Cephable
When developers integrate Cephable’s SDK into their games and applications, users can control interfaces using voice or head movements without relying only on a mouse.
ENABLE Model location
What it is
People use applications and games that have been developed with Cephable's Software Development Kit (SDK) to control interfaces using alternative input methods such as head movements or voice, instead of relying solely on a mouse. This integration allows users to engage with digital content and functionality in a way that accommodates various physical abilities.
Why it matters
The integration of tools like Cephable into the development process is a crucial act of pre-launch care. It falls under "Develop Accessible Implementations," which means ensuring that products are built in ways that functionally support inclusive use from the outset. This proactive approach ensures that software is compatible with assistive technologies, supports diverse input methods, and avoids baking in barriers that are difficult, expensive, or impossible to fix later. When developers incorporate such tools early, they prevent the burden of accessibility from falling downstream onto users who would otherwise need to employ burdensome compensations. It ensures that interfaces are inherently usable, rather than requiring retrofitting after launch.
Real-world example
Imagine a gamer who experiences limited dexterity in their hands but wants to participate in the latest online adventure game. Before the game's official release, the development studio chose to integrate Cephable's SDK. As a result, when the game launches, this gamer is able to control their character's movements and navigate in-game menus using precise head movements and voice commands, seamlessly engaging with the game world alongside their peers. This means they don't have to seek out third-party workarounds or abandon the game due to inaccessible controls.
What care sounds like
- "Our team prioritized integrating this SDK to ensure users can control the interface with head movements from day one."
- "We specifically designed our application's interactions to support voice commands, knowing some users rely on them."
- "Before shipping, we confirmed that all interactive elements are fully operable using the alternative input methods provided by our integrated tool."
- "This new feature isn't just mouse-friendly; it's designed to be controllable by voice and head movements."
What neglect sounds like
- "This application was only designed for mouse input; users with motor disabilities will just have to find a way to adapt."
- "We'll add support for alternative input methods like voice control later, if enough people request it."
- "Our focus was on getting the core functionality out; specialized input wasn't a priority for the initial release."
- "It looks great and works for most users, so we're not worried about those who can't use a mouse."
What compensation sounds like
When pre-launch care is neglected, users are forced to engage in post-launch compensations to gain access. If a game or application only supported mouse input, users with motor disabilities might say:
- "I tried using my system's voice control, but it struggled to interpret the game's complex commands."
While assistive technologies like voice control are powerful and provide a crucial means of access, they cannot always perfectly adapt to poorly designed interfaces, placing an additional burden on the user to make them work. - "I had to install a third-party browser extension to simulate keyboard clicks so I could navigate the menu without a mouse."
Third-party tools, often community-built, demonstrate remarkable user ingenuity in bridging accessibility gaps, offering a pathway to usability where none natively exists. - "I ended up writing a custom script just to map my head movements to basic game controls, but it often breaks with updates."
Such workarounds are a testament to users' cleverness and determination in overcoming exclusion, though they represent invisible labor that should not be necessary. - "I asked my friend to play that section for me because I couldn't get past it with the mouse-only controls."
While human help can provide a temporary solution, it reduces autonomy and can be inconvenient or even compromise privacy.