Garreth W. Tigwell
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Garreth W. Tigwell has a total of 106 co-authors. Here are the top co-authors by number of shared publications:
- Jiangnan Xu
Rochester Institute of Technology
11 shared publications - Sanzida Mojib Luna
Computing and Information Sciences, Rochester Institute of Technology, Rochester, New York, USA
11 shared publications - Kristen Shinohara
School of Information, Rochester Institute of Technology, Rochester, New York, USA
7 shared publications - Laleh Nourian
Department of Computing and Information Sciences, Rochester Institute of Technology, Rochester, New York, USA
7 shared publications - Alan Chamberlain
University of Nottingham, Nottingham, United Kingdom
6 shared publications - Michael Saker
City University London, London, United Kingdom
6 shared publications
Latest Publications
- Open Access
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-37
Sustaining Motivation and Re-engagement Through Accessibility: A Multi-Phase Study of Deaf and Hard of Hearing Players in Mixed Reality Exergames
Recent trends in mixed reality (MR) exergames offer new opportunities for home-based, visually driven physical activity, but require accessible designs. For example, many conventional fitness systems often depend on spoken instruction and audio cues, limiting accessibility for Deaf and Hard of Hearing (DHH) people. Accessibility and user experience for DHH users are often treated as static, assessed at a single point in time. This framing overlooks how accessibility features may shape their experience, effort, and motivation differently as familiarity develops. Our research, therefore, investigates how DHH users’ motivation and engagement evolve in MR exergames across multiple sessions and how accessibility needs shift with familiarity. We conducted a three-phase exploratory study comprising a 10-day in-home user study utilizing ARWell PRO , design workshops, and feedback on visual mockup sessions. Our findings show that early-use features (e.g., captions and detailed visual guidance) can become effortful over time due to visual load, while efficiency-oriented features may inadequately support newcomers. Repeated engagement revealed trade-offs between guidance, autonomy, and cognitive effort, positioning accessibility as an evolving rather than static property. We further propose design directions and open research questions around adaptive instruction, modality choice, visual expressiveness, customization effort, and clarity versus discovery.
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-37
Open AccessSustaining Motivation and Re-engagement Through Accessibility: A Multi-Phase Study of Deaf and Hard of Hearing Players in Mixed Reality Exergames
Recent trends in mixed reality (MR) exergames offer new opportunities for home-based, visually driven physical activity, but require accessible designs. For example, many conventional fitness systems often depend on spoken instruction and audio cues, limiting accessibility for Deaf and Hard of Hearing (DHH) people. Accessibility and user experience for DHH users are often treated as static, assessed at a single point in time. This framing overlooks how accessibility features may shape their experience, effort, and motivation differently as familiarity develops. Our research, therefore, investigates how DHH users’ motivation and engagement evolve in MR exergames across multiple sessions and how accessibility needs shift with familiarity. We conducted a three-phase exploratory study comprising a 10-day in-home user study utilizing ARWell PRO , design workshops, and feedback on visual mockup sessions. Our findings show that early-use features (e.g., captions and detailed visual guidance) can become effortful over time due to visual load, while efficiency-oriented features may inadequately support newcomers. Repeated engagement revealed trade-offs between guidance, autonomy, and cognitive effort, positioning accessibility as an evolving rather than static property. We further propose design directions and open research questions around adaptive instruction, modality choice, visual expressiveness, customization effort, and clarity versus discovery.
- Open Access
- 24 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Exploring How Purpose of Activities Shapes Older Adults’ Engagement with Extended Reality
- 24 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Open AccessExploring How Purpose of Activities Shapes Older Adults’ Engagement with Extended Reality
- Open Access
- 24 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-18
From Compliance to Creativity: A Longitudinal Study of How Accessibility Constraints Impact Early-Career, Small-Company Mobile Designers
- 24 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-18
Open AccessFrom Compliance to Creativity: A Longitudinal Study of How Accessibility Constraints Impact Early-Career, Small-Company Mobile Designers
- Open Access
- 24 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-21
ColorA11Y: Enhancing Creative Design Workflows with Just-in-Time Color Accessibility Recommendations
- 24 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-21
Open AccessColorA11Y: Enhancing Creative Design Workflows with Just-in-Time Color Accessibility Recommendations
- Open Access
- 15 May 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Accessible Computing
Experiences and Perceptions of Blind and Low-Vision (BLV) People with Retail Self-Checkout Systems
The Americans with Disabilities Act (ADA) of 1990 has required retailers to ensure the accessibility of their stores to all consumers. However, consumer-facing in-store technology has rapidly grown and has not always been developed to be accessible to blind and low-vision (BLV) people. We surveyed 86 BLV respondents to understand current concerns with in-store technology and found self-checkouts (SCOs) were frequently used but also presented accessibility barriers. Next, we conducted a set of 10 contextual inquiries with BLV participants using SCOs. We found current SCOs negatively affected independence, self-efficacy, and equality for our BLV users. In addition to our findings, we present a design for an accessible SCO addressing the concerns of BLV while keeping retail corporations’ needs in mind.
- 15 May 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Accessible Computing
Open AccessExperiences and Perceptions of Blind and Low-Vision (BLV) People with Retail Self-Checkout Systems
The Americans with Disabilities Act (ADA) of 1990 has required retailers to ensure the accessibility of their stores to all consumers. However, consumer-facing in-store technology has rapidly grown and has not always been developed to be accessible to blind and low-vision (BLV) people. We surveyed 86 BLV respondents to understand current concerns with in-store technology and found self-checkouts (SCOs) were frequently used but also presented accessibility barriers. Next, we conducted a set of 10 contextual inquiries with BLV participants using SCOs. We found current SCOs negatively affected independence, self-efficacy, and equality for our BLV users. In addition to our findings, we present a design for an accessible SCO addressing the concerns of BLV while keeping retail corporations’ needs in mind.
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-17
Understanding the Dynamics of Trust in Location-Based Games as Hybrid Spaces: The Players' Perspective
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-17
Open AccessUnderstanding the Dynamics of Trust in Location-Based Games as Hybrid Spaces: The Players' Perspective
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-20
ASL Educators’ Perspectives on AI for Enhancing Student Learning in American Sign Language Education
Interest in learning American Sign Language (ASL) is growing across higher education institutions in North America, as reflected in rising enrollments. Yet this growth is constrained by limited program availability and few opportunities to practice outside the classroom. AI-based technologies show promise for supporting ASL learning, but educators – who bring essential pedagogical, linguistic, and cultural expertise – have been largely absent from conversations on the design of these tools, with prior work focusing primarily on learners. To address this, we conducted formative interviews with eleven Deaf and one hearing ASL instructor, followed by two focus groups with six Deaf educators, to examine how AI tools could support ASL education. Findings revealed priorities for technology design and considerations for integration into existing pedagogical practices, with attention to curricular, linguistic, and access factors. We offer insights for designing and researching technologies aimed at (1) providing adaptive, structured feedback on signing performance and (2) supporting immersive conversational practice with virtual signing partners.
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-20
Open AccessASL Educators’ Perspectives on AI for Enhancing Student Learning in American Sign Language Education
Interest in learning American Sign Language (ASL) is growing across higher education institutions in North America, as reflected in rising enrollments. Yet this growth is constrained by limited program availability and few opportunities to practice outside the classroom. AI-based technologies show promise for supporting ASL learning, but educators – who bring essential pedagogical, linguistic, and cultural expertise – have been largely absent from conversations on the design of these tools, with prior work focusing primarily on learners. To address this, we conducted formative interviews with eleven Deaf and one hearing ASL instructor, followed by two focus groups with six Deaf educators, to examine how AI tools could support ASL education. Findings revealed priorities for technology design and considerations for integration into existing pedagogical practices, with attention to curricular, linguistic, and access factors. We offer insights for designing and researching technologies aimed at (1) providing adaptive, structured feedback on signing performance and (2) supporting immersive conversational practice with virtual signing partners.
- 15 December 2025
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 42 (15) , 1-27
Cultural Crossroads in Design: Insights From Non-Western Immigrant Designers Working in Design Teams in the U.S.
- 15 December 2025
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 42 (15) , 1-27
Cultural Crossroads in Design: Insights From Non-Western Immigrant Designers Working in Design Teams in the U.S.
- Open Access
- 9 December 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Computer-Human Interaction
- Vol. 32 (6) , 1-24
Understanding the Interplay between the Digital and the Physical in Shared AR Gaming: Probing through Urban Legends
Shared Augmented Reality (Shared AR) is an emerging technology that enables multiple users to interact synchronously within a collocated AR environment. Yet, there is limited research on the group interactions and dynamics in Shared AR, particularly in the context of gaming. To address this gap, we investigate Shared AR group interactions using a phone-based Shared AR mobile game called Urban Legends . Through in situ observations, focus groups, and one-on-one interviews with 22 participants, we examine how users collaborate and communicate within the game. Our findings reveal that while verbal communication predominates, non-verbal cues are often overlooked by collocated participants, and users initially struggle to recognize the expansive virtual space and the need for physical movement. Over time, users adapt to the hybrid environment, demonstrating increasing spatial awareness and more dynamic collaboration. Based on these insights, we present a suite of design recommendations for enhancing spatial awareness, supporting multi-modal communication, and fostering engaging group dynamics in future Shared AR applications.
- 9 December 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Computer-Human Interaction
- Vol. 32 (6) , 1-24
Open AccessUnderstanding the Interplay between the Digital and the Physical in Shared AR Gaming: Probing through Urban Legends
Shared Augmented Reality (Shared AR) is an emerging technology that enables multiple users to interact synchronously within a collocated AR environment. Yet, there is limited research on the group interactions and dynamics in Shared AR, particularly in the context of gaming. To address this gap, we investigate Shared AR group interactions using a phone-based Shared AR mobile game called Urban Legends . Through in situ observations, focus groups, and one-on-one interviews with 22 participants, we examine how users collaborate and communicate within the game. Our findings reveal that while verbal communication predominates, non-verbal cues are often overlooked by collocated participants, and users initially struggle to recognize the expansive virtual space and the need for physical movement. Over time, users adapt to the hybrid environment, demonstrating increasing spatial awareness and more dynamic collaboration. Based on these insights, we present a suite of design recommendations for enhancing spatial awareness, supporting multi-modal communication, and fostering engaging group dynamics in future Shared AR applications.