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Accessibility and Mobile: Radically Changing the Museum Visit
SOFIE ANDERSEN, ANNIE LEIST, SINA BAHRAM & ANNA LINDGREN- STREICHER
#MCN2014 #A11y
Panelists
Annie Leist, Special Projects Lead, Art Beyond Sight & Visual Artist
@artaccessannie @ArtByndSight
Sina Bahram, President, Prime Access Consulting
@SinaBahram
Anna Lindgren-Streicher, Manager Research & Evaluation, Boston
Museum of Science
@astreichs
Sofie Andersen, Sr Digital Media Strategist, Antenna Lab
@sofieny @antenna_lab
2 MCN 2014 #MCN2014 #A11y
What we’ll be considering today
•Why mobile?
•Considerations for the museum visit.
•Features of commercial devices & apps.
•Universal Design.
•When mobile is and isn’t the answer.
•Recent research & best practices.
3 MCN 2014 #MCN2014 #A11y
Its about the journey –
not the destination
4 MCN 2014 #MCN2014 #A11y
Arriving at the a-ha moment
5 MCN 2014 #MCN2014 #A11y
Factors Driving Accessibility – Human Rights
Human disability - “an umbrella term covering impairments, activity limitations
and participation restrictions.” WHO (World Health Organization)
>>Sources: IBM2014 Trends Report and World Health Report
6 MCN 2014 #MCN2014 #A11y
Factors Driving Accessibility - Population
• 18.7% of us in US are disabled.
• 50% over 65s are considered disabled.
• Majority (71%) have ‘invisible’ disabilities - RSI, cognitive and learning.
• 85% of us can have ‘situational disability’.
• Museums - challenging environments for everyone eg. spaces, exterior
and interior environmental factors, ambient noise, dispersed
information.
» Sources, US 2010 Census, Gartner Market Trends, Andrew Johnson 2013, and “Global
Economics of Disability 2013”
» Additional research informed by Antenna & ABS Mobile Access Provisions Surveys 2014.
7 MCN 2014 #MCN2014 #A11y
Factors Driving Accessibility - Legislation
 UN CRPD (Rights of Persons with Disabilities)
 Section 508 - Standards are evolving for web access
 ADA (1990) and Telecommunications (1996) legislation for access to
museums
 Web Content Accessibility (WC3) WCAG. 2.0 – the web needs
accessible content and user agents, including AT and AT authoring
tools.
 WC3 Mobile Web Best Practices 1.0
8 MCN 2014 #MCN2014 #A11y
Factors Driving Accessibility: Tech Industry
•Corporations focusing on software and devices.
•IBMs Ability Labs (MyNYC App), Apple, Yahoo, Facebook etc.
•iOS & Android native and 3rd party assistive tech (AT) functions.
•BBC mobile design guidelines.
9 MCN 2014 #MCN2014 #A11y
10 MCN 2014 #MCN2014 #A11y
Factors Driving Accessibility - ROI
Measurable Audiences - corporate & non-profit
responsibility can align with ROI.
PWDs account for $247 billion US market –
almost 1 in 5 people.
Access to funding opportunities.
Circle of potential engagement – family and
friends critical for museum visits.
» Sources: “Global Economics of Disability 2013 Report” & US Census:
Americans with Disabilities 2002. Mobile and Museums 2013 Survey –
identification of visitor engagement and attracting new visitors as top
museum priorities
11 MCN 2014 #MCN2014 #A11y
Discovery Phase: Audience Needs
How important is color contrast?
91% say very or somewhat
>>Source: WebAim Survey Low Vision Survey March 2013, 216 respondents, not 100%
answered all questions, all moderate to low vision
61% use accessibility
settings/software
12 MCN 2014 #MCN2014 #A11y
IBMs Market Analysis- Accessibility Features
13 MCN 2014 #MCN2014 #A11y
Discovery Phase: Research Collaboration
14 MCN 2014 #MCN2014 #A11y
Annie Leist
Annie Leist, Special Projects Lead, Art Beyond Sight & Visual Artist
@artaccessannie @ArtByndSight
15 MCN 2014 #MCN2014 #A11y
Who am I anyway?
MCN 2014
01
6
• Visual artist and lover of museums and galleries
• Special Projects Lead at Art Beyond Sight
‒ ABS is a New York-based nonprofit focused on helping make art and culture
accessible to people of all abilities
‒ Part of my role is doing consulting and training about disability awareness
and best practices around accessibility in museums and other organizations
• Shameless gadget junkie
• Member of audience with access needs
#MCN2014 #A11y
Online survey
In 2014, Art Beyond Sight and Antenna International hosted three
online surveys to explore:
• How are people with disabilities using smartphones in their
everyday lives?
• What are their needs in museums?
• How are museums currently using mobile technologies?
MCN 2014
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7
#MCN2014 #A11y
About the Art Beyond Sight/Antenna Lab
project
MCN 2014
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• Three surveys online from January through June 2014
• Over 100 responses
‒ 61 people with disabilities
‒ 44 cultural institutions
‒ 9 access organizations
• Most individual participants self-identified as people who are
blind or have low vision
• Percentages in survey results are based on how many people
answered each question, not on total participants, as not every
question was answered by every participant.
• Focus groups with people who are blind or have low vision
conducted in June 2014
#MCN2014 #A11y
People with disabilities at museums
• They’re coming!
‒ 26% at least once a month
‒ 42% at least once a year
• They’re staying!
‒ 68% spend 1-2 hours or longer
‒ …and they do this regularly
MCN 2014
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#MCN2014 #A11y
What’s challenging for visitors with disabilities?
MCN 2014
02
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• Dispersed information
• Ambient noise
• Exterior locations
• Complex spaces
• Busy environments
#MCN2014 #A11y
Smartphones and everyday life
MCN 2014
02
1
• Mobile device ownership by people with disabilities aligns with
general population
• Of our survey respondents…
‒ 60% own iPhones
‒ 31% own Androids
‒ 25% own iPads
• Level of comfort with technology
‒ 56% very comfortable
‒ 33% mostly comfortable
#MCN2014 #A11y
Accessibility capabilities of mobile technology
MCN 2014
02
2
• System screen readers (VoiceOver in iOS)
• Text-to-speech
• Magnification and zoom
• Other visual interface customization (e.g., inverted colors)
• Adjustable font sizing
• Hearing aid support
• Limitable access to onscreen elements
• Alternative input methods and devices
• Internal sensors and wireless connectivity, geolocation
#MCN2014 #A11y
Content developed for accessibility purposes
MCN 2014
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• Verbal description
‒ Audio tracks
‒ Description of video
• Transcripts of audio
• Captioning of video
• Content translated into sign language
• Multi-sensory experiences
• User interface design choices
#MCN2014 #A11y
Things to consider…
MCN 2014
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• What platform will we use?
• Visitor’s device or our device? Or both?
• Mobile-friendly website, web app, or app app?
• Use built-in features or code them ourselves?
• In-house or external vendor?
#MCN2014 #A11y
The MFA Boston Multimedia Guide
A case study of one museum’s
mobile technology solution
• In 2010, transitioned from
audio guide to multimedia
guide
• Chose to design proprietary
app only available on their
devices (iPod touches in
security cases)
• Content created in-house
• Accessibility considered from
outset
MCN 2014
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#MCN2014 #A11y
What’s on the MFA guide?
MCN 2014
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Emphasis on choice for people with disabilities
• Verbal description of objects – will soon be available for every
stop
• Highlights tour offered in multiple languages including American
Sign Language
• Text transcripts of audio for every stop
• Captioned video
• Compatibility with T-coil hearing aid technology
• Selection of guides available with tactile dot on screen and
VoiceOver screen reader activated
#MCN2014 #A11y
Design with user in mind: ASL videos
• ASL videos for
every object on
MFA’s Highlights
tour, like other
languages
• Vertical
orientation, no
captioning, no
image of artwork
• Signers were
existing MFA ASL
guides
• Team of people
reviews each video
MCN 2014
02
7
Other choices for ASL design
• Translating to American Sign
Language is an art, not a
science
• Sign languages are not static
• Consider screen size and
orientation
• Proper names and jargon must
be spelled out; this can
increase length of video,
captions are option too
• Do not neglect your deaf or
hard-of-hearing audiences
who do not sign
MCN 2014
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#MCN2014 #A11y
How else to think about audience?
MCN 2014
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• Define your audiences
• Create user personas early in the process
• Remember that abilities change as conditions or environments
change
• Discover in-house expertise, AND seek knowledgeable outside
advisors
• Seek feedback and perform user testing throughout
#MCN2014 #A11y
The real design impact of user personas
MCN 2014
03
0
#MCN2014 #A11y
Antenna International and Spaulding
Rehabilitation Hospital
Experience design takeaways
MCN 2014
03
1
• One size does not fit all
‒ For museums
‒ For content types
‒ For people with disabilities
• Hybrid experiences – marry digital with analogue
• Smartphones and handheld mobile may not be the best solution
– or even a possible solution
• Consider how successful design with accessibility in mind affects
all audiences
#MCN2014 #A11y
Sina Bahram
President, Prime Access Consulting @SinaBahram
32 MCN 2014 #MCN2014 #A11y
“When we work on
making our devices
accessible by the blind, I
don’t consider the
bloody ROI”
Tim Cook, Apple CEO
#MCN2014 #A11yMCN 201433
Mobile Accessibility
• Touch offers unique advantages
• Facilitates eyes-free exploration of spatial layout
• Facilitates collaboration between sighted and eyes-free users
• Relies on concept of an access overlay
@SinaBahram
34 MCN 2014 #MCN2014 #A11y
What Is An Access Overlay?
• Invisible software layer that intercepts touch events
• Provides explore functionality
• Responds to particular gestures
• Allows native gestures to still be performed (usually with small
modification)
@SinaBahram
35 MCN 2014 #MCN2014 #A11y
Tips and Tricks
•Be aware of platform specific accessibility offerings
•Label your controls/content
•Provide additional information, via hints, when appropriate
•Use native controls whenever possible
•Use the appropriate control/widget for the job
•Test your app the way your users will use it
#MCN2014 #A11yMCN 201436
Going the extra mile
•Be aware of accessibility specific gestures/actions
•Semantic mark up matters
•Grouping of controls and flow matter a lot
•Provide multiple ways to do something
#MCN2014 #A11yMCN 201437
Demo of Voice Over and iOS
@SinaBahram
38 MCN 2014 #MCN2014 #A11y
Device Accessibility Features
• Voiceover
• Zoom
• Guided Access
• Hearing Aid Support
• Inverted Mode
• Assistive Touch
• Switch Control
39 MCN 2014 #MCN2014 #A11y
1. Equitable Use
Equitable use: Can visitors with
different functional limitations
get a similar, or equitable,
experience?
@SinaBahram
40 MCN 2014 #MCN2014 #A11y
2. Flexibility in Use
Can visitors interact with the
information in a variety of
different ways?
@SinaBahram
41 MCN 2014 #MCN2014 #A11y
3. Simple and Intuitive Use
Can visitors with different
experience or knowledge benefit
from the information being
presented?
@SinaBahram
42 MCN 2014 #MCN2014 #A11y
4. Perceptible Information
Can visitors access and interact
with the information being
presented, independent of a
sensory disability and
disturbances in the
environment?
@SinaBahram
43 MCN 2014 #MCN2014 #A11y
5. Tolerance for Error
Can visitors always return to a
consistent, known starting point
so that, for example, they don’t
cause systems to crash or
behave unexpectedly, regardless
of the actions they take?
@SinaBahram
44 MCN 2014 #MCN2014 #A11y
6. Low Physical Effort
Can visitors fully appreciate the
given information without
needing much physical effort or
dexterity?
@SinaBahram
45 MCN 2014 #MCN2014 #A11y
7. Size And Space for Approach And Use
Can visitors get close; have
enough space in which to move
around, even with a wheelchair,
walker, or crutches; and
manipulate it, independent of
posture or other physical
limitations?
@SinaBahram
46 MCN 2014 #MCN2014 #A11y
How to Reach Systemic Accessibility
• Design and build inclusively
‒ It is far more expensive to retrofit accessibility into an existing artifact
• Involve persons with disabilities early and often
‒ This helps ground designs in real-world user needs
• Include accessibility into Call for Proposals (CFP)
‒ This represents actual institutional commitment
• Require accessibility in contracts with vendors
‒ This helps insure accessibility actually happens
• Evaluate
‒ Gather feedback on how things are working for your visitors/users
@SinaBahram
47 MCN 2014 #MCN2014 #A11y
Anna Lindgren-Streicher
Manager Research & Evaluation, Boston Museum of Science
@astreichs
48 MCN 2014 #MCN2014 #A11y
Matching mobile to your museum
Find a good fit for your goals
• Challenges with social, hands-on,
interactive experiences
• Experiment with how mobile
supports the core experience
• Use mobile to mediate for visitors
with disabilities
@astreichs
49 MCN 2014 #MCN2014 #A11y
Matching mobile to your museum
How can mobile be used to…
• Provide additional experiences or information visitors can share
with others?
• Provide multisensory access to experiences & information?
• Provide a parallel experience for inaccessible aspects?
@astreichs
50 MCN 2014 #MCN2014 #A11y
Lessons learned from the MOS
• ASL multimedia tour of
traveling exhibition
• Audio labels for small
permanent exhibit
@astreichs
51 MCN 2014 #MCN2014 #A11y
Lessons learned from the MOS
• Make it easy to access the mobile experience
‒ Clearly labeled pick-up or download
‒ Advertise it appropriately
• Trained, knowledgeable staff can make or break it
‒ Know accessibility features
‒ Be comfortable interacting with visitors with disabilities
@astreichs
52 MCN 2014 #MCN2014 #A11y
Lessons learned from the MOS
• Mobile experiences can provide independence
‒ Allows for self-paced experiences, not interpreter-led
‒ Can provide content in preferred modality or language
• Understand culture as well
‒ How do people prefer to receive information?
‒ What existing assumptions and behaviors can you build off of?
@astreichs
53 MCN 2014 #MCN2014 #A11y
Lessons learned from the MOS
Test things during development
• Seemingly small glitches can lead to
high frustration
• Use it thoroughly yourself
• Get feedback directly from your
intended audience
@astreichs
54 MCN 2014 #MCN2014 #A11y
RECOMMENDATIONS
“Accessibility is not a checklist – it is a
goal”
• Consider accessibility from the get –go
• Realize accessibility audiences are diverse -
one size does not fit all
• Utilize existing access tools (and allow device
customization)
• One size does not fit all
• Use universal design principles
• Test early and often
• Invest in staff training
55 MCN 2014 #MCN2014 #A11y
Research Resources
Web Aim Low Vision Survey - http://webaim.org/projects/lowvisionsurvey/
Web Content Accessibility Guidelines :http://www.w3.org/TR/WCAG20
CMME Personas: http://openexhibits.org/accessibility/using-personas-to-create-inclusive-
digital-exhibit-interactives/8777/
http://sinabahram.com/resources.php
ArtBeyondSight.org
antennalab.org
56 MCN 2014 #MCN2014 #A11y
Tech Resources
iOS
https://developer.apple.com/accessibility
Android
http://developer.android.com/design/patterns/accessibility.html
http://developer.android.com/guide/topics/ui/accessibility/apps.html
Microsoft UI Automation
http://bit.ly/TZdUkJ
BBC Mobile
http://www.bbc.co.uk/guidelines/futuremedia/accessibility/mobile
57 MCN 2014 #MCN2014 #A11y
Content Resources
#MCN2014 #A11yMCN 201458
• Image Description
§ Guidelines for Describing STEM Images
http://ncam.wgbh.org/experience_learn/educational_media/stemdx/guidelines
§ Alternative Text on the Web
http://webaim.org/techniques/alttext
§ Image Accessibility Considerations
http://webaim.org/techniques/images
o POET – A tool for adding image descriptions to digital talking books
§ Tutorial: http://youtu.be/jtBZO0kTkSo
• Video Description
Guidelines: http://www.youtube.com/playlist?list=PLNJrbI_nyy9uzywoJfyDRoeKA1SaIEFJ7
YouDescribe - A free service that allows anyone to describe a YouTube video. Videos can be
played back with description by eyes-free users and others who benefit from description.
http://youdescribe.ski.org
§ Tutorial: http://youtu.be/c-GKbGCzeEc
• 3D Printing for Accessible Materials
http://youtu.be/-0TSvNFf8Xw
• Latest Developments in image accessibility: The DIAGRAM Center
http://youtu.be/-0TSvNFf8Xw
Questions?
59 MCN 2014 #MCN2014 #A11y
Thank you
Annie Leist @artaccessannie @ArtByndSight
Sina Bahram @SinaBahram
Anna Lindgren-Streicher, Museum of Science @astreichs
Sofie Andersen @sofieny @antenna_lab
60 MCN 2014 #MCN2014 #A11y
ACKNOWLEDGEMENTS
•With thanks to all Antenna/ASB Survey participants
•ABS staff Elisabeth Axel, Nina Levent, Ibraheem Fakir
•Hannah Goodwin, MFA Boston
•Danielle Linzer, The Whitney Museum of American Art
•Cynthia Overton Ph.D, American Institutes for Research
•Digital Accessibility Specialist Tom Babinski for use of CSUN13
research
•Gartner and Andrew Johnson for generous use of 2013 trends
reporting
•American Foundation for the Blind Technology Lab
61 MCN 2014 #MCN2014 #A11y

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Mobile Accessibility Radically Changing Museum Visits

  • 1. Accessibility and Mobile: Radically Changing the Museum Visit SOFIE ANDERSEN, ANNIE LEIST, SINA BAHRAM & ANNA LINDGREN- STREICHER #MCN2014 #A11y
  • 2. Panelists Annie Leist, Special Projects Lead, Art Beyond Sight & Visual Artist @artaccessannie @ArtByndSight Sina Bahram, President, Prime Access Consulting @SinaBahram Anna Lindgren-Streicher, Manager Research & Evaluation, Boston Museum of Science @astreichs Sofie Andersen, Sr Digital Media Strategist, Antenna Lab @sofieny @antenna_lab 2 MCN 2014 #MCN2014 #A11y
  • 3. What we’ll be considering today •Why mobile? •Considerations for the museum visit. •Features of commercial devices & apps. •Universal Design. •When mobile is and isn’t the answer. •Recent research & best practices. 3 MCN 2014 #MCN2014 #A11y
  • 4. Its about the journey – not the destination 4 MCN 2014 #MCN2014 #A11y
  • 5. Arriving at the a-ha moment 5 MCN 2014 #MCN2014 #A11y
  • 6. Factors Driving Accessibility – Human Rights Human disability - “an umbrella term covering impairments, activity limitations and participation restrictions.” WHO (World Health Organization) >>Sources: IBM2014 Trends Report and World Health Report 6 MCN 2014 #MCN2014 #A11y
  • 7. Factors Driving Accessibility - Population • 18.7% of us in US are disabled. • 50% over 65s are considered disabled. • Majority (71%) have ‘invisible’ disabilities - RSI, cognitive and learning. • 85% of us can have ‘situational disability’. • Museums - challenging environments for everyone eg. spaces, exterior and interior environmental factors, ambient noise, dispersed information. » Sources, US 2010 Census, Gartner Market Trends, Andrew Johnson 2013, and “Global Economics of Disability 2013” » Additional research informed by Antenna & ABS Mobile Access Provisions Surveys 2014. 7 MCN 2014 #MCN2014 #A11y
  • 8. Factors Driving Accessibility - Legislation  UN CRPD (Rights of Persons with Disabilities)  Section 508 - Standards are evolving for web access  ADA (1990) and Telecommunications (1996) legislation for access to museums  Web Content Accessibility (WC3) WCAG. 2.0 – the web needs accessible content and user agents, including AT and AT authoring tools.  WC3 Mobile Web Best Practices 1.0 8 MCN 2014 #MCN2014 #A11y
  • 9. Factors Driving Accessibility: Tech Industry •Corporations focusing on software and devices. •IBMs Ability Labs (MyNYC App), Apple, Yahoo, Facebook etc. •iOS & Android native and 3rd party assistive tech (AT) functions. •BBC mobile design guidelines. 9 MCN 2014 #MCN2014 #A11y
  • 10. 10 MCN 2014 #MCN2014 #A11y
  • 11. Factors Driving Accessibility - ROI Measurable Audiences - corporate & non-profit responsibility can align with ROI. PWDs account for $247 billion US market – almost 1 in 5 people. Access to funding opportunities. Circle of potential engagement – family and friends critical for museum visits. » Sources: “Global Economics of Disability 2013 Report” & US Census: Americans with Disabilities 2002. Mobile and Museums 2013 Survey – identification of visitor engagement and attracting new visitors as top museum priorities 11 MCN 2014 #MCN2014 #A11y
  • 12. Discovery Phase: Audience Needs How important is color contrast? 91% say very or somewhat >>Source: WebAim Survey Low Vision Survey March 2013, 216 respondents, not 100% answered all questions, all moderate to low vision 61% use accessibility settings/software 12 MCN 2014 #MCN2014 #A11y
  • 13. IBMs Market Analysis- Accessibility Features 13 MCN 2014 #MCN2014 #A11y
  • 14. Discovery Phase: Research Collaboration 14 MCN 2014 #MCN2014 #A11y
  • 15. Annie Leist Annie Leist, Special Projects Lead, Art Beyond Sight & Visual Artist @artaccessannie @ArtByndSight 15 MCN 2014 #MCN2014 #A11y
  • 16. Who am I anyway? MCN 2014 01 6 • Visual artist and lover of museums and galleries • Special Projects Lead at Art Beyond Sight ‒ ABS is a New York-based nonprofit focused on helping make art and culture accessible to people of all abilities ‒ Part of my role is doing consulting and training about disability awareness and best practices around accessibility in museums and other organizations • Shameless gadget junkie • Member of audience with access needs #MCN2014 #A11y
  • 17. Online survey In 2014, Art Beyond Sight and Antenna International hosted three online surveys to explore: • How are people with disabilities using smartphones in their everyday lives? • What are their needs in museums? • How are museums currently using mobile technologies? MCN 2014 01 7 #MCN2014 #A11y
  • 18. About the Art Beyond Sight/Antenna Lab project MCN 2014 01 8 • Three surveys online from January through June 2014 • Over 100 responses ‒ 61 people with disabilities ‒ 44 cultural institutions ‒ 9 access organizations • Most individual participants self-identified as people who are blind or have low vision • Percentages in survey results are based on how many people answered each question, not on total participants, as not every question was answered by every participant. • Focus groups with people who are blind or have low vision conducted in June 2014 #MCN2014 #A11y
  • 19. People with disabilities at museums • They’re coming! ‒ 26% at least once a month ‒ 42% at least once a year • They’re staying! ‒ 68% spend 1-2 hours or longer ‒ …and they do this regularly MCN 2014 01 9 #MCN2014 #A11y
  • 20. What’s challenging for visitors with disabilities? MCN 2014 02 0 • Dispersed information • Ambient noise • Exterior locations • Complex spaces • Busy environments #MCN2014 #A11y
  • 21. Smartphones and everyday life MCN 2014 02 1 • Mobile device ownership by people with disabilities aligns with general population • Of our survey respondents… ‒ 60% own iPhones ‒ 31% own Androids ‒ 25% own iPads • Level of comfort with technology ‒ 56% very comfortable ‒ 33% mostly comfortable #MCN2014 #A11y
  • 22. Accessibility capabilities of mobile technology MCN 2014 02 2 • System screen readers (VoiceOver in iOS) • Text-to-speech • Magnification and zoom • Other visual interface customization (e.g., inverted colors) • Adjustable font sizing • Hearing aid support • Limitable access to onscreen elements • Alternative input methods and devices • Internal sensors and wireless connectivity, geolocation #MCN2014 #A11y
  • 23. Content developed for accessibility purposes MCN 2014 02 3 • Verbal description ‒ Audio tracks ‒ Description of video • Transcripts of audio • Captioning of video • Content translated into sign language • Multi-sensory experiences • User interface design choices #MCN2014 #A11y
  • 24. Things to consider… MCN 2014 02 4 • What platform will we use? • Visitor’s device or our device? Or both? • Mobile-friendly website, web app, or app app? • Use built-in features or code them ourselves? • In-house or external vendor? #MCN2014 #A11y
  • 25. The MFA Boston Multimedia Guide A case study of one museum’s mobile technology solution • In 2010, transitioned from audio guide to multimedia guide • Chose to design proprietary app only available on their devices (iPod touches in security cases) • Content created in-house • Accessibility considered from outset MCN 2014 02 5 #MCN2014 #A11y
  • 26. What’s on the MFA guide? MCN 2014 02 6 Emphasis on choice for people with disabilities • Verbal description of objects – will soon be available for every stop • Highlights tour offered in multiple languages including American Sign Language • Text transcripts of audio for every stop • Captioned video • Compatibility with T-coil hearing aid technology • Selection of guides available with tactile dot on screen and VoiceOver screen reader activated #MCN2014 #A11y
  • 27. Design with user in mind: ASL videos • ASL videos for every object on MFA’s Highlights tour, like other languages • Vertical orientation, no captioning, no image of artwork • Signers were existing MFA ASL guides • Team of people reviews each video MCN 2014 02 7
  • 28. Other choices for ASL design • Translating to American Sign Language is an art, not a science • Sign languages are not static • Consider screen size and orientation • Proper names and jargon must be spelled out; this can increase length of video, captions are option too • Do not neglect your deaf or hard-of-hearing audiences who do not sign MCN 2014 02 8 #MCN2014 #A11y
  • 29. How else to think about audience? MCN 2014 02 9 • Define your audiences • Create user personas early in the process • Remember that abilities change as conditions or environments change • Discover in-house expertise, AND seek knowledgeable outside advisors • Seek feedback and perform user testing throughout #MCN2014 #A11y
  • 30. The real design impact of user personas MCN 2014 03 0 #MCN2014 #A11y Antenna International and Spaulding Rehabilitation Hospital
  • 31. Experience design takeaways MCN 2014 03 1 • One size does not fit all ‒ For museums ‒ For content types ‒ For people with disabilities • Hybrid experiences – marry digital with analogue • Smartphones and handheld mobile may not be the best solution – or even a possible solution • Consider how successful design with accessibility in mind affects all audiences #MCN2014 #A11y
  • 32. Sina Bahram President, Prime Access Consulting @SinaBahram 32 MCN 2014 #MCN2014 #A11y
  • 33. “When we work on making our devices accessible by the blind, I don’t consider the bloody ROI” Tim Cook, Apple CEO #MCN2014 #A11yMCN 201433
  • 34. Mobile Accessibility • Touch offers unique advantages • Facilitates eyes-free exploration of spatial layout • Facilitates collaboration between sighted and eyes-free users • Relies on concept of an access overlay @SinaBahram 34 MCN 2014 #MCN2014 #A11y
  • 35. What Is An Access Overlay? • Invisible software layer that intercepts touch events • Provides explore functionality • Responds to particular gestures • Allows native gestures to still be performed (usually with small modification) @SinaBahram 35 MCN 2014 #MCN2014 #A11y
  • 36. Tips and Tricks •Be aware of platform specific accessibility offerings •Label your controls/content •Provide additional information, via hints, when appropriate •Use native controls whenever possible •Use the appropriate control/widget for the job •Test your app the way your users will use it #MCN2014 #A11yMCN 201436
  • 37. Going the extra mile •Be aware of accessibility specific gestures/actions •Semantic mark up matters •Grouping of controls and flow matter a lot •Provide multiple ways to do something #MCN2014 #A11yMCN 201437
  • 38. Demo of Voice Over and iOS @SinaBahram 38 MCN 2014 #MCN2014 #A11y
  • 39. Device Accessibility Features • Voiceover • Zoom • Guided Access • Hearing Aid Support • Inverted Mode • Assistive Touch • Switch Control 39 MCN 2014 #MCN2014 #A11y
  • 40. 1. Equitable Use Equitable use: Can visitors with different functional limitations get a similar, or equitable, experience? @SinaBahram 40 MCN 2014 #MCN2014 #A11y
  • 41. 2. Flexibility in Use Can visitors interact with the information in a variety of different ways? @SinaBahram 41 MCN 2014 #MCN2014 #A11y
  • 42. 3. Simple and Intuitive Use Can visitors with different experience or knowledge benefit from the information being presented? @SinaBahram 42 MCN 2014 #MCN2014 #A11y
  • 43. 4. Perceptible Information Can visitors access and interact with the information being presented, independent of a sensory disability and disturbances in the environment? @SinaBahram 43 MCN 2014 #MCN2014 #A11y
  • 44. 5. Tolerance for Error Can visitors always return to a consistent, known starting point so that, for example, they don’t cause systems to crash or behave unexpectedly, regardless of the actions they take? @SinaBahram 44 MCN 2014 #MCN2014 #A11y
  • 45. 6. Low Physical Effort Can visitors fully appreciate the given information without needing much physical effort or dexterity? @SinaBahram 45 MCN 2014 #MCN2014 #A11y
  • 46. 7. Size And Space for Approach And Use Can visitors get close; have enough space in which to move around, even with a wheelchair, walker, or crutches; and manipulate it, independent of posture or other physical limitations? @SinaBahram 46 MCN 2014 #MCN2014 #A11y
  • 47. How to Reach Systemic Accessibility • Design and build inclusively ‒ It is far more expensive to retrofit accessibility into an existing artifact • Involve persons with disabilities early and often ‒ This helps ground designs in real-world user needs • Include accessibility into Call for Proposals (CFP) ‒ This represents actual institutional commitment • Require accessibility in contracts with vendors ‒ This helps insure accessibility actually happens • Evaluate ‒ Gather feedback on how things are working for your visitors/users @SinaBahram 47 MCN 2014 #MCN2014 #A11y
  • 48. Anna Lindgren-Streicher Manager Research & Evaluation, Boston Museum of Science @astreichs 48 MCN 2014 #MCN2014 #A11y
  • 49. Matching mobile to your museum Find a good fit for your goals • Challenges with social, hands-on, interactive experiences • Experiment with how mobile supports the core experience • Use mobile to mediate for visitors with disabilities @astreichs 49 MCN 2014 #MCN2014 #A11y
  • 50. Matching mobile to your museum How can mobile be used to… • Provide additional experiences or information visitors can share with others? • Provide multisensory access to experiences & information? • Provide a parallel experience for inaccessible aspects? @astreichs 50 MCN 2014 #MCN2014 #A11y
  • 51. Lessons learned from the MOS • ASL multimedia tour of traveling exhibition • Audio labels for small permanent exhibit @astreichs 51 MCN 2014 #MCN2014 #A11y
  • 52. Lessons learned from the MOS • Make it easy to access the mobile experience ‒ Clearly labeled pick-up or download ‒ Advertise it appropriately • Trained, knowledgeable staff can make or break it ‒ Know accessibility features ‒ Be comfortable interacting with visitors with disabilities @astreichs 52 MCN 2014 #MCN2014 #A11y
  • 53. Lessons learned from the MOS • Mobile experiences can provide independence ‒ Allows for self-paced experiences, not interpreter-led ‒ Can provide content in preferred modality or language • Understand culture as well ‒ How do people prefer to receive information? ‒ What existing assumptions and behaviors can you build off of? @astreichs 53 MCN 2014 #MCN2014 #A11y
  • 54. Lessons learned from the MOS Test things during development • Seemingly small glitches can lead to high frustration • Use it thoroughly yourself • Get feedback directly from your intended audience @astreichs 54 MCN 2014 #MCN2014 #A11y
  • 55. RECOMMENDATIONS “Accessibility is not a checklist – it is a goal” • Consider accessibility from the get –go • Realize accessibility audiences are diverse - one size does not fit all • Utilize existing access tools (and allow device customization) • One size does not fit all • Use universal design principles • Test early and often • Invest in staff training 55 MCN 2014 #MCN2014 #A11y
  • 56. Research Resources Web Aim Low Vision Survey - http://webaim.org/projects/lowvisionsurvey/ Web Content Accessibility Guidelines :http://www.w3.org/TR/WCAG20 CMME Personas: http://openexhibits.org/accessibility/using-personas-to-create-inclusive- digital-exhibit-interactives/8777/ http://sinabahram.com/resources.php ArtBeyondSight.org antennalab.org 56 MCN 2014 #MCN2014 #A11y
  • 58. Content Resources #MCN2014 #A11yMCN 201458 • Image Description § Guidelines for Describing STEM Images http://ncam.wgbh.org/experience_learn/educational_media/stemdx/guidelines § Alternative Text on the Web http://webaim.org/techniques/alttext § Image Accessibility Considerations http://webaim.org/techniques/images o POET – A tool for adding image descriptions to digital talking books § Tutorial: http://youtu.be/jtBZO0kTkSo • Video Description Guidelines: http://www.youtube.com/playlist?list=PLNJrbI_nyy9uzywoJfyDRoeKA1SaIEFJ7 YouDescribe - A free service that allows anyone to describe a YouTube video. Videos can be played back with description by eyes-free users and others who benefit from description. http://youdescribe.ski.org § Tutorial: http://youtu.be/c-GKbGCzeEc • 3D Printing for Accessible Materials http://youtu.be/-0TSvNFf8Xw • Latest Developments in image accessibility: The DIAGRAM Center http://youtu.be/-0TSvNFf8Xw
  • 59. Questions? 59 MCN 2014 #MCN2014 #A11y
  • 60. Thank you Annie Leist @artaccessannie @ArtByndSight Sina Bahram @SinaBahram Anna Lindgren-Streicher, Museum of Science @astreichs Sofie Andersen @sofieny @antenna_lab 60 MCN 2014 #MCN2014 #A11y
  • 61. ACKNOWLEDGEMENTS •With thanks to all Antenna/ASB Survey participants •ABS staff Elisabeth Axel, Nina Levent, Ibraheem Fakir •Hannah Goodwin, MFA Boston •Danielle Linzer, The Whitney Museum of American Art •Cynthia Overton Ph.D, American Institutes for Research •Digital Accessibility Specialist Tom Babinski for use of CSUN13 research •Gartner and Andrew Johnson for generous use of 2013 trends reporting •American Foundation for the Blind Technology Lab 61 MCN 2014 #MCN2014 #A11y

Editor's Notes

  1. Caveats of the presentation: We will try where possible to read out and state what is on the slides, for the benefits of anyone not able to see well during the presentation, but we will also be circulating this after the session and will ensure the document is fully accessible.
  2. We are talking about research and worked examples – not endorsing or showcasing particular products by any of the providers or manufacturers mentioned. Will be trying to focus on the most widely available technologies- this is a field where there is a lot of development and innovation, Why mobile? How are smartphones being used by people with disabilities (PWDs) and considerations for the museum visit. Looking at features of commercial devices & apps seeing what is scan/should be adapted for the museum visit. Looking at universal design principles and their application. When mobile is and isn’t the answer. Sharing recent research, as well as best practices for accessible content & app solutions.
  3. Museums are incredible gifts to our society – social, inspirational, provocative, traditional and contemporary. Want to talk about mobile in particular today because I’m passionate about the journey you to arrive at the ‘ah-ha’ moment, the moment when you realize this is something for you, that you connect with your core emotion or find a new intellectual avenue, or just simply changing your perspective. I think this is similar to the subject we’re going to talk about today – these are goals I share with my colleagues here on this panel, and it’s a journey. This talk is about some of the ways get there, and to making the journey part of our museum story. And we need to work together to do it. And now follows lots of slides with stats and graphs, so hang in there – we’ll get back to the story again.
  4. THINK BIG! UN CRPD (Rights of Persons with Disabilities) - global legislation. Nearly 1 in 5 people have a disability; 153 countries have signed the UN Convention on the Rights of Persons with Disabilities. 127 have ratified the CRPD. (source – Global Economics of Disability 2013 annual report) 7 billion people on the planet 1.2 billion estimated to have a disability – (population size of China) 6.8 billion mobile subscriptions worldwide 600+ million are over the age of 60 900+ million have low or no literacy 2.4 million children have cognitive learning difficulties
  5. Segmentation and Situational Disability Also should be noted, although there is a relationship between the disabled and the aging population, there are separate challenges faced. For example, in our research survey, we found that many museums identified the needs of the older population as less savy, however when we look at the tech comfort level of the disabled population in the same category they are not .
  6. THINK BIG Market need and legislation combined to push innovations. Still great need for improvements and adoption. With so many users, this is something that has been addressed for web use and more and more on mobile. BUT START No hard and fast rules as yet – so many platforms and different solutions for different platforms. There is also a market ROI- see next slide.
  7. Samsung’s Galaxy S4 - eye-tracking technology for physically disabled partnering with University of Texas, Dallas.
  8. Why do tech companies do this? It’s not just the ‘talk/feel good factors’ – there is a considerable market need and economics driving this. IN addition, the Global Economics of Disability and Garnter analysis has also pointed out the influence not only of PWDs but also the importance of family and friends as an affected market. This is especially important in thinking about mobile in museums – we know that many visitors come with their families for a social Yes, museums may not want to consider revenue generation specifically –as we saw in the museum mobile survey last year – and for many museums they infact offer free services to visitors with disabilities, but visitor engagement and visitor attraction are key aims tied to the mission, and mobile has also been a significant way to engage and attract.
  9. Taking a look at the market needs we’ve seen that tech adoption and disabled populations – our survey results which Annie will talk about in a moment, really underlined the market knowledge that there is great deal of tech use by PWDs. But we do have to distinuguish between PWDs and the aging/baby-boomer population as their needs though overlapping but not be the same.
  10. IBMS chart presented at last year’s CSUN conference
  11. Antennna has been producing accessible content and ADA tech for years – one of our content producers Christine won a muse award this year –address content questions at the end. Annie is going to talk about some of these and our partnership with ABS to talk about the informed content Key Question: How are people with disabilities using smartphones in everyday life, what are their needs in museums, and how are mobile technologies currently being used by museums
  12. Voiceover Voiceover Guided access Hearing aid support Magnify mode Inverted mode Assistive touch Switch control
  13. Haven’t seen people nail it with social, hands-on, interactive experience and using mobile to augment that. Doesn’t mean it can’t be done, need to continue to experiment. How can we use mobile to augment accessibility for visitors with disabilities while not taking away from the core experience? Want to give people access to experiences and information without pulling them away from the social or hands-on experience, if that’s what you’re providing
  14. Always tend to favor accessibility options that are built into the core experience, as Sina discussed, but when that isn’t possible, how can mobile be used to help overcome accessibility issues?