A Case for Apple Vision Pro as an Accessibility Tool

A Case for Apple Vision Pro as an Accessibility Tool

Since the announcement of the Apple Vision Pro, accompanied by its impressive keynote video, there have been various comments and reactions circulating about it. Some label it as a high-end Augmented Reality (AR) / Virtual Reality (VR) gaming headset with limited and niche applications. Others express concerns about AR/VR devices contributing to social isolation and alienation. And then there are those who present apocalyptic visions of a dystopian future resembling the Matrix, questioning the necessity of such a product.


In an attempt to understand this discourse, I turned to my tool of choice—semiotics, the systematic study of sign processes and meaning-making. I observed that in recent years, Apple has designated its products aimed at professional users as 'Pro’. Following this pattern, the Vision Pro can be seen as a spatial computing device targeting this particular audience. Hence, its initial entry price of $3,500, set to roll out next year. It seems like business as usual. However, before that happens, let's hear the feedback from our global audience and developers. Challenge accepted!


Considering semiotics, what if we shift our focus from 'PROfessional' to 'PRO' as in 'an advantage or reason for doing something'? As the apocalyptic video mentioned, "What need does this product address?" Will this technology ultimately be used merely for watching 3D videos of cats and babies? I think not! Inspired by Frank S. ' course on Design for Accessibility at IxDF - The Interaction Design Foundation , I pondered, 'Could this be the game-changing tool that bridges or at least narrows the accessibility gap and fosters digital inclusion for individuals with impairments?'


An apparently visually biased Mixed Reality (MR) device like the Apple Vision Pro can provide numerous benefits to individuals with low vision, blindness, deafness, hard-of-hearing, cognitive impairments, and motor/mobility impairments. Here are some ways it could benefit users with these conditions in their daily lives, leveraging the true power of AI beyond creating internet memes, while also enabling them to access computing capabilities and navigate the web:


  1. Low Vision Assistance: MR devices can offer customizable visual enhancements for individuals with low vision. They can provide augmented reality overlays that increase contrast, magnify text and objects, highlight important elements, and offer color adjustments to improve visibility. This aids in reading, recognizing faces, and navigating the environment.
  2. Auditory Feedback and Subtitles: The device can provide audio feedback to convey information about the environment, objects, and activities, benefiting individuals who are blind or have low vision. Real-time subtitles for spoken content can also be generated, enabling individuals who are deaf or hard-of-hearing to access audio information.
  3. Haptic Feedback: Incorporating mechanisms such as vibrations or tactile sensations can provide tactile cues and alerts, assisting individuals with visual or cognitive impairments in understanding and interacting with the virtual or augmented environment.
  4. Voice Commands and Gestures: MR devices can serve as alternative input methods for individuals with motor/mobility impairments. This allows them to control the device, navigate menus, and interact with applications without relying on traditional input devices.
  5. Text-to-Speech (TTS) and Speech-to-Text (STT): TTS capabilities can read out text from documents, web pages, and messages, enabling individuals with visual or cognitive impairments to access written information. STT capabilities can convert spoken language into text, facilitating communication for individuals who are deaf, hard-of-hearing, or have difficulty with speech.
  6. Assistive Navigation and Way-finding: Incorporating features like audio directions, haptic feedback, and visual markers helps individuals with visual or cognitive impairments to navigate unfamiliar places independently.
  7. Cognitive Support and Reminders: With task management and calendar integration, the device provides visual and auditory prompts to assist individuals with cognitive impairments in organizing their daily routines, managing medications, and completing tasks.
  8. Virtual Communication and Social Interaction: Through immersive environments, users can engage in video calls, participate in virtual meetings, and interact with others using avatars, enhancing social connectivity for individuals who may face barriers in physical interactions.
  9. Skill Development and Therapy: The device can provide tailored exercises for motor/mobility impairments, cognitive training programs, and virtual environments for sensory integration therapy.
  10. Web Accessibility and Application Support: MR devices can integrate web browsing capabilities and accessibility features, enabling users to access online content, interact with web-based applications, and utilize assistive technologies for web accessibility, such as screen readers and alternative input methods.


It's worth noting that the current user authentication method of iris scanning could be switched to facial and/or voice recognition for blind users. Additionally, some of the uses mentioned here involve active outdoor experiences, which Apple's promotional video did not address, and this may have an impact on battery life.


While MR devices offer valuable assistance, they should be used in conjunction with other accessibility solutions and support systems tailored to each individual's needs. Ongoing user feedback and collaboration with accessibility experts are crucial to refining and improving the inclusivity of MR technologies.

Arnouth Pessoa

Product Designer Manager at AB InBev | Data Visualization | Martech | Tableau | Power BI | SQL | AI Prompt Engineer

1 年

Superb article, my friend. Is good to see someone digging deeper besides the hype and talking like a real UXer.

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