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Sunish Gupta (Founder/CEO, EasyAlliance) - Accessibility is not Rocket Science

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Accessibility – Busting the Myths
Sunish will share some of the numerous myths about accessibility and show why accessibility is an excellent business growth opportunity rather than an inevitable legal compliance risk. You will learn how to achieve a competitive edge by offering an inclusive user experience. Sunish has simplified the rocket science behind accessible technologies so you don’t have to.

Sunish will also be running a half day workshop on the final afternoon of the conference.

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Sunish Gupta (Founder/CEO, EasyAlliance) - Accessibility is not Rocket Science

  1. 1. Accessibility Is Not Rocket Science Sunish Gupta Founder of Easy Alliance Visiting Lecturer at Northeastern University
  2. 2. AGENDA • Definition of Accessibility. • Evolution of Assistive Technology. • Challenges in High Velocity organizations. • Integrating into your Lean agile UCD/Agile. • Accessibility industry trends. • Key Takeaways • Q and A
  3. 3. Definition of Accessibility • Accessible means being within reach. (Referenced from Merriam-Webster Dictionary) • Accessibility - easy to approach, reach, enter, speak with, or use. • Accessibility is the design of products, devices, services, or environments for people with disabilities. (Wikipedia) Related to Universal and Inclusive Design.
  4. 4. “RAMP Effect” 4
  5. 5. Compliance Meeting the needs of a single group Usable Access Expanding the market Responsive Increasing social Relationships relevance Societal transformation Making accessibility everyone’s issue People with disabilities Aging Population Cross culture Low literacy, non-native language speakers All people Compliance Meeting the needs of a single group Usable Access Expanding the market Responsive Increasing social Relationships relevance Societal transformation Making accessibility everyone’s issue People with disabilities Aging Population Cross culture Low literacy, non-native language speakers All people People with disabilities Aging Population Cross culture Low literacy, non-native language speakers All people Beneficiaries of Accessibility Intended and Unintended (Courtesy IBM) 5
  6. 6. HOW HAVE WE BENEFITED FROM TECHNOLOGY FOR THE DISABLED?
  7. 7. DEVICES FOR THE VISUALLY IMPAIRED
  8. 8. Early 1800s • 1808: Pellegrino Turri invents the typewriter to help the blind write 1824: Louis Braille develops the Braille writing system for the blind
  9. 9. Late 1800s • 1877: Thomas Edison develops the phonograph to help the blind listen to pre-recorded books
  10. 10. Early 1900s • 1935: The American Foundation for the Blind publishes the first issue of the Talking Book Bulletin • 1952: Alexander Graham Bell invents the telephone
  11. 11. Late 1900s • 1970s: Ray Kurzweil develops a TTP and OCR machine • • • – 2005: Kurzweil and Sunish Gupta develop a portable version
  12. 12. 2000s • Late 2000s: Apple introduces VoiceOver, which reads highlighted text in a natural voice and the iPhone • 2011: Apple integrates Siri, which performs functions at a user’s verbal command, into its devices
  13. 13. Game-Changers • Facebook: Using facial recognition technology to create alternate text to help blind users know who is in a photo • Voice Search in Audio: quickly parse an audio transcript file for specific Words • Today, accessible systems help SEO
  14. 14. DEVICES FOR THE AUDITORY IMPAIRED
  15. 15. Late 1900s • 1964: Robert Weitchrecht attaches a teletype machine to the telephone to create the Telecommunications Device for the Deaf (TDDs) • 1972: Closed-captioning becomes widespread In the 2000s
  16. 16. Late 1900s • 1998: Internet chat rooms are created with the TDD technology
  17. 17. Game-Changers • NuHera: personalized digital hearing aids that allow for • Conversation focus and noise control • Auditory overload control (autism spectrum disorder) • Bose Frames: • gesture control, • API integration, • AR immersive ready (no environment isolation)
  18. 18. DEVICES FOR PHYSICAL DISABILITIES
  19. 19. Mid 1900s • Voice-command technology is developed for use across many different devices, including lights, switches, phones, pagers, alarm clocks, calculators, and watches to improve the accessibility of these devices to those who are paralyzed.
  20. 20. Late 1900s • 2005: Martin Cooper and Arlene Harris design the Jitterbug, a cell phone with large number keypads for those with mobile disabilities • 1988: Retail Point of Sale (POS) devices begin to use picture-based keyboards, which was developed in the 1960s to help people who cannot speak
  21. 21. Game-Changers (Left to Right): Amazon Alexa, military Exoskeleton device, thought control device
  22. 22. THE IMPLEMENTATION OF ACCESSIBILITY
  23. 23. Legacy Design Process 23 Tech Marketing Development Requirements Prototype Manufacturing/ Development User
  24. 24. [New!] User Centric Design (UCD) Process 24 User Development Requirement s Tech Prototype Final Product Manufacturing/ Development Validation Loop Multi-Iterative Loops
  25. 25. Comparing Legacy and UCD 25 Legacy User Centric
  26. 26. Stakeholders in Usability Implementation UsabilityUsability Executive Team, Management Executive Team, Management Designers and Developers Designers and Developers Testing GroupTesting Group Mainstream Users Mainstream Users 26
  27. 27. Stakeholders in Accessibility Stakeholders in Accessibility Laws, regulations, and policies Consumers Product/Technology Companies Standard Bodies Innovation Circles 27
  28. 28. Why Does Accessible Design Seem Complicated? 28 Brainstorm
  29. 29. Innovation Circles in Accessibility Innovation and Development Circles Design Team Development Team User Agent Applications [ex. Browsers, test tools] Quality Assurance Team [ex. Test plan, testing for compliance and experience] Core Assistive Technologies [ex. Speech recognition, TTS, OCR, AI] Technical Standards and Certifications [ex. W3.org, IAAP (CPACC), WAS]
  30. 30. A Holistic Approach • Understand the immediate accessibility and current gaps • Devise a roadmap. • Identify gaps – Technical, Talent, Knowledge Base, Organization, Compliance • User experience and user journey • Goal to provide both experiential and compliance driven results.
  31. 31. Current Industry Trends • Mobile and Cloud proliferation. • Innovative technologies and platforms. • Legal Landscape. • Consumer expectations. • High Velocity Teams. • Product Life Cycles. • Business Opportunity. not Threat.
  32. 32. Key Takeaway • Early in the Design cycle. • Understand your PWD users/audience. • Increase addressable Market. • Get Feedback from PWD. • Experience driven rather than compliance.
  33. 33. Workshop on Wednesday Interactive Accessibility at 1 PM www.linkedin.com/in/supergupta sgupta@easyalliance.org

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