UXINDIA18 - Accessibility in New Media

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October 05, 2018

UXINDIA18 - Accessibility in New Media

18 min Ted Talk - Day 2

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uxindia

October 05, 2018
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Transcript

  1. None
  2. Accessibility in New Media Mathura Govindarajan UX-India - Oct 2018

  3. WHAT I DO I work on accessibility in coding for

    people with blindness
  4. World population People who code People who use p5 I

    work on accessibility in coding for people with blindness WHAT I DO
  5. Physical Mental Health Intellectual/ Cognitive Sensory impairments 1 2 3

    4 15% of the population
  6. impairments which in interaction with various barriers may hinder their

    full and effective participation in society on an equal basis with others. DISABILITY Definition from UN Convention on the Rights of Persons with Disabilities and Optional Protocol
  7. ACCESSIBILITY

  8. DIGITAL ACCESSIBILITY In today's digital age and economy we need

    to provide access to information and opportunities
  9. PARTICIPATORY DESIGN Tech serves people best when they participate in

    its design
  10. WHAT IS p5

  11. WHAT IS p5 Making a visually-oriented programming language accessible? Why

    is it bizarre? Why is it smart?
  12. p5 ACCESSIBILITY Claire KV

  13. https://www.youtube.com/watch?v=8w_S17dZ2Do&t=1305s p5 ACCESSIBILITY

  14. p5 ACCESSIBILITY Accessible Outputs Plain-text descriptions Table descriptions Tonal system

  15. p5 ACCESSIBILITY

  16. p5 ACCESSIBILITY

  17. DIGITAL ACCESSIBILITY Be the champion

  18. Long-term steps Things we should keep in mind

  19. Retroactive fitting can be 1. Cumbersome 2. Lead to bad

    design 1. Think about accessibility from the get go
  20. Get your users in a room 2. Participatory design

  21. Accessible design and good design go hand-in-hand 3. Universal Design

    It is not a compromise.
  22. Short-term steps Things we can do now

  23. 1. Visual design Do not represent information in color alone

    Images from http://gameaccessibilityguidelines.com/
  24. 1. Visual design Use adequate size fonts Images from http://gameaccessibilityguidelines.com/

  25. 1. Visual design Images from http://gameaccessibilityguidelines.com/ https://webaim.org/resources/contrastchecker/ Use high contrast

    colors
  26. 2. Information design Use simple language Clean content organisation Let

    users dictate the speed of content
  27. Presentation of the content Alternate text for images Clear heading

    structures Add labels to form fields Make sure elements can be used with keyboard 2. Information design
  28. 3. Physical design Make sure physical designs have universal design

    Make sure existing controllers have mappable controls
  29. Access to information, opportunity - is a human right

  30. Appendix Accessibility in New Media

  31. gameaccessibilityguidelines.com In the Gaming industry

  32. Universal Design is the design and composition of an environment

    so that it can be accessed, understood and used to the greatest extent possible by all people regardless of their age, size, ability or disability. Principle 1: Equitable Use Principle 2: Flexibility in Use Principle 3: Simple and Intuitive Use Principle 4: Perceptible Information Principle 5: Tolerance for Error Principle 6: Low Physical Effort Principle 7: Size and Space for Approach and Use Universal design
  33. The Rights of Persons with Disabilities (RPD) Act, which was

    passed in December 2016, seeks to give effect to the rights and obligations enshrined in the United Nations Convention on the Rights of Persons with disabilities, which India signed and ratified nearly a decade ago. Digital Accessibility
  34. Accessibility in entertainment

  35. Advisory Committee