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Chapter 5 of 8 · Hardware

chapter 4

Accessibility in hardware

People don't all interact with the world through the same default keyboard, mouse, screen, and speaker. Here's a tour of the assistive hardware you'll see and the design principles behind it.

Input — how people tell devices what to do

Switches

A single big button (or sip-and-puff, or head switch) that scans through options. One button = a whole interface.

Eye-tracking

A camera follows the eyes; dwelling = a click. Used by people with ALS, severe paralysis, and others.

Voice control

"Hey Siri, scroll down." Built into every modern OS — great for hands-free and motor disabilities.

Adaptive controllers

Xbox Adaptive Controller, PlayStation Access — large buttons + jacks for any switch or pedal.

One-handed keyboards & trackballs

Half keyboards, chord keyboards, and big trackballs for limb difference or tremor.

Braille input

6 keys = the 6 dots of a braille cell. Fast for trained users.

Output — how devices tell people what's happening

Screen readers

JAWS, NVDA, VoiceOver, TalkBack — read the screen aloud. They depend on good HTML.

Refreshable braille displays

Pins pop up to form braille cells in real time. Quiet, private, perfect for code.

Hearing aids & cochlear implants

Many stream Bluetooth audio. T-coils pick up induction loops in venues.

Captions on everything

TVs, glasses (XRAI, Captify), phones (Live Caption). Live = realtime; closed = togglable.

Haptics

Wearables that buzz patterns — alerts for Deaf users, navigation for blind users.

Large print & high-contrast displays

For low vision; OS-level zoom and color filters help, dedicated devices help more.

Mobility & sensory tools

Manual & power wheelchairs

Each one is custom-fit. Don't lean on someone's chair.

Walkers, canes, crutches

Mobility aids vary day to day.

White canes & guide dogs

White cane = blind/low vision. Working dogs aren't pets.

Prosthetics

Mechanical, myoelectric, or smart — and very personal.

Noise-canceling headphones

Sensory regulation tool, not antisocial.

Stim toys, weighted lap pads

Help focus and regulate.

Universal Design — the 7 principles

Coined at NC State, these are the design north star. Aim for a product that works for the widest range of people without needing special adaptation.

  1. 1. Equitable use

    Useful and marketable to people with diverse abilities.

  2. 2. Flexibility in use

    Accommodates a wide range of preferences.

  3. 3. Simple & intuitive

    Easy to understand regardless of experience or focus.

  4. 4. Perceptible information

    Communicates effectively in multiple senses.

  5. 5. Tolerance for error

    Minimizes hazards from accidental actions.

  6. 6. Low physical effort

    Used efficiently with minimum fatigue.

  7. 7. Size & space for approach and use

    Appropriate for any body, posture, or mobility.