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Accessible Mainstream Products

Accessible Mainstream Products. AT Act Projects April 29, 2010 Jim Tobias, Inclusive Technologies. Outline. A few examples What’s the big idea? More examples, in categories Resources Crowd-sourcing experiment. Examples. Cell phone alarm. Waterproof, flexible keyboard.

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Accessible Mainstream Products

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  1. Accessible Mainstream Products AT Act Projects April 29, 2010 Jim Tobias, Inclusive Technologies

  2. Outline • A few examples • What’s the big idea? • More examples, in categories • Resources • Crowd-sourcing experiment

  3. Examples

  4. Cell phone alarm

  5. Waterproof, flexible keyboard

  6. Touchless soap dispenser

  7. What’s the big idea? • Accessibility is about features rather than products (or how they’re named) • Mainstream products • are profuse • have diverse features • often inexpensive • are “normal” and fun

  8. Categories

  9. “Basic Interaction”

  10. Digital picture frames

  11. Recordable greeting cards

  12. Nabaztag • “Internet of Things”

  13. Timing & Scheduling

  14. GameDr.

  15. Study ball

  16. DaysAgo

  17. Getting around ... and back!

  18. GPS keychain

  19. “Chaperone”

  20. Information & communication technology (ICT) access

  21. Keyboards

  22. Wii TV controller Gesture recognition

  23. Object recognition

  24. Mobile devices • Many accessibility features • Picture ID • Bluetooth (input & output) • GPS • speech in & out • Software (“App Store”) • lively, low cost market • unique to each brand, platform, or model

  25. Summing up the technological options

  26. Ups & downs of “AMPs” • Advantages • anywhere & everywhere • less expensive • “normal” • engaging • Disadvantages • hunting down “the right one” • adapting them • funding • here today, gone tomorrow

  27. Resources

  28. Information • We’re all “shoppers with a special eye” • look for “easy to use”, “ergonomic”, “convenient”, “freedom”, “comfort” • PhoneScoop - Finder • Radio Shack etc. • Coolest Gadgets • Ricability • Access on Main Street

  29. Technological assistance • Do you really need help? • confidence • peer networks • Developers and marketers are very approachable and looking for new applications • Local talent • “Maker” and “hacker” cultures

  30. Crowd-sourcing Experiment

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