Accessibility Barriers

Reducing Interaction Effort

The User Reality: For users with tremors or limited fine motor control, the "effective width" of a standard UI element is often too small to hit reliably. When a user’s hand is unsteady, the physical cost of trying to acquire a target can be prohibitively high, leading to frustration and disengagement.

Research: Fitts’ Law dictates that the difficulty of acquiring a target is determined by its distance and size.

The Openality Standard

Rather than demanding human precision, the system can interpret intent. By utilising "input smoothing" algorithms and expanding the invisible collision boundaries of interactive objects, the software effectively "catches" the user’s input. This compensates for the physical noise of a tremor or an imprecise gesture, reducing the motor cost of interaction.

  • Constraints: The system must not require users to hit small targets with high precision, and must not penalise users for physical imprecision.
  • Requirements: The system should interpret user intent and compensate for physical imprecision, allowing users with fine motor control limitations to interact reliably through techniques such as input smoothing and expanded collision boundaries.

Core Behaviours

  • Assisted Dexterity - The system should interpret user intent and compensate for physical imprecision, allowing users with tremors or limited fine motor control to interact reliably.
  • Gaze-Dwell Activation - Users should be able to activate UI elements by looking at them for a short period, providing an alternative to physical button presses for selection.

Primary Interaction Patterns

  • The Gaze Cursor - A gaze-assisted aiming system that allows users to target objects by looking at them, reducing reliance on precise hand movements.
  • The Auto Grip System - Automatically maintains a "grip" state without requiring sustained button pressure, allowing users to grab and hold objects with a single tap.
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Flexibility, dexterity, and precision