Initiatives, Education, and Programming

A11y Bytes: Bite-Sized Tips for Enhancing Digital Accessibility

A11y Bytes is a new series offered by the ITS Digital Accessibility Team. This series is a resource offering bite-sized tips and information dedicated to enhancing digital accessibility at ISU. Our goal is to demystify the realm of digital accessibility, fostering an environment where creating inclusive online experiences becomes feasible and inviting.  

"A11y" is a shorthand for "accessibility," with the number 11 representing the number of letters omitted between the "A" and "y." "Bytes" conveys the idea of delivering information succinctly, reminiscent of the way computer data is measured in bytes. Thus, "A11y" merges with "Bytes" to form the concept of "A11y Bytes."  

Information on upcoming A11y Bytes sessions and tips will be posted to the Digital Accessibility at ISU group's A11y Bytes channel.

Assistive Technology Available in Tech Lending

Coming soon: Hardware and software will be available for checkout at Tech Lending in Parks Library

  • Computers
  • Eye tracker
  • Video magnifiers
  • Speech recognition headsets
  • Screen reading software
  • Accessible browser plugins
  • Virtual reality headsets
  • Accessible gaming equipment
  • Braille display
  • Wearable keyboard and mouse
  • And more


The Digital Accessibility team offers several services to campus departments, programs and units. 

Accessibility Audits

The Digital Accessibility team works in collaboration with Procurement Services on enterprise level software audits for university purchasing. For accessibility review purposes, the team reviews the software’s Voluntary Product Accessibility Template (VPAT), Accessibility Conformance Report (ACR), or accessibility information provided within the Higher Education Community Vendor Assessment Toolkit (HECVAT) lite. The team also completes manual accessibility testing of the product using assistive technologies for review of compliance with WCAG 2.1 AA.

Campus Consultation

The Digital Accessibility team provides consultation on the creation of digitally accessible course material and campus resources. Our team also works to develop digital accessibility resources, expand and facilitate campuswide Digital Accessibility training courses, and provide college-level and departmental training.

Request a Digital Accessibility Consultation

Research and Grant Collaboration

The Digital Accessibility team collaborates with faculty and staff on grants pertaining to advancing digital accessibility efforts. Such grants can include making games accessible, gaming controller mapping and adaptive gaming considerations among others.


User Experience Testing and Research

The Digital Accessibility team has expertise with many UX process, assistive technology and design methods. Team members can design user interfaces, websites, apps, games and other digital products or work with campus teams on best practices for including digital accessibility from the beginning of a project.


Publications, Grant Participation, and Presentations 

  • Fisher, C., Kang, S., Wiley, C. (2023). “Awareness, Understanding, and Attitudes of Digital Accessibility in Tech Professionals.” HCI International Conference Proceedings, July 23-28, Copenhagen, Denmark.
  • Wiley, C., Ouverson, K., Wendling, B. (2022). “Mixed-Methods Research to Support Development of Campuswide Digital Accessibility Policy at Iowa State University.” A Guide to Digital Accessibility: Policies, Practices, Tools, and Professional Development. Quality Matters.
  • Wiley, C. (2020) “Nothing About Us Without Us… Including Pizza: The Practice of Designing with Accessibility in Mind.” AIGA Design Educator’s Newsletter, October 8, 2020.

In Progress:
  • Consultation: 2023 NIGMS Enhancing Program Evaluation Capacity Grant, NIH, "Empowering Researchers through Evaluation: The Development of Online Educational Modules for Evaluating Biomedical Research Training Programs.
  • Wiley, C. 2020 Digital Accessibility Consultant for PIRI Grant, Iowa State University ($600,000—3 years)  “Game2Work: Accelerating the future of work through a game-based, human-autonomy teaming platform,” led by Larysa Nadolny, Associate Professor, School of Education; Michael Dorneich, Associate Professor, Industrial & Manufacturing Systems Engineering and large research and support team from across campus. 
  • Wiley, C. 2019 Computation Advisory Council ($25,000), Digital Accessibility Lab startup funds, Iowa State University 
  • Wiley, C. 2019 HCI Alumni Participant Grant ($3,500), XR Brain Jam, The New School, New York, New York 
Non awarded:
  • Wiley, C. 2021 Co-PI for National Science Foundation (NSF) Innovations in Graduate Education (IGE) ($500,000—3 years) 
    • The Innovative Digital Accessibility Program (IDAP) at ISU seeks to increase awareness of digital accessibility within computing-related graduate disciplines as an investment in creating a campus climate that contributes to an increase in the enrollment of computing students with disabilities in these disciplines. One in five American adults have a disability that affects their ability to use the Internet. Likewise, the technology industry reports that new hires lack sufficient accessibility skills, even as the demand for these skills grows. A survey of computing-related degree programs notes that only half of students even encounter accessibility as a topic in their graduate coursework. Inadequate skills in this area limits graduates’ competitiveness for industry jobs. Our goal is to infuse accessibility in graduate computer design courses, increasing awareness of the needs of people with disabilities among ISU students, as well as opportunities to develop the skills necessary to meet those needs in their product design and development. Collaborating with Alyssa Emery (PI), Assistant Professor, School of Education.; Sung Kang (Co-PI), Professor, Graphic Design; and Stephen Gilbert (Co-PI), Associate Professor, Industrial & Manufacturing Systems Engineering and Associate Director, VRAC. 
  • Wiley, C. 2021 Co-PI for National Science Foundation (NSF) Secure and Trustworthy Cyberspace (SaTC) ($500,000—3 years) 
    • This project aligns with the NSF’s goal to develop a scientifically literate public, and increase the representation of marginalized groups within STEM fields. First, we will contribute to the growing literature on the use of gameful pedagogical tools in the preparation of future engineers. Second, we will advance theoretical and practical understandings of how different aspects of achievement motivation are developed in large introductory courses. Third, we will support the research training and experience of graduate and undergraduate students. We will develop a game based laboratory cyber village called Hackerville. Collaborating with Doug Jacobson (PI), Professor, Department of Electrical and Computer Engineering; Larysa Nadolny (Co-PI), Associate Professor, School of Education; and Alyssa Emery (Co-PI), Assistant Professor, School of Education. 
  • Wiley, C. 2021 Co-PI for Department of Defense (DoD) National Defense Education Program (NDEP) Award: STEM ($3 million—3 years) 
    • Our aim is to ensure that students in grades 9-12 can articulate the importance of cybersecurity best practices, identify actions they can take online as responsible public citizens, recognize public support available to them if they face cybersecurity concerns, and discover career pathways that may be available to them in the future. To do this, we are developing Hackerville—an accessible, inclusive cybersecurity learning platform—designed to be integrated into content courses not typically associated with STEM programming (e.g., English literature, social studies, etc.). Across the project, we will evaluate Hackerville’s accessibility, investigate students’ perceptions of inclusiveness as they play, measure their cybersecurity learning, and explore the extent to which students develop a value for cybersecurity. Collaborating with Doug Jacobson (PI), Professor, Department of Electrical and Computer Engineering; Larysa Nadolny (Co-PI), Associate Professor, School of Education; and Alyssa Emery (Co-PI), Assistant Professor, School of Education. 

  • Wiley, C., Wendling, B., Das, M., Farber, C. (2022). “Teach Access Global Accessibility Awareness Day Panel.” Virtual Panel, May 19, 2022.
  • Wiley, C., Fisher, C., Wendling, B. (2022). “The A11yCats Game Design Process: An Irreverent Reverent Adventure in Accessibility,” axeCon 2022. Virtual. March 2022
  • Sonka, K., Wiley, C., Yoon, C. (2021). “Teach Access: On A Mission to Ensure Products Are Born Accessible,” Accessing Higher Ground Accessible Media, Web and Technology Conference, Denver, Colo., November 19, 2021.
  • Sonka, K., Wiley, C., Huibregtse, S. (2021). “Teach Access: Eliminating the Accessible Skills Gap,” OLC Accelerate 2021 featured session, National Harbor, Md., Oct. 5-8, 2021.
  • Wiley, C., Beksa, J., Henke-Reed, D. (2021). “Accessible Gaming Panel,” International Association of Accessibility Professionals (IAAP), Virtual, June 2, 2021.
  • Sonka, K., Wiley, C., Yoon, C., Reuschel, W. (2021). “Teach Access: How to Reach 1 Million Students to Eliminate the Technology Skills Gap in Accessibility,” A11yCamp Bay Area. Virtual Panel. May 22, 2021.
  • Wiley, C. (2021). “Testing Online Course Materials: Hiring Students with Disabilities,” Association on Higher Education and Disability. AHEAD Spring Colloquium 2021, Virtual, May 19-21, 2021. 
  • Rowland, C., Keegan, S., Wiley, C., Domanski, R., Ladner, R. (2021). “Teach Access: University Partners Panel,” John Slatin Virtual AccessU 2021, Virtual Panel, May 18-20, 2021.
  • Wiley, C. & Nadolny, L. (2020). “Game-Based Learning: The Importance of Accessibility and WCAG 2.1/2.2,” Accessible Learning Conference, Michigan State University, November 12, 2020.
  • Wiley, C. (2020). “Negotiating with IT Vendors Shouldn’t Feel Like a Used-Car Deal,” Association on Higher Education and Disability (AHEAD), Virtual, October 27, 2020.
  • Wiley, C. (2020). “Accessible Game Design: It’s 2 point 1 fun!” A11yTalks June Edition, YouTube Livestream, June 17, 2020.
  • Wiley, C. (2020). “Digital Accessibility: Becoming an A11y Through Design,” Advocacy in Design: Engagement, Commitment, and Action, Fourteenth International Conference on Design Principles & Practices, Pratt Institute, Brooklyn, Ny., March 16-18, 2020. Conference canceled due to COVID-19. 
  • Wiley, C. (2020). “The Museum Version 2.1: Inclusive Design Through Digital Accessibility,” Paper Presentation, College Art Association Annual Conference, Chicago, Ill., February 12-15, 2020.
  • Wiley, C. (2018). Invited Mentor (Diversity, Equity and Inclusion through Digital Interactions), SXSW EDU, Austin, Tex., March 5-8, 2018.


To contact the Digital Accessibility team, please email You can also view the Digital Accessibility Microsoft Teams channel for university faculty, staff, and students.