2. What is Accessibility?
Accessibility defines, making the interface usable for
everyone irrespective of age, ability and situation
3. How experts define accessibility?
Accessibility is about designing user interfaces so that
more people can use your product effectively in more
situations.
4. How do I define disability?
Functional Limitations
Situational Limitations
7. Situational Limitation comprises
Using the Web on a mobile phone when your eyes are
busy (such as driving)
in bright sunlight
in a dark room
when your hands are busy
in a noisy environment (where you can't hear well)
in an emergency (when you may not be thinking clearly)
9. How disabled people use interfaces?
Using assistive technologies, which are software and
hardware that people with disabilities use to improve
interaction with products
10. Examples
Screen readers that read aloud what's
on the computer screen for people
who cannot see or read text
Voice-input software and switches for
people who cannot use a keyboard or
mouse
11. Examples
Alternative Keyboards, are
programmable keyboard with a variety of
overlays designed for individuals with
limited fine motor control.
Mouse Alternatives like trackball are
pointer alternatives that replace the
mouse on a Macintosh or PC. Some
individuals with fine-motor-control
limitations and/or range-of-motion
limitations find a track ball or track pad
easier to use than a standard mouse.
12. What is User Centered Design?
Also called UCD is an approach to interactive system
development that focuses specifically on making systems
usable. It is a multidisciplinary activity
18. Incorporating Accessibility in UCD
UCD is a process for
designing usable
products
Accessibility can be
approached as a
subset of usability
19. How does accessibility fits into UCD?
Business and usability goals include meeting accessibility
requirements
Understanding user characteristics includes users with
various disabilities
Environmental aspects for a mobile device include
hands-free operation
Workflow scenarios include use of an assistive technology
Usability testing includes participants with disabilities
20. Benefits
Increased Usability
Increased Market Share and Audience Reach
Improved Efficiency
High ROI (Return on Investment)
Demonstrate Social Responsibility
21. Accessibility + Analysis Phase = How?
Including Accessibility Considerations for User Group
Profiles
Including Accessibility Considerations in Personas
Including Accessibility Considerations in Scenarios
22. What are User Group Profiles ?
User group profiles describe the characteristics of product
users, that is, the people who use a product.
Demographics
Job responsibilities and tasks
Frequency of use (for example, daily, a couple times per
week, once per month, once per year)
Hardware (for example, laptop or desktop, processor
speed, monitor resolution)
Environment (for example, shared office, private office, shared
public terminal, home)
Software (for example, operating system, browser version)
Computer experience
Task knowledge (i.e., how well do they understand the task that
they are doing, as opposed to understanding the application
itself)
23. Including Accessibility Considerations
for User Group Profiles
Demographics: statistics on age-related disabilities
Frequency of use: information about loss of short-term
memory, which would impact the memory load required
by the design
Hardware: information about fine motor control issues
that can make using a mouse difficult, and make
pressing small buttons difficult
Software: information on visual impairments and that
some may have large fonts set in their operating system
or software (for example web browser), and may use
screen magnification software or screen readers.
24. What are Personas?
Personas are hypothetical archetypes of actual users.
A persona includes specific
characteristics, demographics, and experience levels
from a user profile, for example, a specific hardware and
software configuration.
Additional information in personas are personal details
such as behaviors, attitudes, motivations, and goals.
25. Including Accessibility Considerations
in Personas
Personas that include accessibility considerations
includes a description of the limiting condition (disability
or situational limitation) and the adaptive strategies for
using the product, such as:
Nature of limitation (for example, blind, unable to use
mouse, operating in noisy environment)
Special tools or assistive technology used (for example, uses
a magnifying glass to read text smaller than 16 point, uses
screen reader software, stops machinery to hear mobile
phone)
Experience and skills with the relevant tools or assistive
technologies
Frequency of use of relevant tools or assistive technologies
26. What are Scenarios?
Scenarios are individual, fictional accounts of workflow
data
A scenario is a description of a persona using a product
to achieve a goal
Scenarios are usually narratives that tell a story describing
one or more tasks in a specific environmental situation
27. Including Accessibility Considerations
in Scenarios
Scenarios that include accessibility provide details on
how a persona in limiting conditions interacts with the
product using an assistive technology
28. Accessibility + Design Phase = How?
When developing the conceptual/mental
model, metaphors, design concepts, and navigation
design, ensure that the range of functional limitations is
considered
Integrate accessibility in your high fidelity prototypes as
per standards and guidelines such as WCAG, American
Disability Acts, etc
29. Accessibility + Evaluation Phase =
How?
Consider accessibility for heuristic evaluation
Incorporate accessibility into design walkthroughs
Conduct usability testing with participants with disabilities
30. What is Heuristic Evaluation?
In a heuristic evaluation, specialists judge whether each
design element conforms to established usability
principles
31. Consider accessibility for heuristic
evaluation
To conduct a heuristic evaluation for
accessibility, accessibility specialists judge whether
design elements conform to accessibility principles
Guidance on heuristic evaluation for accessibility is
mentioned in below standards
Section 255 of the Telecommunications Act, Subpart C:
Requirements for Accessibility and Usability
Section 508 of the Rehabilitation Act Subpart C -- Functional
Performance Criteria
32. Design Walkthroughs?
The purpose of a design walkthrough is to find potential
usability problems by envisioning the user's route through
an early concept or prototype
33. Incorporate accessibility into design
walkthroughs
Focus on specific accessibility issues during regular
walkthroughs
Conduct walkthroughs specifically for accessibility
34. Usability Testing?
Usability testing provides quantitative and qualitative
data from real users performing real tasks with a product
35. Conduct usability testing with
participants with disabilities
Usability professionals can evaluate some aspects of
accessibility by using standard usability testing
protocols, with a few modifications for including
participants with disabilities