Accessibility of User Interface
Accessibility of User Interface
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QUICK QUESTION 1
How many states are there in Fragment Lifecycle and what are the states?
How many states are there in Fragment View Lifecycle and what are the states?
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OUTLINE
• Accessibility Design
• What is Accessibility and Why understand it?
• 3 Accessibility Design Principles
• Accessible Design Guidelines
• Assistive Technology
• Layout and Typography
• Writing
• Colour and Contrast
• Others: Sound and Motion
• Designing and Implementing Accessible UX
• Structure → Flow → Elements
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ACCESSIBILITY DESIGN
Material 3
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ACCESSIBILITY
• User should be able to navigate, understand and use
(enjoy) the app for its intended purposes.
• IDEAL: Improving accessibility enhances the usability for
all users, including those with low vision, blindness,
hearing impairments, motor impairments, cognitive
impartments or situational disabilities (such as broken
arms).
But is it possible?
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WHY UNDERSTAND
ACCESSIBILITY DESIGN?
• Prepare the designer/developer in understanding and
anticipate various human experiences and disabilities.
• Also, for future us (when we got older), and for those who
have situational disabilities.
• Design or develop a mobile app that is suitable and
enjoyable for the user.
• Can serve a wide variety of users.
• From a product management perspective – the after-
cost including the cost to update, or cost to maintain is
lower.
• Prevent costly redesigns, reduce tech and design debt,
and conserve resources upfront.
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ACCESSIBILITY PRINCIPLES
MATERIAL 2 – PAST VERSION
1. Clear: help users navigate your app by designing
clear layouts with distinct calls to action.
2. Robust: design to accommodate a variety of users.
3. Specific: support assistive technologies specific to
your platform (touch, keyboard, mouse)
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ACCESSIBILITY PRINCIPLES
MATERIAL 3
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ACCESSIBILITY PRINCIPLES
1. HONORS INDIVIDUAL
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ACCESSIBILITY PRINCIPLES
2. LEARN BEFORE, NOT AFTER
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ACCESSIBILITY PRINCIPLES
3. REQUIREMENT AS A STARTING POINT
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ACCESSIBILITY BASICS
1. Assistive technology
2. Layout and typography
3. Writing
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ACCESSIBILITY BASICS
1. ASSISTIVE TECHNOLOGY
• Help increase, maintain, or improve the functional
capabilities of individuals.
• Live more independently by engaging with technology
through devices such as:
• Keyboards
• Screen readers
• Braille displays
• Tracking input
• Magnifiers
• Voice input
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HIERARCHY
• Giving users confidence in knowing where they are in
your app and what is important.
• Using multiple visual cues, and textual cues such as color,
text, or motion.
• Feedback:
• Give users feedback and a sense of where they are in
the app.
• Visual feedback (such as labels, colors, and icons) and
touch feedback show users what is available in the UI.
• Navigation:
• Clear task flows with minimal steps, easy-to-locate
navigation controls, frequently used tasks, and clear
labeling.
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HIERARCHY
• Less is more:
• Every additional item increases the complexity of the design.
• Should simplify UI by using:
• Clear visible elements
• Sufficient contrast and size
• A clear hierarchy of importance
• Important actions at the top or bottom of the screen (reachable
with shortcuts)
• Place related items of a similar hierarchy next to each other
• Key information that is discernable at a glance
• To convey an item’s relative level of importance:
• Place important actions at the top or bottom of the screen
(reachable with shortcuts)
• Place related items of a similar hierarchy next to each other
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VISUAL HIERARCHY
• To enable the screen reader to read out content in the
intended order, it’s important for designers to
collaborate with developers – both for writing out the
HTML in the correct order, and understanding how
screen readers will interpret designs.
• Screen readers rely on the top-down structure of HTML
on any platform (mobile or web).
• This structure creates a map for the screen reader to
follow when reading the content.
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VISUAL HIERARCHY
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FOCUS ORDER
• The black circles indicate the order in which onscreen
elements could receive focus.
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ACCESSIBILITY BASICS
2. LAYOUT AND TYPOGRAPHY
• Enable users who aren’t able to see the screen, or who
have difficulty with small touch targets, to tap elements
in your apps.
• Touch targets: icon + padding should be at least 48 x 48
dp (translate to physical size about 9mm – within the
recommended 7-10mm).
Icons: 24dp
Star icon: 40dp
Touch target on both: 48dp
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ACCESSIBILITY BASICS
2. LAYOUT AND TYPOGRAPHY
• Pointer target (mouse/stylus): at least 44 x 44 dp.
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ACCESSIBILITY BASICS
2. LAYOUT AND TYPOGRAPHY
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ACCESSIBILITY BASICS
2. LAYOUT AND TYPOGRAPHY
• Responsive layout: content shouldn’t be truncated as
result of device type or resolution.
• Font: features to allow users to adjust font size.
• Focus order: Input focus should follow the order of visual
layout (from top to bottom of screen)
• Grouping: similar items under heading that communicate
what the groupings are.
• Transitions: focus traversal between screens and tasks
should be as continuous as possible.
• allowing for a return to a previously focused element if a
task is interrupted and then resumed.
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ACCESSIBILITY BASICS
3. WRITING
• Accessibility text:
• Text that is used by screen reader accessibility software,
such as Google’s TalkBack on Android
• Screen readers read aloud the on-screen text and
elements (such as buttons), including the visible and
nonvisible alternative text.
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ACCESSIBILITY BASICS
3. WRITING
• Alternative text:
• Translate a visual UI
into a text-based UI.
• A short label (up to 125
characters) that
describes an image for
users who are unable
to see them.
• Useful for those who
needed/not needed
screen reader
• valuable for sighted
users, as well,
because alt text
appears if an image
fails to load.
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ACCESSIBILITY BASICS
3. WRITING
• Captions, adjacent text, and
embedded text
• The text in and around
images should consider
accessibility because it
presents key information
about the images.
• Caption: text that appears
below an asset.
• Embedded text: Screen
readers are unable to read
text that is embedded in
imagery - include the
essential information in the
alt text.
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ACCESSIBILITY GUIDELINES
3. WRITING
• Essential and Non-
Essential Elements:
• Essential information
should have 3:1
colour contrast ratio
for large text and
4.5:1 for small text.
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ACCESSIBILITY BASICS
3. WRITING
• Be succinct:
• Keep content and accessibility text short and to the point
(especially for screen reader users).
• Avoid stating control type or state:
• E.g., use search instead of search field.
• Indicate what an element does:
• Use action verb to indicate what an element or link does,
not based on what element looks like.
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ACCESSIBILITY BASICS
3. WRITING
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ACCESSIBILITY GUIDELINES
COLOURS AND CONTRAST
• Help users see and interpret your app’s content,
interact with right elements and understanding actions.
• Accessible colour:
• use colour so that all users can understand the content,
as colour helps communicate mood, tone and critical
information.
• Choose primary, secondary and accent colours to
support usability.
• Ensure sufficient colour contrast for low vision users.
• https://material.io/design/color/the-color-
system.html#color-theme-creation
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ACCESSIBILITY GUIDELINES
COLOURS AND CONTRAST
• Contrast ratio (how different
one colour is from another
colour):
• Important for users to
distinguish various text and
non-text elements
• Higher contrast makes the
imagery easier to see, while
• Low-contrast images may be
difficult for some users to
differentiate in bright or low-
light conditions, such as on a
very sunny day or at night.
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ACCESSIBILITY GUIDELINES
COLOURS AND CONTRAST
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ACCESSIBILITY GUIDELINES
COLOURS AND CONTRAST
• Contrast ratio (how different one colour is from another
colour):
• Small text should have contrast ratio of at least 4.5:1
against its background.
• Or 7:1 for greater accessibility.
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ACCESSIBILITY GUIDELINES
COLOURS AND CONTRAST
• Contrast ratio (how different one colour is from another
colour):
• Large text (14 pt bold / 18 pt regular and above) should
have contrast ratio of at least 3:1 against its background
• Or 4.5:1 for greater accessibility.
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ACCESSIBILITY GUIDELINES
COLOURS AND CONTRAST
• Clustering Elements
• Some non-text elements,
such as button containers,
should meet a contrast ratio
of 3:1 between their
container color and the color
of their background.
• Group of buttons that
clustered together with other
elements, require the user to
distinguish them from the
group.
• Should have 3:1 contrast
between themselves and the
background.
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ACCESSIBILITY GUIDELINES
COLOURS AND CONTRAST
• Logo and decorative elements:
• Should be distinguishable if they possess important
functionality (do not have to follow contrast ratio).
• Other visual cues:
• Ensure to include design elements in addition to colour so
that colour blind users receive same amount of
information (e.g., stroke, indicators, patterns, texture or
text).
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ACCESSIBILITY GUIDELINES
OTHERS: SOUNDS AND MOTION
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ACCESSIBILITY GUIDELINES
OTHERS: SOUNDS AND MOTION
• Motion: guide focus between views.
• Enable content that moves / scrolls / blinks automatically
to be paused if it lasts more than 5 seconds.
• Limit flashing content to three times in a one second
period.
• Avoid flashing large central region of the screen
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DESIGNING AND IMPLEMENTING 53
ACCESSIBLE UX
FLOW – DEFINE INITIAL FOCUS AND
COMPONENT-LEVEL FOCUS
• Focus: the current active target of
user interactions in the mobile
app.
• Define the initial focus when a
user loads a screen or for a
component with multiple
interactive elements, like a
complex card or a dialog.
• Also define the changed focus an
element is triggered by user’s
action.
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DESIGNING AND IMPLEMENTING 54
ACCESSIBLE UX
FLOW – DEFINE INITIAL FOCUS AND
COMPONENT-LEVEL FOCUS
• For example, when a dialog is
triggered, check for the following:
• Focus is set to the dialog
component, likely to a specific
interactive element (refer to (1) in
the figure)
• When the user closes or cancels
the dialog, the focus returns to
the previous interactive element
that initiated the action.
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DESIGNING AND IMPLEMENTING 55
ACCESSIBLE UX
FLOW – DEFINE ANY ATYPICAL KEY TRAVERSAL
THROUGH THE PAGE AND COMPONENTS
• Enable users to complete the
primary and secondary user
journeys using tab, arrow
keys, and other keyboard
shortcuts.
• Very useful even for sighted
users especially when the
primary method – touch
screen has a problem.
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DESIGNING AND IMPLEMENTING 60
ACCESSIBLE UX
ELEMENTS – ADD LABELS FOR MEANINGFUL
IMAGES AND INTERACTIVE ELEMENTS
• Add labels to visuals that convey
meaning or enhance content.
• Labels should be concise,
descriptive, and convey the
content and context of the
element.
• Also applicable to infographics
and other instructive images
found in support docs.
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DESIGNING AND IMPLEMENTING 61
ACCESSIBLE UX
ELEMENTS – ASSIGN A ROLE TO INTERACTIVE
ELEMENTS
• Assign roles based on your design
system components (button, slider,
menu, etc.
• To communicate desired interaction
patterns into engineering action.
• Defining an interactive element's
category by assigning it a role helps
users of assistive technology
establish expectations for how to
interact with that element and
anticipate what is likely to happen
upon interaction.
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QUICK
QUESTION 2
• What are the
THREE (3)
Accessibility
Design Principles
in Material 3?
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REFERENCES
• Accessibility Design:
• https://m3.material.io/
• Accessibility in Android (sample Android App for
Accessibility):
• https://developer.android.com/guide/topics/ui/accessib
ility
• Test the app’s accessibility:
• https://developer.android.com/guide/topics/ui/accessib
ility/testing
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