Index3
Index3
Note: Page numbers with “f ” denote figures; “t” denote tables; “b” boxes.
265
266 Index
Blind and low vision disability (Continued) definition, 194 Centers for Medicare and Medicaid
Microsoft Windows operating systems, ramps vs. stairs, 7 Services, 129
37 self-preservation, 20–21 continuum of care, 130
mobile platforms, 37–38 Share My ABC’s, brain tumor, 2, 2f, 53 homebound care transformation,
screen readers, 35–37, 37t silicon-fabricated directional sensors, 9 131–132
voice-assisted smartphones, 38 stomach cancer, 4 homebound patients, 126–128
VoiceOver, 38 2000 U.S. Census, 8 Honeypumper, 126, 126f
Disability community iDEAs07, art exhibit, 125–126
C accessible technology, 250 National Organization on Disability, 132
21st- Century Communications and Video Apollo 11 project, 251 RPM technologies, 127, 132
Accessibility Act (CVAA), 13–14 design principles, 249 “unhome-bound”, 129
Cognitive learning disabilities, 199 digital outcast stereotype, 235 Misfit Wearables, 146
blind musicians, 237 motion sensitive, Kinect
commitment puzzle, 240–241 autism spectrum disorders, 150–151
D
cross-modality interfaces, 236–237 light pen, 148–149
Deaf and hearing disability
digital interface accessibility, 239 NUI computing, 149–152
#captionTHIS, 40, 40f
human competence continuum, 236 Waterloo Labs, 151, 151f
cochlear implant, 41–42
human echolocation, 237 niche-constructed gaming controls, 148
Say It Sign It program, 41, 41f
product demonstrations, 238–239 patient rehabilitation and gaming
sign language, 40
smartphones, older users, 239–240 technologies
telecommunication-relay services, 39
video games and older players, 239 emotional trauma, 140
YouTube videos, 39–40
Wii devices, 239–249 hand function, cerebral palsy, 143–144
Department of Justice, 73
Eagle, lunar lander, 251–252 PTSD, 145–146
Digital outcasts, 1
Egalitarian nature, 247–248 stroke Wiihabilitation, 141–143, 143f
accessibility, definition, 4
Paralympics, 246–247 VRT, 141–146
aging and disabled persons, Internet
photosensitive epilepsy, 248 Peter Ebeid–Atalla’s midi puppet,
usage, 9–10
Sheffield Hallam University’s Centre for 146–147, 147f
arthritis, 9
Sports Engineering Research, 247 reinforcement
attitude toward disability, 11
UCLA neurologists, 248 Drop7, puzzle game, 134
administrative compliants and civil
web accessibility methods of, 135–137
actions, 15, 16t
and digital innovation, 242 video games teaching, human
cognitive impairments, 12
gestural interfaces, 242 behavior, 133–134
compliance model set, 15–16
living and working perception, 246 virtual petri dishes, 134–135
CVAA, 13–14
niche construction, 243–245, Wii–electronic game, 132–133
etiquette, identity and vernacular,
244f–245f “smart” textiles, 146–147
210–213
Pareto principle, 243 TCS
forward-thinking design teams, 14–15
social connectivity, 246 autism apps, 153–154
NFB, 12–13
WAI-ARIA, 243 magic cabinet, 152
screen reader, Braille keyboard, 17
WAVE browser toolbar, 243 screen-based technology, 154–155
Timed Text Markup Language
WCAG, 243 video game accessibility
(TTML), 14
web 2.0, 242 AbleGamers Foundation, 139–140
U.S. Department of Justice, 202
WebAIM, 243 gamers with disabilities, 138–139
World Health Organization, 12
Quacky’s Quest, 137, 137f
World Wide Web Consortium, 13
virtual reality finger excercise, 147, 148f
curb-cut ramps, 6 E
West Health Institute, 151
economic and social habits, 10–11 Electronic Arts (EA), 138
Equality Act, 8–9 Emerging health technologies
“grass roots” efforts, 7 glove-mounted microcontroller, 148 F
innovation curve, 3 health care devices, 146 Future accessible technology
lowest common denominator, 5–6 “high-tech, low-touch” society capacitive touch, 222
National Institute on Aging, 9 American Occupational Therapy cognitive computing
natives/immigrants Association, 128 brain-controlled interface, 229
antiquated technology, 205 automating technology, 131 BrainGate, 230
Index 267
cyberhumanity, 231–233 H K
“cyborg” medicine, 227 Hollerith’s punch cards, 199 Kindle Fire, 73
EEG readers, 227–228
electrocorticographic (ECoG)
I L
implants, 227
Inclusive innovation Lakeside Center for Autism, 150
lightweight ultrasound headgear, 230
“fail fast” philosophy, Google product,
man-made electrode sensors, 228–229,
101–102
229f
food desert, 119–120, 123–124
M
mind-control prototypes, 227 Maryland Institute College of Art (MICA),
gap identification
missing limbs, 228 146–147
PEST analysis, 113–114
Neurosky, San Francisco company, 227 Minimum viable product (MVP) iteration,
problem location, 112–113
preference, definition, 231 114–116
SWOT analysis, 113
Wadsworth Center, 229
geography teaching, 100
white matter components, 228
Grace App, 111 N
embodied interaction National Association of the Deaf v. Netflix,
Lisa Domican of County Wicklow, 111,
assistive technology, 217 82–83
112f
definition, 216b National Center for Technology
market development
gesture and motion design. See Innovation, 106
behavioral science, 116
Gesture and motion design National Federation for the Blind (NFB),
“commitment contract”, 116–117
Jotta, The Magnum Infinity Pleasure 12–13
innovation products, 118
Pod, 215 v. Target Corp
person-to-person feedback,
Mediated Body, 216 ADA, 79
117, 117f
Mobile Interaction and Universal compensation, 82
MVP iteration, 114–116
Access, 216 defense arguments, 79–80
My Shelter Foundation, 103
multimodal functionality, 217 online policies, disabled customers, 79
Perkins School for the Blind, 100
haptic prototype, 222b Section 508 expertise, 80–81
“post-PC” era, assistive devices
Holland Bloorview Rehabilitation settlement and response, 80–81
AAP, 110
Hospital, 220, 221f National Retail Federation (NRF), 83
accessibility “features” management,
Hummer device, 225, 225f Natural user interface (NUI) computing,
105–106
IFSR, 222 149–152
Apple’s standards, 104
advantage, 223 New green, 212–213
convergence, 106–107
Life Alert, 220 AAC market, 196
customizability, 107–108
Microsoft Kinect SDK, 226, 226f accessibility access, 206–207
evidence-based design, 108
Paralympics, 223 accessibility task force, 194
interoperability, 109
PredictGaze, 226 assistive technology market, 205
iPad, 104–105
technological innovation, disabled Be. Accessible, 191
people-centric approach, 106
person, 223 cause-and-effect result, 204–205
portability, 108–109
University of Pennsylvania, 222 e-service design, 193
proof-of-concept, 99
vibrator trigger shoe, 223, 224f Grassland Park, 189
question-and-answer period, 110–111
“virtual-touch” interfaces, 222 iPad, assistive device, 209
RAND Corporation, 120
rules to win, 100–101, 102f Kevlar, 195–196
G Sigmar Polke, modern art, 98 Larsen syndrome, 207
Gesture and motion design solutions to, 121–123, 122f–123f Mason Ellsworth’s paintings,
dynamic hand-shape recognition, 218 Web 2.0 social media, 102 rehabilitation journey, 211–212,
head tracking, 220 “what if?” vs. “so what?”, 93–94 212f
“hypernatural” actions, 219–220 capital investment, 94 multiple disability requirements, 192
learnability level, 219 “castle building”, 95 Ocarina, Smule, 208, 209f
literacy and comfort improvement, 219 “comic” role, 94 product design, social responsibility
movement detection, 219 design thinking, 96–98 “accessibility champion”, 203
real-time response and feedback, value proposition, 95, 96f Access Living group, 199
218–219 Interpolating force-sensitive resistance Artificial Passenger, 197–198
ubiquitous familiarity, 219 (IFSR), 222 innovation promotion, 203
268 Index