Category: dai11y

Accessibility themed newsletter: get your daily dose of a11y.

  • dai11y 21/09/2022

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    Visit for a surprise

    Eric Bailey raises the interesting dilemma of what link text you should provide on an ‘easter egg’ link to Rick Astley’s “Never Gonna Give You Up” YouTube video.

    WCAG SC 2.4.4: Link Purpose (In Context) might indicate that you should let the user know exactly what’s at the end of that link. “YouTube: Rick Astley – Never Gonna Give You Up (Official Music Video), contains auto-playing media”, or such like.

    Alternatively, you could go the other way and just have alt text of “Cryptic icon” and provide no clue at all, like sighted users would experience.

    Eric picks out an example from the WCAG docs and emphasises the last sentence:

    The word guava in the following sentence “One of the notable exports is guava” is a link. The link could lead to a definition of guava, a chart listing the quantity of guava exported or a photograph of people harvesting guava. Until the link is activated, all readers are unsure and the person with a disability is not at any disadvantage.

    The goal is to preserve the author’s intentional act, which is to create a sense of curiousity.

    Eric eventually lands on “Visit for a surprise, contains autoplaying media”, arguing that “Cryptic icon” does not provide the enticement, and that it is important to at least flag that there’s autoplaying media. Ideally, he says, sighted users should be warned of this too.


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  • dai11y 20/09/2022

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    Preparing for the physical world through the digital

    Two articles caught my eye recently.

    In Ipswich station gets virtual tour to help passengers with accessibility requirements, we learn how Greater Anglia has launched an online tour of Ipswich rail station. It uses 360 degree photography to allow people to explore the platforms, the waiting room, and the toilets. There’s also an ‘autopilot’ tool allowing customers to select their destination location within the station and be automatically guided to it.

    The aim is to reduce anxiety about getting around, to help people to plan their journey in advance, and to help people confirm whether or not the station facilities are accessible to them. It’s been developed with technology from The Virtual Tour company and with the help of feedback from Greater Anglia’s Accessibility Panel.

    A dozen of Greater Anglia’s busiest stations are now covered by the technology, including Cambridge, Harlow Town, Stansted Airport and Norwich.

    The next article is Lanarkshire charity shop launches new tool WelcoMe to improve accessibility for disabled customers.

    WelcoMe is a website where customers can share with venues their access needs, anticipated arrival time and reason for visiting, for the best possible chance of an accessible and welcoming experience. The site also gives the shop team training in how to best meet the needs of the customer.


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  • dai11y 15/09/2022

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    Candidate recommendation version of WCAG 2.2 published

    September 6th 2022 marks the first update since May 2021. According to w3.org:

    A Candidate Recommendation is a document that satisfies the technical requirements of the Working Group that produced it and their dependencies, and has already received wide review. W3C publishes a Candidate Recommendation to signal to the wider community that it is time to do a final review [and to] gather implementation experience.

    The document is considered complete and fit for purpose… No further refinement to the text is expected without additional implementation experience and testing; additional features in a later revision may however be expected.

    You can see the announcement on Twitter, which links to a page summarising what’s new in WCAG 2.2. One of the interesting ones is Success Criterion 3.2.6 Consistent Help, which has an example of a site’s ‘help chatbot’ feature that should be accessed in a consistent way, e.g. from a button on the bottom right corner of the page.

    SC 3.3.7 Accessible Authentication suggests giving users ways of logging into services via an email link, for those that don’t use password managers and find it difficult to remember their passwords. And a niche one, SC 3.3.9 Redundant Entry, requires that if users have to enter the same information again in the same process, the app should auto-fill the information rather than make the user re-type it.

    Thanks to David Cox for bringing news of the WCAG update to my attention.


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  • dai11y 09/09/2022

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    Virtual Reality Accessibility: The Importance of Comfort Ratings and Reducing Motion

    Meryl Evans talks about ‘comfort ratings’ for VR experiences. These are like content ratings for films and games, e.g. “PG” for “Parental Guidance”.

    Meta’s comfort ratings (for headsets such as Oculus) are as follows:

    • Comfortable – appropriate for most people. Generally no camera movement or player motion.
    • Moderate – appropriate for many. Might incorporate some camera movement or player motion.
    • Intense – not appropriate for many. Incorporates significant camera movement, player motion or disorientating content and effects.
    • Unrated – the developer hasn’t set a rating.

    The Oculus app store lacks a filter facility, so you can’t search by comfort rating. Worse, Steam’s VR app store does not yet have a concept of comfort ratings.

    Meryl calls for a standardised system across all VR platforms, moderated by a neutral third party such as Entertainment Software Rating Board (ESRB). It should not be left to developers to decide; their motivation to broaden the potential audience and sales by falsely marketing their experience as ‘Comfortable’ is a conflict of interest.

    Meryl finishes with a call to action for several organisations, including a request for headset platforms to build in a “reduced motion” mode.


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  • dai11y 08/09/2022

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    How Can a Blind Person Use Virtual Reality?

    Jesse Anderson, who runs IllegallySighted on YouTube, shares advice for creating accessible virtual reality experiences. He reviews games from his perspective as a blind person. There are games designed specifically for screen reader users, but these tend to be more simplistic and don’t hold his attention for long. Jesse mainly reviews mainstream games, which are becoming increasingly accessible. Third-party mods make other games accessible, such as Stardew Access for Stardew Valley.

    One title Jesse is particularly impressed with is The Last of Us Part II, for its 60+ accessibility options, making it fully playable end to end by a blind person, even on higher difficulty settings. Highlights include menu narration, high contrast mode toggle, a built-in magnifier, and the navigation system.

    Jesse spends most of this interview talking about challenges in VR. There are currently no commercially available accessibility tools for adding things like screen magnifier, screen reader, or high contrast to a VR dashboard or game interface. Jesse notes that “there was an amazing accessibility suite called SeeingVR, developed as a research project by Microsoft, but it never left the research stage”.

    It’s these text and user interfaces that present the biggest trouble for Jesse, more so than the ‘game’ elements such as aiming and shooting a weapon. Even accessing the accessibility settings to make games more playable can be an impossible task because the menus themselves are inaccessible.

    Jesse joined XR Access in 2020. It is an organisation “devoted to improving the accessibility of both virtual and augmented reality”, with several working groups dedicated to different accessibility requirements. One group focusses on the business case for XR, while another concentrates on development standards. It is in the process of developing resources and prototypes that developers can use when they are trying to figure out how to make their apps more accessible.

    The top things Jesse recommends developers include in their VR experiences are: different text size options, magnification and menu narration features, and most importantly, offering all 6 degrees of tracking, so that if a user needs to get closer to something in the environment to see it properly, they can simply lean in or move closer to it.

    Like the web, Jesse suggests that the platform itself needs to provide a standard base level of accessibility, such as a system wide screen reader. Unfortunately, existing screen readers aren’t compatible with the games themselves, which are powered by Unreal and Unity.

    Further reading/watching: Virtual Reality in the Dark: VR Development for People Who Are Blind.


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  • dai11y 05/09/2022

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    How Virtual Reality Makes It Possible to Experience Different Vision Conditions

    VoxelKei, a Japanese “VR world developer”, has created NearSighted Classroom (VRChat) to allow other people to see what it’s like to have short-sightedness.

    After sharing the world on Twitter (where you can see a video of the world in action), the developer received positive feedback and requests from many people to have him simulate other eye conditions such as astigmatism, presbyopia and colour blindness. He added those features within a month of the first release.

    You can tune the settings to match your own vision, and any friends who have joined the world with you will be able to see how you see the world!


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  • dai11y 01/09/2022

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    Accessibility Virtual Reality Meetup: What Is It Like in Spatial?

    Meryl Evans documents her experience of using Spatial, a virtual reality environments for events, to host the Accessibility Virtual Reality (A11yVR) Meetup.

    Spatial offers multiple ways to participate, including using a VR headset, a mobile app, or joining via the browser. Joining from the latter, you can navigate the environment using WASD keys.

    Spatial supports automatic captions, but it is a ‘pro’ feature and costs extra to enable. The company are apparently passing on costs from Microsoft, who charge for Azure captioning technology. Meryl hopes that the two companies can reach an agreement without burdening users with extra costs, as accessibility should be built in, not a paid extra.

    The captions themselves have quirks: when Meryl enabled them, they were captioning what she was saying, not just what other people are saying. The captions can also be hard to see, with sometimes poor contrast and no way of customising them. And one of the speakers could not get their captions to work, at all – down to some unspecified macOS issue.

    Some things worked quite well. For users who found movement from other peoples’ avatars distracting from the main presentation, they were able to switch to ‘object view’ to see only the presentation and nothing else.

    Auto avatar creation, from a user’s photo, worked well, and avatars were recognisable representations of their real world counterparts. Users could also stream their webcams above their avatars’ heads, which helped show they were paying attention.

    Meryl felt the lack of chat box functionality was a real barrier for people, who had to resort to posting virtual ‘sticky notes’ to communicate. These were buggy and hard to read.


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  • dai11y 30/08/2022

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    Resident Evil 4 VR update adds accessibility options for comfort

    Resident Evil 4 on the Oculus Quest 2 – which I own, and think is brilliant! – has just had an update, concentrating primarily on accessibility options.

    Your waist and chest height parameters are now configurable, making it easier to grab your weapon etc. Someone in the comments said they used to have to duck to walk through doors, despite not being particularly tall!

    The colour of the laser sight can now be adjusted according to your preferences.

    Finally, the protagonist can now be “steered using hand movements, which can be assigned to either the left or right controller”.


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  • dai11y 25/08/2022

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    Am I disabled?

    “With my pen hovering over a form, there is no easy answer: better to provoke stigma with support, or resist classification?”

    Joanne Limburg writes about the dilemma she faces when filling in forms that ask “Do you consider yourself to be a disabled person?”

    Joanne was diagnosed with autistic spectrum disorder (ASD) around the age of 42. Until then, she’d considered herself non-disabled. Even now, when she pictures disability, she pictures stock images of wheelchair icons, guide dogs, other more visible disabilities.

    “Inside every Yes box is a flat, painted wheelchair stick-figure, asking me what I’m doing in their parking space”. Joanne considers ticking the No box, as her disability is invisible, and she can “sneak out in an able-bodied disguise”. Then there’s Prefer not to say – when that’s an option on the form.

    Joanna says she tries to pick the option based on her best guess about what the asker thinks disability is. Does the asker think in terms of the social model of disability, for example?

    “I’ve come to understand that when I pass as non-disabled, when I say No, the best that I can hope to be is an inferior version of an ideal of normality that allows only for the narrowest range of body types, cognitive styles and life trajectories, that equates the worth of a person with her economic productivity, that fetishes independence and disavows our connections to each other, and that seeks to discriminate arbitrarily between those who are allowed their full humanity and those who are denied it.”

    Joanna shares her default answer to the question at the end of the essay. I won’t spoil it here!


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  • dai11y 24/08/2022

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    How to write user stories for accessibility

    Not a particularly long article, but I may as well cut straight to the chase with some examples:

    As a keyboard-only user, I want to know where I am on the screen so that I can perform an action or navigate to other areas of the site.

    Or

    As a screen reader user, I want to hear the text equivalent for each image button so that I will know what function it performs.

    Accessibility user stories are just like any other user story: they start with a persona, identify the desired goal, and define the benefit to the user.

    The article links to some further reading, including this GOV.UK blog post from 2018.


    Prefer longer newsletters? You can subscribe to week11y, fortnight11y or even month11y updates! Every newsletter gets the same content; it is your choice to have short, regular emails or longer, less frequent ones. Curated with ♥ by developer @ChrisBAshton.