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The Interdependent Roles of All Players in Making Technology Accessible

Terry Thompson
The University of Washington


As electronic and information technology continues its exponential growth toward permeating all aspects of contemporary society, it also continues to offer great potential to individuals with disabilities in attaining independence, including their K-12, postsecondary, and career goals. However, in order for this potential to be realized, technology must be accessible to all users. Making technology accessible is a complex and difficult problem, involving many individuals and groups. When a particular technology presents a barrier to an individual, who is at fault? Often blame is assigned to an individual technology developer, content developer, or educational entity, though doing so is often an oversimplification of the problem. In actuality, a variety of players, individually and through relationships with one another, play critical roles in making technology accessible. In order to further the likelihood that future technologies will be fully accessible, all players must be educated about their roles, must accept their roles, and must fulfill their roles in making technology accessible to all users. Players include consumers, technology developers (i.e., developers of assistive technology (AT), operating systems, software applications, user agents, and authoring tools), standards organizations, K-12 and postsecondary schools, employers and advocates.

The Role of Consumers
In pursuing an academic degree, consumers with and without disabilities are likely to have a need for technology, most notably computers, which they use to write papers, search for information on the Web, communicate using email, perform mathematical calculations and statistical analyses, and many other tasks. There are differences, however, in the specific computer technologies that will best meet these needs for individuals. Most technology accessibility issues can be reduced to individual differences in how users submit input and receive output.

Regarding input, some users need a keyboard, some need a pointing device such as a mouse or trackball, and some need both. There are tremendous varieties of types of keyboards and pointing devices that users prefer. Some consumers use neither keyboard nor pointing device, and instead need an alternative input system such as a speech-recognition, head-pointer, or eye-gaze system.

Individual consumer needs also vary when it comes to output devices. Some consumers need to receive their computer output through large cathode-ray-tube (CRT) monitors for maximum color depth and resolution. Some need smaller liquid crystal display (LCD) monitors due to workspace constraints or portability needs. Some consumers have no need for a monitor, and instead receive their computer output audibly through a screen reader and speech synthesizer, with headset or speakers. Some users need to receive their computer output on a Braille device.

This diversity of need is often misrepresented as being binary: Consumers without disabilities need X; consumers with disabilities need Y. In fact, all users have different needs and preferences. People with disabilities are no exception. These different needs influence the roles of many of the other players, particularly technology developers.


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