 |
Market Needs |
State-of-the-Practice |
Strengths and Weaknesses |
Unmet Needs
|
Ideal Products |
Barriers and Resources |
References |
The following information is the raw data collected during the T2RERC's Stakeholder Forum. It
reflects the comments and needs as expressed by the Forum participants. The information is
provided in no particular order.
Market Needs (unmet needs of consumers, researchers, etc.)
The importance of recognizing that the needs of people who are totally blind are significantly
different than the needs of people who have partial sight was emphasized by all participants. In
addition, both groups stated that the existence of multiple disabilities requires product design to
allow for customization to meet each individual's needs; there is no one solution that will suit
every individual's needs.
Needs of Consumer Electronics include:
- simple method of applying tactile labels to new products;
- improved disability etiquette from the providers of consumer electronics;
- information on features and functions of device must be available to the user prior to
purchase;
- should have personal accessible interfaces rather than trying to make all devices universally
accessible to all people;
- should provide general purpose access to "all" household appliances, devices and products;
- should have ability to locate electronic devices in the immediate environment (e.g., public
terminals, devices within the home);
- should have a feature to reconfigure input and output methods at the touch of a button, such
that they suit a person's ability level (e.g., speech, Braille, large print);
- should use high contrast displays (e.g., avoid low contrast buttons / controls);
- should be able to customize or upgrade device as a person's needs change;
- non-standard device features should be optional (as on standard cell phones);
- should address user safety concerns (e.g., if the device in use is a fan, then a person with a
visual impairment needs to know where the blades are and if they are spinning);
- should identify location and boundaries of all buttons and controls (e.g., avoid flat-panel
controls and touch screens);
- should provide non-visual means of identifying location and purpose of controls, particularly
as a control's function changes during use such as:
- tactile cues, such as a bump on the number 5 on a standard keypad,
- large print labels on buttons,
- high-contrast labels on buttons;
- should reduce likelihood of "accidental selection" of buttons and controls (e.g., thermally
activated buttons that are too heat sensitive);
- should provide information on alternative functions that a switch / button can perform;
- should provide information on user's current location within a menu;
- should provide information on how to make selections within a menu;
- should provide information regarding menu items selected;
- should provide speech recognition based help function (e.g., user can ask intelligent, context
dependent questions);
- should provide information on button combinations and results of selecting combinations;
- should require only a few simple steps for device set up;
- should have accessible operating instructions and training materials (e.g., in alternative nonvisual
formats, graphical information in narrative form);
- should provide a verbal tour through device features and functions;
- should request confirmation of selections (e.g., as a method to reduce inappropriate
selections);
- should be able to customize interface to suit a particular individual;
- should be able to customize interface from a user profile (e.g., pre-determined user
accommodations);
- should be able to reset device to default state;
- should be able to correct errors when they are made (e.g., "undo" function);
- should provide feedback on "change of state" for device being controlled (e.g., a beep for
each degree of increase in temperature on a stove);
- should place commonly used buttons in easy to access locations on the device;
- should design user interfaces in a consistent / uniform manner (e.g., reduce learning time for
new devices);
- should simplify the user interface without reducing device functionality;
- should have output modality that accommodates user ability / need (e.g., tactile, auditory);
- should provide clear and accurate auditory feedback on device status or control actuation;
- should have easy auditory discrimination (e.g., more than 1 kHz tones between tones);
- should have distinct auditory indicators (e.g., tones, sounds) for distinct event;
- should provide an error message or other indication when a failure has occurred;
- should provide information on the physical output for the machine being controlled (e.g.,
Coke or raspberry juice from a vending machine);
- should provide information on available options for the machine being controlled (e.g.,
cream or black for a coffee machine);
- should be affordable to consumers;
- must transfer technologies from other industries to create no-cost solutions within the
industry;
- need smart-house standardization;
- standard socket/port on various devices that will be controlled (e.g., to enable users to
control those devices with one universal interface);
- need personal accessors for interaction with other devices[Note: A personal accessor is a
device that allows assistive technologies (such as voice input or input from an eye tracking
system) to mimic input from a standard keyboard or mouse (Scott, 1998). The device is
expected to provide wireless access to a variety of devices including PC kiosks, ATMs,
appliances, and electronic equipment (Perry, 1996). Sun Microsystems and Benetech are
working on a personal accessor, called the "Sonorous," that operates on a Compaq IPAQ
using JINI connection technology (Beard and Korn, n.d.).] [Note: The overall goal of JINI is
to make software services (such as online newscasts or banking services) as easily accessible
as a telephone dial tone (JAVA World, 2000).];
- need consumer electronics that are able to recognize and interact with personal accessor (i.e.,
person carries an interface to access and control any consumer electronic device);
- should exploit the intelligence in smart homes [Note: Smart homes are networked systems
that enable various devices in the home to communicate with each other and allow the
homeowner to interact with this systems remotely (Joseph Rowntree Foundation, 2003)] by
absorbing some of the operational burden from the user (e.g., chips in the packaging of
commonly microwaved foods that automatically set controls);
- ability to configure public terminals wirelessly.
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State-of-the-Practice (current technology, strengths, weaknesses, etc.)
Products/technologies/accommodations currently used to access consumer electronics include:
- information from other parallel accessible sources:
- assistance from another person (e.g., directory assistance by operator);
- visit company websites for accessible documentation;
- call technical support on the telephone;
- personal accommodations by user:
- use portions of system (e.g., can make calls on cell phones but text messaging is not
accessible to persons with visual impairments);
- memorize controls and control sequences;
- learn functions and operate devices by trial and error;
- employ hand-held optical or video magnifiers to read displays and controls;
- labeling:
- Braille labels;
- tactile labels (e.g., boundaries, letters, self-identifying shapes);
- high contrast labels;
- alternative media for documentation:
- charts and graphics represented as text descriptions;
- tactile graphics and charts that provide auditory feedback when regions are touched by
the user;
- tactile graphics with a numbered text legend corresponding to graph areas (numbered
legends are placed on disk and accessed via speech or refreshable Braille);
- devices with voice recognition (e.g., personal computers, internet voice portal);
- devices with speech output (e.g., microwaves, remote controls, battery readers, security
systems, ATM machines);
- optical character recognition (OCR) devices that are capable of reading consumer electronics
displays [Note: OCR takes text on paper and translates it into a form that a computer can
store, enabling a user to manipulate the document electronically (Jupitermedia Corporation,
2003)];
- first generation "personal accessors" (e.g., cell phones, PDAs, wireless access) provide
limited access to electronic devices;
- automated personal assistant (e.g., advanced speech access) [Note: Advanced speech access
enables users to interact with software systems via telephone (hard lined or wireless) using
natural language. Users can send and receive email messages, create conference calls, and
plan calendar events and meetings (Nuance Communications, 2003).]; Bluetooth™ wireless devices [Note: Users can interface with, synchronize, and exchange
information between Bluetooth™ enabled mobile computers, mobile phones, and portable
handheld devices. Bluetooth™ can also provide internet connectivity (Bluetooth, 2003).];
- Closed-circuit television (CCTV).
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Speech Output
The strengths of speech output include:
- intuitive when user interface is logically designed;
- effective with users already comfortable receiving information by way of speech;
- basic speech output capabilities available in current market;
- easily applied to current generation of low-vision and blindness products;
- mass production of speech output technology and of devices employing speech output could
reduce the cost of products;
- high quality synthetic text-to-speech is generally easy to understand;
- can provide auditory feedback with each button press (guide and confirm control);
- relatively inexpensive to implement as long as the domain of speech is constrained (e.g.,
implements fixed rather than general purpose vocabulary);
Speech output weaknesses include:
- user must have adequate hearing;
- not useful for people who have auditory processing problems;
- not all speech engines produce high quality synthetic speech;
- difficult and expensive to implement speech output for complex applications (e.g., for an
ATM or Microsoft Windows™ operating system);
- must provide every bit of the vision-based functionality in auditory form (perhaps augmented
by tactile and other information);
- auditory output is transient, creating a cognitive burden (e.g., user can't verify information
as with tactile output, and must continuously attend to speech output);
- auditory output may not allow the user to work at their own pace (e.g., time window in
which a user must perform some operation. If the user does not act quickly enough, the
device will reset, forcing the user to start the input process over from the beginning);
- limited (constrained)vocabulary;
- does not generally provide a means to retrace steps in an action (e.g., selection) sequence;
- lack word repetition in synthetic speech (e.g., word repetition clarifies the meaning of
statements in natural speech);
- when available, using "repeat button" [of last speech output] may diminish the quality of the
experience;
- synthetic speech lacks prosodic information (e.g., stress, emphasis, and/or elongated
syllables provides information that helps people understand natural speech);
- difficult to use auditory output with embedded menus (e.g., difficult to get clarification on
menu options).
Speech Input
Speech input strengths include:
- easy to use;
- natural;
- does not require additional skills;
- does not force a user to learn a new language;
- only requires the user to learn how to interact with the system;
- certain deployments of the technology allow for human assistance when speech input system
fails (e.g., a speech input machine may recognize speech, but if it fails it switches to a
human operator);
- speaker independent systems recognize any user's voice without training. (Speaker
dependent devices must be trained to recognize specific speech patterns);
- stand alone voice recognition possible;
- remote (network based, server based) voice recognition allows manufacturers to avoid
building individual devices with voice recognition capabilities;
- remote (network based, server based) may have better performance (e.g., greater processing
capabilities);
- phone-based systems have good word recognition performance;
- phone-based systems can be designed to reduce environmental noise;
- rapidly improving technology (e.g., systems capable of recognizing 1,000 words are
available on mobile phones).
Speech input weaknesses include:
- many systems do not support continuous speech (speech in a conversational manner);
- some systems have limited vocabularies (users limited to words the system is familiar with);
- speaker dependent systems require training to learn commands;
- some systems are very sensitive to prosody (loudness, stress, pace, inflection) and therefore
perform poorly for persons with transient or disability-based speech impairments;
- user with a visual impairment will be unable to recognize homonym (different words with the
same sound) errors;
- performance is generally poor for persons with speech impairments;
- background noise can interfere with accurate recognition;
- voice recognition does not (generally) utilize contextual information;
- system status (on/off, functioning/not functioning) is not available to user;
- speech recognition capability can be very expensive (e.g., on individual devices);
- if it is located in the terminal, then the cost is assumed by person who buys that
individual terminal;
- if it is embedded in a network that serves 1,000 customers, then that cost can be divided
by all 1,000 members;
- voice recognition is not appropriate for all electronic devices;
- voice recognition requires a great deal of processing power [Note: rapid increase in
processing power is quickly alleviating this problem];
- voice recognition systems (processing) requires a great deal of battery power [Note: rapid
improvements in battery technology is reducing this problem];
- systems cannot fit into small packages such as a wristwatch without sacrificing performance
(or increasing device size).
First Generation Personal Accessors
Strengths of first generation personal accessors (e.g., cell phones, PDAs) include:
- customizable interface;
- provide ability to input information in multiple modes (e.g., Braille or speech);
- input and output interface modalities can be tailored to meet any user's needs (e.g., tactile,
- auditory, visual);
- wireless;
- compatible with a range of products;
- as number of compatible products increases, market demand increases and costs drop;
- customizable personal interfaces could revolutionize smart housing, provided that universal
device interfaces standards are in place;
- come equipped with integrated wireless capabilities (in fact, they are evolving around these
capabilities);
Weaknesses of first generation personal accessors include:
- requires that a wireless infrastructure (i.e.,, wireless devices and networks) be in place;
- interoperability problems (e.g., various incompatible wireless and wireless interface
standards);
- there will be an increase in power demands and battery size resulting from multiple uses of a
single accessor;
- designers must agree upon a wireless standard and an interface standard;
- manufacturers developing personal accessors must follow mainstream product developments
(rather than taking the lead);
- must accommodate rapid changes in technology and standards (e.g., new wireless standards,
new device functions, user interface changes, etc).
Accessible Consumer Electronics (ACE)
ACE strengths include:
- designed with accessibility in mind (i.e.,, design optimized for specific users);
- are durable;
- controls can be organized by function;
- controls can be reduced in number;
- controls can be organized using ergonomic principles (e.g., the up/down/left/right is grouped
in one area, all VCR buttons are together, and all TV controls are together);
- controls can employ tactilely discernable keypads:
- universal shapes and universal keypads;
- shapes that help indicate function (e.g., arrows);
- appropriately placed and shaped nibs (e.g., theoretically, appropriate placement is in the
middle of the 5 key);
- controls can employ voice recognition;
- verbal feedback can guide a user during setup and use;
- accessible operating instruction manuals provide a user with an overview of the device
capabilities;
- mechanical forms of output are easy to use (push buttons, toggle switches);
- some devices provide a built-in help function;
- user pushes "hold" button and keyboard functions "freeze;" user pushes keyboard button
and button function "announced;" user pushes "hold" button again and keyboard goes
back to active mode;
- methods of providing output may include buttons that tell a user what state the device is
in (e.g., on/off equals up/down);
- synthetic text-to-speech is easy to understand (in high quality systems);
- Braille labels can be applied around the edges of dials that move, such as timers;
- Braille labels can provide function and location information;
- "Sonicons" are available on some devices [Note: Sonicons, also known as "earcons," were
first defined by Meera Blattner as "non-verbal audio messages that are used in the computer user
interface to provide information to the user about some computer object, operation, or
interaction" (Glasgow Interactive Systems Group, 2003).];
- many devices have speech output;
- many devices have large icons (e.g., some cell phones have large, moving icons (that allow
the user to know what menu they are in));
- interface options that may improve access include:
- large fonts,
- high contrast fonts,
- large displays,
- high contrast displays, and
- backlit displays (allows the user to read a display in the dark, and in environments where
they otherwise would not be able to).
ACE weaknesses include:
- consumer electronics generally do not adhere to the principles of universal design;
- small market size (narrowly defined disability market niches) does not promote innovation;
- high cost for initial purchase;
- lack auditory indicators analogous to the many visual cues provided by consumer electronics
(e.g., a printer reading "check paper tray" with a flashing light);
- menus or buttons change function in a context dependent fashion (generally inaccessible);
- lack notification when buttons or menus change function;
- color coded information is not accessible to persons with color blindness (e.g., red on
orange, blue on red);
- poor choice of colors for background and text (e.g., low contrast);
- buttons have non-intuitive organization (e.g., buttons with similar functions are not
grouped);
- text labels often employ small font size;
- electronic text often cannot be rescaled (lack "zoom" option);
- lack customization options for electronic readouts (loudness, scale, colors, fonts, etc.);
- interfaces do not always follow standard placement of nibs (e.g., raised dot, typically found
on the number five of a number pad);
- easy to accidentally activate controls;
- generally lack cues (auditory, tactile) that are accessible to persons with visual impairments
(e.g., visual cues (i.e.,, text, symbols, color coding) are ineffective);
- location of displays on electronic devices prevents persons with visual impairments from
getting close enough to read the display;
- user must determine (or know) device performance and customization options;
- user must learn (or know) how to perform specific functions;
- interfaces that can not be accessed include:
- touch screen panels,
- touch pads,
- membrane switches;
- no compensation for differences in individual ability level;
- cannot be customized to make accessible;
- many devices are unable to query their state (stopped, errors);
- indicators for many devices are inaccessible (battery status, roaming, quality of signal to the
tower);
- insufficient time to view text information (in timed presentation sequence);
- insufficient time to input information (e.g., ATM machines do not provide enough time to
complete a transaction);
- insufficient time to understand what function has been performed (e.g., a user with some
residual vision may need more time in order to read a display, or a user with no vision may
need additional conformation when considering speech output);
- lack notification of an approaching timeout (due to a delayed input);
- user cannot control pace of information presentation and input;
- user cannot turn sound on or off;
- devices cannot automatically recognize user preferences (e.g., interface alters characteristics
in response to a user profile);
- low contrast labels and displays;
- small displays;
- lack feedback after user pushes a button to activate a function;
- recorded audio prompts usually do not work;
- sounds are not configurable in many devices (user cannot map or record sounds to
conditions);
- sounds often do not accurately or completely convey visual information;
- many devices are totally inaccessible (no accommodation for visual impairment);
- manufacturers may believe that recording menu information and developing a means to
access this information is too difficult or impossible;
- accessible devices may initially be inaccessible (user must take several steps through an
inaccessible format before they enter the accessible mode. For example, a screen reader will
not be activated until the user logs onto their computer. However there is no audio prompt for
that login);
- sometimes cannot interface with mainstream products (e.g., Jaws cannot read Adobe
Acrobat files created in versions other than v.5);
- generally lack technical support (e.g., the people that users interact with for assistance are
not familiar with the technology);
- require specialized maintenance and repair services;
- nonstandard parts lead to high service and replacement costs.
[ Top of Page ]
Improvements required by individuals with visual impairments in consumer electronic
technologies:
- training on use of specific devices;
- access to personal entertainment (video/audio, handheld or component systems);
- access to communication devices (phones, pagers, radios, email, voice messaging);
- access to note-taking devices;
- access to multi-disability access technology (customizable interfaces);
- access to appliances;
- access to medical devices;
- access to smart home technology;
- access to public access terminals (ATM, kiosks);
- access to consumer electronics for navigation (GPS);
- access to consumer electronics that interact with devices with no electronic features (e.g.,
maps).
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Ideal Products (Personal Accessor and Universally Designed Consumer Electronics)
A Personal Accessor Should:
- provide access to:
- entertainment (e.g., VCR, DVD, DVR, TV, MP3 players, cell phones, etc.),
- public systems (e.g., ATMs, elevators, slot machines, kiosks, light switches, etc.),
- medical equipment (e.g., thermometers, blood pressure cuffs, etc.),
- home appliances (e.g., microwave, stove, blenders, dishwasher, thermostat, etc.)
- be operable by people with a range of abilities;
- enhance a user's ability, rather than attempting to replace it;
- include a suite of software modules and accessories that can be combined in ways to cover all
desired forms of input and output;
- hybrid product that can be broken down into various components/stages for customization;
- have a user help feature;
- include error detection and provide suggestions for correction;
- allow for the use of macros (e.g., simple access to common or complex sequences of
actions);
- use prediction (e.g., interface should learn the user's normal preferences and make those
options easily accessible);
- be upgradeable (e.g., internet downloads);
- recognize the presence of nearby devices being controlled and alert user to their presence;
- be programmable;
- feature open architecture to spur development of new and improved applications [Note: An
open architecture has a freely available source code which enables users to replicate the
software and/or design products that will function in conjunction with it. (Webopedia,
2002)];
- provide more than one mode for the device to function within:
- sleep mode,
- searchable mode,
- standard mode;
- feature multitasking abilities (e.g., the interface should be able to control and monitor more
than one device at a time.);
- provide worldwide access (e.g., operate regardless of geographic or "political" location);
- identify user location (e.g., include GPS function);
- identify user vector (e.g., which direction the user is pointed);
- identify physical location of device being controlled and what direction to go in order to
reach it;
- should support full range of input options including:
- speech recognition;
- pressure sensitive keys;
- QWERTY keyboard;
- Braille interface with chording [Note: Simultaneous key presses are used for each
character typed in chording (Typing Injury FAQ, 2002)];
- touch screen (e.g., with physical overlays to identify button boundaries);
- single switch input controls;
- sip and puff controls;
- dwell selection via eye gaze technology;
- visually cuing (e.g., move the cursor over an object or word to magnify it);
- haptic input [Note: Haptic devices receive force input and produce force feedback to
users who are interacting with a virtual or remote environment (University of
Washington, 1998)];
- bio-signal input;
- input options should reflect the needs and preferences of each user;
- output options should reflect the needs and preferences of each user;
- output options should include:
- multimodal output;
- speech;
- auditory enhanced output;
- enhanced visual output:
- enlarged screen,
- flashing lights;
- tactile:
- haptic interface,
- Braille;
- machine to machine output (e.g., barcodes, infrared, wireless);
- provide accessible feedback options to the user;
- have a learning/training mode;
- confirm the most recent function selected;
- internal components and functions should not change (e.g., the interface should provide the
same functions to all users, regardless of their input and output preferences);
- be wireless (e.g., primary communication link between accessor and device being
controlled);
- be as small as possible (e.g., a user who needs big buttons will require a larger unit);
- be as lightweight as possible for its functionality;
- have a long battery life;
- feature rechargeable batteries;
- solar powered;
- discover other devices in proximity (e.g., an option such that the user can put the device into
a mode where it will automatically detect other objects and devices around it that it can
interact with);
- internet enabled (e.g., accessor allows user to control devices over the internet);
- accommodate changing extensible markup language (XML) specifications;
- be able to query the device in the environment for controls, feedback and functions
performed by device.
Universally Designed Consumer Electronics:
- user preferences programmed on individual "user profile" swipe card;
- adapt to accommodate each user's functional abilities (e.g., in response to a "user profile"
swipe card);
- adapt to accommodate changes in user's functional abilities over time via an easily
reprogrammable card (e.g., fatigue-short term; disease progression-long term);
- be capable of supporting add-ons (e.g., alternative input/output devices, screen magnifiers);
- accommodate changing extensible markup language (XML) specifications;
- simple to use;
- include the following selection options:
- on/off,
- volume control,
- input mode selection,
- output mode selection,
- menu access options;
- menu access should employ:
- DAISY approach (e.g., keys are reused);
- hierarchical approach (e.g., allow the user to go forward and backward to globalize
(expand) and localize (narrow) where they are in a particular menu. The user is pressing
up/down keys to scroll through the globalized/localized menu options, and then pressing
the side/side arrow keys to select at a given level);
- have a safety infrastructure built in (e.g., undo buttons, return to default state);
- prevent accidental selection of items (e.g., accept/not accept choices)
- incorporate an administrator menu with passwords (e.g., lock out inappropriate users, protect
private information, lock in custom features);
- include privacy measures (e.g., volume control, turn display on/off);
- have a limited number of controls, which can be used to access menus (e.g., a telephone
keypad, an on/off button, and an up/down cursor);
- incorporate strategies to optimize access (e.g., items used frequently should be immediately
available to a user without having to scroll through five menu levels);
- high contrast controls;
- tactile location cues (e.g., nibs, shape, Braille)
- provide a way of enlarging the characters on the display;
- provide information about options available;
- provide auditory feedback to indicate selection made;
- prompt the user with simple clear directions to access functions;
- directions should be provided in:
- speech output;
- a high contrast and/or large print screen that would be easy for a person with low vision
to read (e.g., a user would be able to get the text information from their VCR or their
DVD on the screen of the interface that they are comfortable with);
- refreshable Braille;
- options for multimodal feedback;
- audio cues;
- allow the user to:
- change the verbosity of the feedback;
- control device through speech recognition;
- not have to memorize a new tree of commands;
- stand-alone control console;
- employ strategies to optimize menu performance (e.g., bookmarking selection sequences,
frequently selected items go to top of menu);
- consistency among consumer device interfaces and functions;
- should include wireless interfaces;
- should adhere to standards that allows them to communicate with and be controlled by
personal accessors.
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Barriers
Barriers that may hinder the development and introduction of ideal products include:
- must offer some backward compatibility;
- lack of a wireless standard that works worldwide;
- cultural differences;
- difficult to reach accord between international manufacturers;
- compatibility barriers (e.g., interoperability, standards);
- getting consumers to adapt to new devices (e.g., learning curves);
- implementation is difficult (e.g., problems getting manufacturers to develop usable, physically accessible, high contrast, tactily discernable products);
- challenging technical problems;
- complexity of device will cause additional expense;
- interface negotiation protocol needs to be the same for accessor and compatible consumer
products;
- changes in proprietary standards over time;
- there are too few companies working on these concepts from a non-proprietary perspective;
- deployment problem (e.g., accessor only works if environment is full of compatible
devices);
- interface must accommodate changing standards;
- battery technology (e.g., weight, power density, accessor performance);
- maintenance (e.g., service availability and cost);
- redesign and testing expenses (e.g., during product development);
- lack of communication standards decreases product availability and increases cost;
- product life cycles may be short;
- privacy and security issues have to be resolved (e.g., government involvement);
- mainstream manufacturers may not be interested in development of this concept;
- transport medium for information may limit applications and performance; (e.g., there are
standards that allow information to be transported through the existing electrical wire in
one's house, such as infrared -IR);
- development and acceptance of standards (e.g., wireless and interface) that are very well
defined so as to ensure that one manufacture's products will work with the products made by
another manufacturer;
- difficult to embrace and extend compliance with standards to add-on devices;
- lack developer tools to assist in standards conformation.
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Resources
Resources that will facilitate the development and introduction of the ideal product include:
- competition to produce different devices for different consumers;
- accessor works for all products, only "one kind" of consumer product needed;
- great market potential will drive innovation;
- the potential market for universally designed products is rapidly expanding, as the aging
population expands;
- safety aspects of operation of multiple devices when driving;
- interface would allow for one-handed or hands-free operation;
- Java™ (e.g., already widely known and accepted, and can be easily applied to these
devices);
- JINI- service discovery;
- wireless technology is currently relatively inexpensive;
- GPS is readily available;
- speech recognition technology is rapidly advancing;
- speech recognition will enable a user to perform more functions safely;
- nano-technology [Note: Nano-technology, also known as molecular manufacturing, strives to
inexpensively fabricate products, which are cleaner, stronger, lighter, and more precise than
those currently available (Merkle, 2003).];
- chips are available for various interfaces;
- Cyberlink availability [Note: The Cyberlink senses and responds to minute surface electrical
signals generated from subtle muscle, eye movement, and brainwave activity detected at your
forehead. These signals are detected by three sensors in the headband and are amplified,
digitized and transmitted to the computer where they are decoded into multiple frequency
bands known as Brainfingers™. By controlling the computer's mouse-cursor, Brainfingers
can be used to control virtually all aspects of a computer (Brain Actuated Technologies,
2003).] ;
- ElekTex fabric for electronic goods is more readily available [Note: ElekTex is a conductive
fabric that is currently used to make soft electronic goods, such as roll up keyboards, which
can also provide tactile feedback (Kahney, 2000).];
- using this as an interface between a cell phone and when charging something at a
supermarket (e.g., done in Europe already, even on vending machines);
- interoperability;
- movement towards disposable devices;
- technology can be easily built;
- work being done in home modification (e.g., HomeWorks®)[Note: HomeWorks® is a keypad
controlled whole-house lighting control system (Lutron, 2003).];
- leveraging the mainstream market;
- high social status of doctors will foster development in the health field before other
industries;
- opportunity to develop spin-off of technology from Department of Defense projects;
- the trend towards ubiquitous computing for basic computing and smart houses;
- open, non-proprietary standards that anyone can write to;
- use of codes written for visual interfaces that can act as models or abstractions for wireless
interfaces (e.g., the code that was written for an ATM interface is used as the baseline when
developing the coding for a wireless interface).
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