Summary
The metaverse, virtual reality, Web 3.0, distributed infrastructure, the Internet of Things, wearable computing, and AI: all these things are going to change the face of accessibility over the next 10 years. In this talk, Samuel Proulx, Fable’s Accessibility Evangelist, will give you an overview of what the current landscape looks like at the frontier of accessibility and assistive technology. Where’s the research taking us? What might be coming down the pipe?
Key Insights
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Early computing accessibility was easier because interfaces were text-based and users relied on command-line interactions.
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Assistive technology started as expensive, third-party hardware or software separate from the main computing system.
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Apple’s introduction of VoiceOver was a watershed moment, making touchscreen accessibility mainstream and built-in at the OS level.
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Before integrated accessibility, screen readers required complex reverse engineering and custom drivers, especially in graphical environments.
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The gaming industry is currently repeating historical cycles of accessibility neglect, relying on third-party hacks rather than built-in APIs.
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Virtual and augmented reality platforms still lack native accessibility support and rely on inspiring hacks for any accessible experiences.
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Artificial intelligence poses both opportunities and risks for accessibility, needing careful bias prevention and privacy protection.
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Cloud-based apps raise new accessibility challenges due to forced update cycles and DRM limiting third-party accessibility enhancements.
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Blockchain and crypto apps present unique accessibility hurdles because of decentralization, complex interfaces, and unclear jurisdictional governance.
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Designing for people with disabilities leads to innovations that improve usability for everyone, providing large potential market advantages.
Notable Quotes
"Those of us who do not understand history are doomed to repeat it."
"Accessibility used to be considered an inspiring hack, something available only to the lucky few."
"Apple’s innovation with VoiceOver on iOS changed the world by making accessibility a built-in, first-party responsibility."
"It took competitors over seven years to catch up to where Apple is with voice dictation and accessibility."
"When we design for the edges, we get the middle for free."
"There are no screen readers built in for VR/AR yet; accessibility is still considered a hack in these spaces."
"How do we train AI models to prevent bias and preserve privacy, especially considering disability data is often seen as medical data?"
"With cloud apps, users don’t get to choose when to upgrade, which challenges maintaining accessibility continuity."
"Blockchain apps aren’t located in one country or jurisdiction, making legal enforcement of accessibility laws difficult."
"The first organization to solve accessibility for new modalities like AR/VR will gain a massive, lasting advantage."
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