where any time” part will require sys-temwide infrastructure of the kind
pursued by the GPII. Ability-aware
operating systems infused with SUP-PLE-like user-interface generators
could help create personalized applications. Improved sensing and modeling of users’ abilities and contexts,
as in walking user interfaces, could
enable mobile and wearable systems
to better support diverse contexts of
use. One challenge is to avoid explicit
task-based training and calibration
in favor of implicit observation and
modeling from everyday use, as in Evans and Wobbrock5 and Gajos et al. 8
To date, ability-based design has
focused primarily on single-user experiences, but the social lives of users
could also lend themselves to collaborative support. How should the abilities of a pair, group, team, crowd, or
organization be considered? For service arrangements, what would it look
like to have an ability-based design
for services?
Moreover, abilities exist on many levels, from low-level sensorimotor and
cognitive abilities, to mid-level abilities for daily living, to high-level social, occupational, professional, and
creative abilities. Such abilities form
a hierarchy paralleling Maslow’s hierarchy of needs, 20 whereby each need
corresponds to an ability to meet it.
Ability-based design seems applicable
throughout such a hierarchy, but the
range has yet to be explored.
Concerning “adaptivity,” providing
each individual with a unique user interface raises several pragmatic issues,
as in, say, authoring help documentation, provision of customer support,
and making the design process of personalized experiences consistent with
accepted design practice. These challenges are real but, as we discuss elsewhere, 9 solvable.
With the vast range of human
abilities from which to draw, adaptiv-
ity based on sensing and modeling
is a powerful way to realize custom
designs that, while inevitably imper-
fect, nonetheless provide good user-
system fits at scale. Adaptive interfac-
es can remember users’ abilities and
preferences and draw on them when
generating interfaces for both famil-
iar and unfamiliar systems, providing
more satisfying and effective access
to achieve each best-fit interface. For
example, accessibility features locat-
ed in five layers—operating system
features, installed AT, browser fea-
tures, cloud AT, and Web app fea-
tures—can be configured to work to-
gether to provide best-fit user
interfaces, with features at each level
being invoked (or not) in order to meet
the user’s needs and preferences.
GPII auto-personalization supports
interfaces that self-adapt, as well as
configuration of interfaces and adaptations, to match a user’s needs. By
combining auto-adjusting interfaces,
preference-configured interfaces, and
user-selected-and-configured AT, the
GPII can function as a bridge among
these approaches, maximizing the
utility of each one for an individual at
any point in time. The GPII also supports auto-configuration based on
contextual changes. 40 The GPII thus
meets all seven principles of ability-based design.
Taking Up the Challenge
Pursuing these and other projects,
some patterns have emerged for us.
For example, we noticed a perspective shift as we began to actively seek
out the abilities people have, inspiring an openness to consider how we
could create or change technologies
to suit different abilities. We also noticed a seamlessness between designing for people with limited abilities
and designing for people in ability-limiting situations. We realized accessibility is indeed a worthy goal for
all users. Because we were looking to
modify systems, not users, we deem-phasized assistive hardware add-ons.
Customization arose from a powerful
sequence of sensing, modeling, and
adapting; it also arose from support
for end-user configurability, as with
the U.S. Air Force cockpits mentioned
earlier. We thus made our interactive
systems more aware of their users
and contexts.
Where does ability-based design
go next? One way to answer is to treat
the vision of ability-based design as
a grand challenge and ask what it
would take to create a world in which
anyone, anywhere, at any time could
interact with technologies that are
ideally suited to his or her situated
abilities. Achieving the “anyone any-
What would it take
to create a world
in which anyone,
anywhere,
at any time
could interact
with technologies
that are ideally
suited to
his or her
situated abilities?