sound
software engineering and the need for accessibility,
for example through mock debates on whether
accessibility considerations stifle or spark creativity”
(Waller et al., 2009).
These quotes illustrate that the perceived trade-
off between accessibility and aesthetic design
(Mbipom, 2009) is often not challenged by teachers;
professors accept the assumption that accessibility is
a potential hurdle for a beautiful (or otherwise
aesthetically interesting) design.
From a statistical perspective on the current state
of technology, this trade-off may well exist –
although there is research that indicates otherwise.
For example, Mbipom (2009) analyzed 30 web
pages and concluded that those that are perceived as
IntroducingAccessibilityforBlindUserstoSightedComputerScienceStudents-TheAestheticsofTools,Pursuits,and
Characters
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“clean”, “clear” and “organized” comply better, on
average, with WCAG 1.0, while being seen as
“beautiful” or “interesting” does not make a
difference. In a similar study (Mbipom & Harper,
2011), the authors analyzed 50 web pages and found
that those evaluated as “clean” had fewer
accessibility barriers, while the attributes of
“pleasing”, “fascinating”, “creative” and “aesthetic”
did not correlate significantly with accessibility.
These correlations are interesting descriptions of
the status-quo. Still, they may derive from a general
low level of accessibility, rather than from a real
independence of accessibility and design. While
there are good reasons while cleanliness and
clearness associate with higher accessibility, it is
possible that the missing correlation between
aesthetic sophistication (“interesting”, “fascinating”,
“creative”) and access hurdles actually derives from
the overall low level of accessibility of all pages
under study. That is, if designers do not bother to
develop accessible pages and there is a uniform low
performance in this respect, accessibility would not
correlate with design features because it would not
be variable. Low variation can lead to low
correlation with any attribute. The challenge remains
to cultivate an appreciation for high accessibility that
accompanies an interest in cutting-edge aesthetic
design. Cultivating performance simultaneously on
these two dimensions raises specific challenges.
Regan (2004) discusses aesthetics and
accessibility, diagnosing a “failure of the
imagination”. He observes that many accessible sites
are indeed aesthetically uninspiring and designers
ignore access requirements because they orient their
work towards inspiring models. There is a need for
aesthetically provocative accessible sites, to infuse
professional enthusiasm for accessibility in design
work. Such enthusiasm is possible, as he found out
by observing a team of designers who set out to
create an innovative and accessible site: they saw it
as a challenge, and engaged it with full energy. Still,
initial frenzy led to confusion and deep concern in
the following days, as designers began to struggle
with the un-visual world of the screen reader. As
Regan insightfully notices, designers are visual
professionals: they have fine tuned their visual
sensitivity and orientation skills for years. Asking
them to work in a non-visual environment can easily
switch from a challenge to an aggravation. In
addition, screen readers are complex applications,
which require some familiarity for proper operation,
and thus add to the initial vexation. Therefore,
engaging designers in accessibility work is not
trivial, and not “lightweight”: “Designers often
spend years honing their instincts for the visual UI.
A comparable and parallel effort should be made for
alternative environments” (Regan, 2004, p. 37).
Therefore, while respecting the most important
accessibility guidelines (such as adding ALT
descriptions to visual content, using headings,
avoiding unnecessary tables, and allowing for
resizeable fonts, among others) is not particularly
complicated (although adding captions may come
across as tedious and thus ‘postponable’), a creative
take on accessibility requires a high level of
determination to engage with a non-visual
environment. Such a creative approach is required in
order to transform accessibility from a professional
burden to a challenge, and to inspire technology
designers rather than to vex them.
Two possible ways to encourage students to
think about high accessibility and innovative
aesthetics in convergence, rather than in trade-off,
are:
Encouraging a minimalist design aesthetic,
based on the “less is more” maxim, and
privileging information structure and richness
of content over decoration;
Emphasizing flexibility itself as an aesthetic
criterion. Students can learn to understand
aesthetics not only through the eyes of sighted
persons, but also through the perspectives of
screen reader and screen magnifier users, or of
color-blind or dyslexic users. Flexibility
endows aesthetic value from the possibility of
meaningful use; there is also an element of
surprise, as flexibility is not always manifest at
a glance.
3.2 The Aesthetics of a ‘Job Well
Done’: Pursuing Technical Mastery
The aesthetic imagination of computer science
students can be energized not only in relation to the
tools they create, but also in relation to their own
work. The aesthetic value of accessible design as
technical wizardry is, we argue, an important
motivational resource.
The idea that accessible design is a proof of
smart engineering is not uncommon, as we have
seen above in the “march of technology” (Rosmaita,
2006) and “technical reasons” (Wang, 2012)
arguments. The question is, how to better translate
accessibility requirements into a professional
challenge for proving technical mastery? This is
more a matter of framing and illustrating, than of
explicit arguing. For example, the story of
dramatically improved accessibility of touchscreen
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phones brought forward by the iPhone (Tsaran,
2009) displays accessibility-work as inspirational,
from a design perspective.
The “march of technology” argument is
particularly valuable to frame accessible design as
savvy design, because it transforms the limitations
of disability into opportunities of technological
reach in ever more diverse situations. This can be a
starting point for exercises of UX imagination: in
which walks of life can we imagine accessible
technologies to be attractive to various types of
users? How can accessibility turn into expanded
usability? If blind users and ‘power users’ are alike
in their strong preference for using key shortcuts
(Vuppala & Krishna, 2012), and driving users are
for all practical purposes blind to visual information
(Rosmaita, 2006), what other similarities can one
find across unlike life and work situations?
More concretely, teachers can frame the
accessibility designer as a whiz by cultivating a
professional appreciation for structure. Structured
design is a strong requirement for accessibility,
which is enhanced through clear specification of
types of entities (for example, through headings) and
by a clear prioritization of content according to its
importance. The weakest motivational force derives
from framing structure as a requirement of WCAG,
a requirement of the law, or a need of a group of
users – that is, extrinsically mandated. For a more
forceful motivation, the requirement of structure can
be framed as an aesthetic criterion of design
wizardry, along the following lines:
a) Clear, organized interfaces are highly usable:
clarity is a dimension of beauty;
b) Structure relates to depth rather than surface;
understanding how a blind person reads Web pages
through assistive technologies that linearize and
verbalize content can amount to understanding an
alternative, underlying structure of our shared and
yet diverging world; the informational structure of
visible realities holds a certain aesthetic appeal for
computer science students and professionals – as it
was maybe best illustrated by the Matrix digital rain
(which could be used as a teaching metaphor);
c) Last but not least, an explicit promotion of
minimalism as aesthetic current would support an
appreciation of structured, no-frills design that
favors accessibility (Mbipom & Harper, 2011);
minimalism has had its ups and downs in web
design, for example, but, as Thorlacius argues in his
discussion, we can probably agree on a matter of
possibility: “A minimalist Web site with no
extraneous aesthetics, and visual effects only in the
form of typeface and text layout, can be just as
aesthetically pleasing as a Web site with lots of
pretty pictures and fancy Flash installations”
(Thorlacius, 2007, p. 71-72).
An important resource for cultivating aesthetic
appreciation for structure in design consists in the
experience of ridiculousness for poorly designed
technologies that mime structure through visual
effects (for example, in web design, highlighting
headings through font formatting, assembling lists
through paragraph formatting, or using tables
unnecessarily). As an example of a learning situation
in this such humor becomes possible, Benavídez,
Fuertes, Gutiérrez, & Martínez (2006) ask students
to examine two apparently identical sites, one which
is accessible and one which is not. Teachers can
create humorous situations that downgrade
appreciation for design that is structure-less, tagging
it as ‘amateurish’ or ‘lazy’, for example. This
symbolic fight can then happen again and again
when graduates, future professionals, decide
consciously or infra-consciously to what extent to
structure their technologies, rather than accept older,
unstructured versions – which may be already
available for revamping, may be easier to delegate to
a team member, or may be otherwise more
convenient. An aesthetic disregard for ‘sloppy,
witless work’ may counterbalance ‘convenience’
better than alternative arguments of cost and benefit.
The experiential absurdity of structure-less or
otherwise low accessibility design can be brought to
life by navigating it through the assistive
technologies that blind or low vision people would
use. Screen readers’ ‘non-human voice’ (Tsaran,
2009) is often a topic of amusement among those
who experience it, as it is its mechanical ‘parroting’
of everything written (Finke, 2011); at the same
time, unnecessary repetition of content verbalized by
the mechanical voice of the reader can be not only
unhumorous, but downright aggravating (Gerber,
2002).
3.3 Aesthetics of Blind Characters
A third source of aesthetic appreciation of one’s
work in accessible design could derive from a
feeling of working in connection with blind people,
end users and most direct beneficiaries. The question
rises, how can empathy and a feeling of sharing
experiences across different life worlds be better
produced, and turned into an aesthetically valuable
experience?
IntroducingAccessibilityforBlindUserstoSightedComputerScienceStudents-TheAestheticsofTools,Pursuits,and
Characters
25
3.3.1 Representing Blind Users
The issue of representation of blind people for
sighted students is concomitantly challenging and
relatively under-discussed in the literature. As we
have seen, teachers of accessible design do stress the
importance of meeting blind people and witnessing
their experiences of technology, either through
lectures or through collaboration. Such encounters
generate many insights into the specific worldviews
and experiences of blind persons – bringing forward
both their problems and their skills and
achievements, often unimagined by able students
who are not familiar with disabilities.
We propose that such encounters can be
consolidated, as an experience, by adding
opportunities for explicit reflection on the diversity
of blindness, the shared-and-disparate worlds in
which sighted people coexist with blind people, and
the almost unimaginable skills that blind people
develop to master the world.
Sighted students and sighted persons in general
are often deeply impressed when meeting blind
people, and when their preconceptions are
confronted with real lives and actions. At the same
time, experiences of direct interaction can be
enhanced by mediated interplay.
Firstly, if direct interactions are not reflected
upon and if they are not elaborated into narratives,
their memories may fade, and their value for out-of-
classroom work, which is our focus, declines as the
years go by.
Secondly, there is often a limited number of
blind people that a sighted student will be
acquainted with personally, through her or his
University experience or otherwise; while
knowledge can be deep, there will remain a certain
limitation in breadth, concerning the variety of life
situations encountered.
Last but not least, given the extraordinariness of
some of these experiences, sighted students may be
at some loss of how to make sense of what they have
observed, in an existential, rather than a behavioral
way. What do the actions and interactions they have
been part of tell about human nature – about the
diversity or similarity of life situations, the
capabilities and limitations of people, the power of
individual and the power of relationships or of
technologies? There is an important work of sense-
making and conceptualization, which is the topic
matter of disability studies, which should be at least
touched upon in order to reach the full knowledge
and motivational potential of such encounters. While
there may not be time enough for a familiarization of
students with theories of disability, one could
probably find some intervals for a more informal
exploration. In the following section we aim to
indicate some online resources for this work of
sense-making, through which blind users become
strong characters, sharing the world and the work
with skilled technology designers.
3.3.2 Online Encounters
Based on the reviewed literature, it seems that
introducing online blind characters to visually able
students is a rarely used resource for teaching
accessibility. Still, there is a rich blind presence on
the Web; as it is to be expected, there is no shortage
of narratives, shared experiences, and opportunities
for digital interaction.
Online characters can complement meeting blind
people face-to-face in at least two respects. On the
one hand, there is the narrative richness: there are
many deep, insightful, detailed online written
accounts of living with blindness, ranging from
several paragraphs to book length; they offer
students vocabularies for making sense of this
condition of being in the world. On the contrary,
University-mediated encounters with blind people
are often limited in the amount of interaction they
can afford for individual students, and in the
diversity of topics touched in conversation and
narration. On the second hand, there is the diversity
of life situations: we can digitally reach people who
are blind students, parents, IT professionals,
teachers, unemployed, artists and so on; these
identities are, of course, overlapping, but usually
some of them will be more prominent in a given
account.
Online encounters with blind characters are an
apt method, for teachers, to reverse the dominant
framing of blind persons as needy, vulnerable, and
incomplete. Students can experience in so many
instances the frustration of blind people when being
treated as partially human - illustrated, for example,
by Atkinson (2007): “Misconceptions start to spout
from even your oldest friends' mouths because
negative attitudes about blindness permeate us all.
You are about to cross over into the dark side and
see what wriggles and writhes on the underbelly of
society. Folk will see you as the sufferer, the pitiful,
the afflicted, the subhuman – that's you, yes, you. If
you use a cane or a dog, people will stare as you
walk down the street. People will assume you are
more lacking in intelligence than your sighted
counterpart. People you have never met before will
ask if you want children, and if you do, they will ask
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if the kids will have the same condition that you
have, and whether that is right or wrong. Welcome.
Your reproductive autonomy is in the docks of the
moral courts of the nation's minds. (…) Going blind
(...) is a grand experiment that most don't get to try:
to observe as your brain rewires and watch as the
human body adapts in infinite ways” (Atkinson,
2007). Online encounters facilitate a gradual re-
definition of blindness from ‘lack’ and biological
‘disease’ to a condition in life that is strongly shaped
by how it is defined and acted upon.
The tropes of extra-ordinariness and heroism are
very important for making sense, as a sighted
person, of blindness; the online environment offers
access to many blind characters with extra-ordinary
achievements that impress others through their
strength, unimaginable skills, and wisdom. It also
introduces characters that are ordinary in every
respect lest of being blind, and it also introduces
characters that are confused, overwhelmed, or
otherwise vulnerable; therefore, there is a wider
range of emotional responses that the sighted
observer or interlocutor could experience.
The online environment also offers a different
kind of facility of interaction. Blindness is often
experienced, by sighted users, as a stigma – as an
embodied feeling that the interaction flow is
collapsing, awkward or otherwise difficult. The
following account of a blind person renders this
obstacle intelligible: “There is an invisible wall
between the sighted and the visually impaired,” Ms.
Squarci said. “One of the women I interviewed, she
has been blind since she was 4 years old, she told me
sighted people are almost scared to deal with the
blind. Being blind is like speaking a language. If
sighted people don’t find eye contact – which is the
first hint of communication – they feel lost and they
don’t engage” (Gonzalez, 2013). The online
environment allows sighted users the comfort of
timing interaction as they see fit, also
unidirectionally or asynchronously; of taking time to
get acquainted to visually disabled portraits without
the anxiety that one might reveal discomfort and
therefore appear as prejudiced and socially
unskilled. That is, the online medium can be used as
a training ground, a sandbox for interaction between
sighted students and blind people. This could also
provide students the opportunity on reflecting on
their emotions when encountering blind people
online, helping with the emotional work required for
successful interaction in all social situations.
A very specific resource facilitated by the online
environment refers to the aesthetics of blind faces.
The discomfort of sighted people when looking at a
blind person can be confronted and strongly
challenged by visiting online exhibitions of visual
portraits of the blind, such as, among others Gaia
Squarci exhibition (Gonzalez, 2013); Sam Ivin
Photography (Ivin, n.d.); Julia Fullerton-Batten,
Blind (Fullerton-Batten, n.d.); Charlie Simokaitis,
Fade to white (Simokaitis, n.d.).
Through online exploration and ventures,
various dimensions of interaction between sighted
and blind people could be touched: the humor of
blindness, through its many mishaps, including the
ill-suited reactions of sighted people; its absurdity
and, conversely, its capacity to highlight meaning in
life; its malleability in being experienced as a
disability, as a repertoire of skills, or as utter
normality, depending, among others, on the tools
and relations that constitute the capability of any
human being from the perspective of distributed,
‘person-plus’ (Perkins, 1993) competence.
3.3.3 Blind Personas in Learning Practice
Teachers may dispose of anything from several
hours to semesters of study for introducing
accessibility, depending on the learning context.
Blind personas (Johansson & Messeter, 2005;
Pilgrim, 2002) are a flexible tool to acquaint
students with the aesthetics of accessible design and
to evaluate their learning and motivation. Students
can participate in individual or team projects to
construct and present blind personas as users of
specific technologies, highlighting relevant
background aspects of their lives and concrete
details of their experiences with technology.
Personas can be sketched in a couple of hours or
portrayed through in-depth research, depending on
available time. A persona offers a rich ground for
expressing the aesthetics of blind characters,
accessible tools, and accessible design. Personas are
also useful tools for design in general, beyond
accessibility concerns. Such learning projects take
advantage of the variety of students’ aesthetic
preferences and professional interests as a resource
for collaborative learning about the diversity of blind
people’s life experiences and technology use.
4 CONCLUSIONS
We analyze the literature concerning accessibility in
the computer science and engineering curriculum,
focusing on the repertories of arguments and
practices that authors put forward to support
students’ motivation. We find a persistent concern
IntroducingAccessibilityforBlindUserstoSightedComputerScienceStudents-TheAestheticsofTools,Pursuits,and
Characters
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for arguing with students and readers that
accessibility is a reasonable, efficient, moral and
ultimately legally required pursuit. We also identify
empathy and mainstreaming as two motivational
drives distinct from the logical ‘web of arguments’,
instilling the interest for accessibility in emotions
and routines.
We propose an additional resource to consolidate
students’ persistent motivation: an aesthetic
appreciation of accessible tools, of working with
accessibility in mind, and of characters of blind
people – the direct beneficiaries of these pursuits.
We advance a first version of an aesthetic
motivational repertoire, including arguments,
practices, and online resources. Students’
construction and presentation of blind personas is a
flexible and useful learning tool to this purpose.
Harrison (2005) writes, reflecting on her
teaching: “If students are given the challenge of
designing an accessible site, they will rise to meet
that challenge” (p. 26). An aesthetic imagination
could make this venture even more engaging.
ACKNOWLEDGEMENTS
This article has been supported by the research
project “Sociological imagination and disciplinary
orientation in applied social research”, with financial
support of ANCS / UEFISCDI with grant no. PN-II-
RU-TE-2011-3-0143, contract no. 14/28.10.2011.
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