the accessible interface project construir um ambiente de computação que pode ser usado por aqueles com paralisia cerebral, focando: facilidade de dispositivos de entrada, minima fadiga dos utilizadores. Possui dois modulos, notes e trivia. O teclado e o mouse foram trocados por uma interface com dois botoes, desenhadas para trabalhar com o ambiente AIF. Os dois modulos usam um menu rotativo desenhados para a interfáce de dois botões. Os utilizadores fazem a seleção rodando pelas opções usando um botão como TAB e o outro como enter. O projeto ainda está num estado pre-beta e ainda não foi testado com potenciais utilizadores. INTRODUCTION There are not many computing solutions available for people with cerebral palsy. A Google search for “Cerebral Palsy, Software” returns a vast number informative online communities dedicated to providing cerebral palsy education and resources but unfortunately does not return much information about actual software. Our proposed solution is the Accessible Interface Project (AIF). AIF is the result of an upper level computer science course taught at the University of Michigan that challenged students to create a usable computing environment for children with cerebral palsy. The goal was to provide some basic functionality of common computer applications via an efficient and convenient medium to users with motor impairments. ======================================================= considerações. --------------- Ease of use has been another central consideration during the development of the AIF project. Hyperkenesis1 necessitates that CP users exert a great deal more energy to accomplish any controlled movement when compared to those without motor impairment issues. The degree of user fatigue is proportional to the number of precision movements needed to accomplish a task. The necessity of precision movements would therefore need to be minimized in order to maximize ease of use --------------- Visual impairment is also fairly common among people with CP [4]. Strabismus, or “Lazy Eye”, which causes one’s vision to be blurred or otherwise impaired, often occurs due to muscular control deficiencies. Here again a simple interface coupled with easy-to-decipher visual elements will increase accessibility. the hardware. With this in mind the small and numerous buttons of the keyboard have been replaced with two large Bluetooth-enabled buttons. Since the distance the receiver is the only notable spatial limitation of Bluetooth devices, these buttons can be placed wherever it is most comfortable and convenient for the user. Each of the two Bluetooth buttons has a unique input: one functions as ‘TAB’ and the other as ‘ENTER.’ the software. the modules include ‘Notes’ and ‘Trivia’, both of which are accessible via a three-dimensional carousel menu at the bottom of the screen (see Figure 1). The carousel presents a set of options through which a user can scroll and select using the twobutton ‘TAB’ and ‘ENTER’ hardware interface. Menu items on the carousel change based on the module the user is currently using and the relevant options within that module. Five carousel items are presented to the user at a time: the current selection is in the middle; the two previous selections are to the left of the current selection; and the two upcoming selections are to the right. Since a CP user may take several seconds to plan his or her next movement to ensure its accuracy the foresight given by this arrangement is crucial. Planning and foresight also reduce the likelihood that a user will pass their intended selection when scrolling through the carousel. Among the modules, the text entry method within ‘Notes’ is of particular interest (see Figure 2). Using the same carousel menu a user can compose documents using an augmented T9 text entry system2. One Three-letter combination is presented on each carousel button. When a selection is made a list of likely words is presented above and to the left of the menu and is marked by a thriceblinking box.