Accessibility Guide¶
AeroBeat is intended to be approachable for a wide range of athletes, and the current v1 slice should keep that goal grounded in the camera-first product reality.
Core accessibility principles¶
- athletes should be able to scale intensity safely
- charts should leave room for substitution and reduced range of motion
- calibration should adapt to the athlete, not the other way around
Current focus¶
The official gameplay-accessibility story should be written first around camera-driven Boxing and Flow.
UI navigation may still use mouse on PC and touch on mobile, but those should not be confused with official non-camera gameplay support.
Useful modifier examples¶
- no squats
- no knee strikes
- reduced leg-lift demand
- no obstacles/body-movement prompts
- simplified Flow guidance
- zen or low-pressure play modes
Future-support note¶
Adaptive controllers, gamepad variants, keyboard workflows, and XR comfort paths may still matter later, but they should be presented as future support or accessibility exploration rather than current official gameplay parity.