Accessibility Barriers
Position & Reach Independence
The User Reality: Static UI elements are frequently placed out of reach for users with limited range of motion who cannot lean forward or reach high. This can create a situation where a user either relies on outside intervention just to hit a button, or is effectively "locked" in a stuck state and unable to progress.
Research:
The Openality Standard
Standard design often assumes a user with a full range of upper-body rotation and reach. The interface should acknowledge the user’s physical position as the only true zero-point. By dynamically scaling interaction zones to fit within the user’s specific range of motion, developers can eliminate distance as a physical barrier.
- Constraint: All essential UI and interactive elements must be accessible within the user’s specific range of motion.
- Requirement: The software must not assume a "standard" standing or seated reach or rely on the user’s ability to physically lean, extend their reach, or rotate their body to access interactive elements.
Core Behaviours
- Dynamic Anchoring - The interface should be capable of "summoning" itself to the user’s immediate reach zone, eliminating the need for physical traversal to access important UI elements.
- 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 UI Summoner - A system that allows users to summon menus and UI elements to their immediate reach zone with a simple gesture or button press, eliminating the need for physical traversal to access important interfaces.