







Accessibility issues with programming languages and programming environments pose a major barrier for students with visual impairments to participate in computing related courses as well as threatens the productivity of professional programmers with visual impairments. To remedy this, the past two decades have witnessed an increase in accessibility research designed to investigate and address the challenges faced by people with visual impairments while programming or learning how to program. We conducted a literature review of accessibility research in this domain. The aim was to identify, aggregate, and highlight known accessibility barriers to programming faced by professional programmers and students with visual impairments learning how to code as well as to identify all solutions that have been proposed to address these barriers. We selected and analyzed 70 papers reporting on accessibility of programming and programming environments for people with visual impairments. Numerous barriers to programming by people with visual impairments have been identified in the literature. Some of these barriers are understudied and present opportunities for future work. A lot of studies have also proposed tools and new accessible programming languages to address the accessibility issues of current programming languages and programming environments.
Accessibility of low-code approaches: A systematic literature review
Context: Model-driven approaches are increasingly used in different domains, such as education, finance and app development, in order to involve non-developers in the software development process. Such tools are hugely dependent on visual elements and thus might not be accessible for users with specific challenges, e.g., visual impairments. Objectives: To locate and analyse existing literature on the accessibility of low-code approaches, their strengths and weaknesses and key directions for future research. Methods: We carried out a systematic literature review and searched through five leading databases for primary studies. We used both quantitative and qualitative methods for data synthesis. Results: After reviewing and filtering 918 located studies, and conducting both backward and forward snowballing, we identified 38 primary studies that were included in our analysis. We found most papers focusing on accessibility of visual languages and block-based programming. Conclusion: Limited work has been done on improving low code programming environment accessibility. The findings of this systematic literature review will assist researchers and developers in understanding the accessibility issues in low-code approaches and what has been done so far to develop accessible approaches.
Accessibility Beyond Accommodations: A Systematic Redesign of Introduction to Computer Science for Students with Visual Impairments
Computer science education has evolved extensively; however, systemic barriers still prevent students with visual impairments from fully participating. While existing research has developed specialized programming tools and assistive technologies, these solutions remain fragmented and often require complex technical infrastructure, which limits their classroom implementation. Current approaches treat accessibility as individual accommodations rather than integral curriculum design, creating gaps in holistic educational support. This paper presents a comprehensive framework for redesigning introductory computer science curricula to provide equitable learning experiences for students with visual impairments without requiring specialized technical infrastructure. The framework outlines five key components that together contribute a systematic approach to curriculum accessibility: accessible learning resources with pre-distributed materials and tactile diagrams, in-class learning kits with hands-on demonstrations, structured support systems with dedicated teaching assistance, an online tool repository, and psychosocial support for classroom participation. Unlike existing tool-focused solutions, this framework addresses both technical and pedagogical dimensions of inclusive education while emphasizing practical implementation in standard university settings. The design is grounded in universal design principles and validated through expert consultation with accessibility specialists and disability services professionals, establishing foundations for future empirical evaluation of learning outcomes and student engagement while serving as a template for broader institutional adoption.

Ubiquitous Accessibility for People with Visual Impairments: Are We There Yet?
Ubiquitous access is an increasingly common vision of computing, wherein users can interact with any computing device or service from anywhere, at any time. In the era of personal computing, users with visual impairments required special-purpose, assistive technologies, such as screen readers, to interact with computers. This paper investigates whether technologies like screen readers have kept pace with, or have created a barrier to, the trend toward ubiquitous access, with a specific focus on desktop computing as this is still the primary way computers are used in education and employment. Towards that, the paper presents a user study with 21 visually-impaired participants, specifically involving the switching of screen readers within and across different computing platforms, and the use of screen readers in remote access scenarios. Among the findings, the study shows that, even for remote desktop access—an early forerunner of true ubiquitous access—screen readers are too limited, if not unusable. The study also identifies several accessibility needs, such as uniformity of navigational experience across devices, and recommends potential solutions. In summary, assistive technologies have not made the jump into the era of ubiquitous access, and multiple, inconsistent screen readers create new practical problems for users with visual impairments.

Digital accessibility is real and tangible
A workshop using real-life examples and first-hand experience of how assistive technology works can result in a deeper understanding of accessibility needs

Practical Accessibility — A get-right-down-to-it online course for Web designers and developers who want to start creating more accessible Web user interfaces and digital products today
A get-right-down-to-it online course for Web designers and developers who want to start creating more accessible Web user interfaces and digital products today

recommended techniques for accessibility champions - A11y Toolkit
An open-source library of techniques to avoid the most common accessibility failures.
Substrates via Accessibility
The social model of disability holds that disability is produced by environments, not by bodies — that when software fails to accommodate a person’s needs, the environment is disabling them. We argue that the dominant organization of computing produces such interaction mismatches structurally: the commodity form of software requires a standardized consumer, and everyone whose needs diverge from this imagined subject is disabled by the software environment. The substrates research community has identified properties — disclosure, composability, malleability — that would address this, but the commodity form actively selects against these properties because they dissolve the boundaries on which exchange value depends. This raises a question: how can infrastructure organized against the grain of commodity logic be made durable? We find a precedent in accessibility infrastructure — sustained not by patronage but by the organized counter-power of disability rights movements. Through Allio, a system for cross-application augmentation built on accessibility APIs, we illustrate both what this foundation makes possible and where its limits lie. We argue that the accessibility case reframes the substrates programme’s central challenge as political-economic: the question of who sustains substrate infrastructure, and through what social mechanisms, is as important as the question of what properties it should have.
An introduction to screen readers
A screen reader allows people who are blind or visually impaired to use their computer. This factsheet provides an overview of the main screen readers available for people to use with their computer
lukeslp/awesome-accessibility
Curated list of accessibility resources, tools, and best practices for creating inclusive digital experiences
A Deep Dive into Accessibility APIs, Part 1 — Knowbility
In this first Deep Dive into Accessibility APIs installment, we'll start from absolute scratch and recount the widely available basic story. It's written for beginners, but the fact that I describe web accessibility in the broader context of software accessibility might offer a different twist for current practitioners as well. Parts 2 and 3, on the other hand, are more technical. Although those discussions may largely be of interest only to "inquiring minds that want to know", understanding the history and variety of the specialized protocols at the heart of this process sheds light on why screen readers sometimes perform differently in the same application or on the same web site while also providing a glimpse of a likely future.

Artificial intelligence-powered smart vision glasses for the visually impaired
Purpose: In India, 4.80 million people are blind, and 4.69 million have severe visual impairment. Globally, the digital era and the advent of artificial intelligence devices offer solutions for daily challenges faced by the visually impaired, but they are often expensive. This study evaluates the acceptance and usability of a cost-effective AI-powered spectacle-mounted assistive device in a multicentric Indian cohort. Methods: Smart vision glass (SVG) is a lightweight tool, mounted on a spectacle frame with braille-coded keys and a real-time voice interface for guiding the visually impaired, and is connected to a smartphone Android App. The four major functions of the device are as follows: “Things Around You,” “Reading,” “Walking Assistance,” and “Face Recognition.” Ninety participants were recruited from five vision rehabilitation centers across India, and feedback was collected after a month’s usage. Results: The mean age of the participants was 23.5 years (range: 6 to 56 years) with 58.9% male; 51% from rural areas; and 64.4% students. As per the World Health Organization (WHO) classification, 90% of the participants were blind (best corrected visual acuity in better eye less than 3/60). A total of 100% of the participants were able to access all the functions of the SVG. Participants reported a positive experience with “Reading” (72.9%), “Things Around You” (44.7%), “Face Recognition” (36.5%), and “Walking Assistance” (22.4%). About 2/3rd of the participants utilized the device for an hour or more per day. Conclusion: SVG is a promising cost-effective device for the blind and severe visually impaired in aiding their day-to-day challenges and becoming self-reliant.

Making Programming Visual, Spatial, and Learnable
What's wrong with linear, static programming mediums and how might we improve them?

Learnable Programming
Here's a trick question: How do we get people to understand programming?
The Road to Good Intentions Is Paved with Hell: A Deep Dive into Accessibility APIs, Part 2 — Knowbility
This post is the second in a three-part series about how screen readers obtain what users need from applications and operating systems.

Library Guides: Accessibility Toolkit for Open Educational Resources (OER): Home
Accessibility guide for creating OER


Radical Accessibility and the Hyperaudio Lite Editor

When DRM Comes For Your Wheelchair
knowbility.org
The "Disability Dongle": Why Silicon Valley Hates Me and you., Sightless Scribbles
Screen Record App: screenpipe — Record Everything & Search Instantly
In 1977, Disabled activists occupied the Federal Building in San Francisco to demand the passage of Section 504— legislation to protect…