WEBVTT

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So, let's look at the 10 principles of&nbsp;
accessibility for both web and mobile&nbsp;design.

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The first principle is that blindness&nbsp;
gets you 80% of accessibility issues.

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Now, there are four major types of disabilities: *blindness*,&nbsp;
and that includes low vision and color blindness,

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*hearing*, *cognitive* and *motor&nbsp;
impairments*.

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Now, blindness is

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actually across a spectrum; they're&nbsp;
like 22 different types of blindness,

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but we basically differentiate between blind – and&nbsp;
there are different levels; like I said, you can be

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on the *edge* of blindness – you can still&nbsp;
be legally blind but you can still have some sight;

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and then you may require screen&nbsp;
magnification, which would be low vision;

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so, basically your vision&nbsp;
is impaired to whatever percent: 60, 70, 80, 90,

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95%, 97% – you know –

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but then there's a little&nbsp;
bit of magnification that can help.

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So, you'll have low vision users using screen magnifiers&nbsp;to, like, 300% or 400% magnification,

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and a lot of those tools, those&nbsp;
magnifiers have a screen reader in them

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as well, so blind users will use just the screen&nbsp;reader. And just like we saw in that last example,

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the screen reader is, for example, VoiceOver on&nbsp;the iOS operating system,

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which talks – essentially reads to you; that's a screen reader.

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So, why blindness of all these different disabilities?

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You might think, "Oh! Accessibility –&nbsp;
it's too difficult! There's so many different disabilities;

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how do you tackle the different ones?"

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Blindness helps you get almost the whole way there because of keyboard&nbsp;and the screen reader.

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So, blind users will use a keyboard so you can test keyboard access,&nbsp;which is what motor/mobility users.

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Hearing – so, deafness and hard of hearing is&nbsp;essentially a captioning thing.

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So, that's pretty straightforward. And then cognitive issues –&nbsp;they're a little bit more complex.

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They're a little bit more complex to test for.

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And there's such a difference – you know – so we're talking about dyslexia, ADD, Asperger's,&nbsp;things like that.

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And so, yeah, so blindness is, in terms of core accessibility, the way to get there, in terms of testing.

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So, for example, if you're testing with users,&nbsp;
you can recruit – you know – 80% of your users can

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be blind and you'll be getting a really good&nbsp;
understanding of accessibility.

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So, *alt-text* is classic on images – classic accessibility can&nbsp;
be summarized with alt-text.

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Now, here's a little quick quiz for&nbsp;
you: what alt-text would you give this image?

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Let's take a minute and play here.

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So, "ALT..."

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So, "Man looking at wall with&nbsp;
complex graphics or infographics."

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What did you give it?

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So, the classic issues with alt-text:

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you want to describe, not the picture, but you want&nbsp;to describe the *information in the picture*.

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So, what's the man doing? Like the fact that&nbsp;
he's wearing a suit or his age or

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the type of brick wall it is – it's not&nbsp;
really important, the color of the wall.

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You know – "Man staring at wall." It might&nbsp;
be a little non-descriptive; it really depends

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on what the *function* of the image is. If this&nbsp;is an image that's required for the user

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to understand the content on the page, then it's&nbsp;
going to have to be a little bit more descriptive.

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So, my alt-text: "Man looking&nbsp;
at wall with complex graphics or infographics."

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I think should cover it.

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If it's too short,&nbsp;like "Man looking at wall." – we talked about that, that might be a little – you know...

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If&nbsp;you add something like "Picture of man looking at wall." – you don't need that; you don't need the&nbsp;"picture".

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So, or "photo" or "image" – you don't need

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to say "image" – "Image of man looking at wall." You&nbsp;don't need to say that, either.

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So, yeah, *alt-text*.

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It's classic to accessibility because a lot&nbsp;of people forget it.

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They miss it; it's just classically overlooked.

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And alt-text is actually critical to SEO.

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So, it's really, really important that alt-text is addressed.

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Let's look at the third one, then, so classic on mobile is the *hamburger menu*,

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the hamburger menu being the three lines in the top left of the screen.

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The easy fix is to just properly&nbsp;
tag it; so, typically those menus, the user,

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their screen reader just skips over them; users don't&nbsp;see them. They can't actually access them.

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So, the classic one for mobile there is tagging those&nbsp;
mobile elements when they become responsive.

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And the fourth one here is *Content&nbsp;
that gets placed "out of the way"

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might not be found on the screen."&nbsp;
And so, what does "out of the way" mean?

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Well, think of this, the screen reader reading this&nbsp;screen – this is a map.

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So, you're looking for the location of this restaurant. 
This is from an actual usability or accessibility test,

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and I've included the kind of findings&nbsp;
here; so, the screen reader doesn't see the location list.

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That's the important content. The map is not&nbsp;
really important; it's a visual paradigm.

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Blind users are not going to see the map. This Google&nbsp;map's not going to be accessible.

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It's like a million images that are not tagged; it's&nbsp;just like a big soup.

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So, the important thing is the *list of locations that are on the screen* so that&nbsp;you know, "Oh yes, there's a restaurant near me."

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And the location list is after the&nbsp;map, and it should be *before the map* in the code.

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So, the way that the screen reader is – the screen reader 
is parsing, reading the code, and so this is

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what we mean by "out of the way content" –&nbsp;
content that's hard to find.

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The fifth principle is that accessibility testing&nbsp;with users – so *actually testing with users* – can&nbsp;reveal huge gaps.

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Now, this is a huge revelation&nbsp;
for accessibility, by the way, because a lot of people

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think they can handle it with checkers or&nbsp;with code reviews; 
I used to think that I could do that too.

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And I need to tell you after 17 years&nbsp;
of practice of this in business with

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my company Experience Dynamics, we've come to the&nbsp;
overwhelming *mandatory* recommendation, conclusion,

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revelation that *you have to accessibility test* – you&nbsp;
have to test with actual users.

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It shouldn't be a surprise. In usability, you test with users. 
You don't just try and guess or follow a guideline.

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It's the same with accessibility testing;&nbsp;
it's *even more important* I think because

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*accessibility is twice as risky as usability*. 
Here,&nbsp;you see a usability test on the left;

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and on the right, you see an accessibility test with blind&nbsp;users completing the same task.

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So, you see task 3 here and we have just – you know –

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it's almost three times as easy for users who are sighted than users who are blind to&nbsp;complete this task.

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The sixth principle is that *disabling zoom on mobile makes it inaccessible*.

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So, low vision users using screen magnifiers

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won't be able to actually do the zooming&nbsp;if you disable it.

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So, a lot of people will disable that on mobile, and it&nbsp;locks users out.

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This is an image of a 400 times magnification by a user with low vision,

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and that's&nbsp;literally how the screen is being digested.

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The seventh principle is that *accessibility is&nbsp;easily learned*. Remember that close to 20%

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of the US population and 10% of men are colorblind,&nbsp;by the way.

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So, clean coding can be learned with a little practice.

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Accessibility is actually cheaper if you do it upfront compared to if you try and do it later.

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So, it should be part&nbsp;of your coding, but also it should be part of your UX design strategy too.

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So, the next principle is&nbsp;
*accessibility doesn't mean ugly*.

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It may require you to rethink kind of the layout – again,&nbsp;
this is where UX design can be very helpful.

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But one of the things I've realized is that *visual&nbsp;
bias is your worst enemy*;

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that because you're so familiar with seeing&nbsp;
things and the layout of a screen – you know&nbsp;–

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the more creative you are, the more of a designer&nbsp;you are; the more creative designer, visual designer,

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the more biased you're going to be because you&nbsp;can *handle*, just like you can handle gray&nbsp;on gray and

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– you know – clean UIs that people that&nbsp;need very high contrast, very definite articulation of UI elements are requiring,

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and for you, it's fine if they're not there.

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The ninth one here is to *check mobile&nbsp;accessibility separately* – we've talked about a few mobile accessibility issues here.

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This is the same accessibility test where the link is underneath the map;

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for some reason, the&nbsp;responsive view pushes the search UI to a link

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underneath the map into a collapse, and then you're&nbsp;
supposed to click on that link and open it up.

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Now, it's even hard to see for sighted users. Even when I was observing it, I barely noticed this link.

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What was happening with our blind users&nbsp;was it was skipping right past it; so, it was reading the screen – you know –

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so, it was like *search results, a map, edit search*, and then... and then it was continuing on.

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And it was just the fact that it said "edit search",

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here you're seeing the user was&nbsp;turning down her speaking rate because she thought – she went over it like five times

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and didn't catch it.

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It actually was there. I thought it wasn't there; I thought it&nbsp;wasn't being picked up, but it was there.

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When she turned down her speaking rate, you could hear it being said, but it was sort of mashed in.

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And the question was – this is like&nbsp;
definitely a usability question and a

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responsive design decision is: 
*Why would you need&nbsp;to collapse it?*

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Why not just have the UI – you know – *above the map would be better*, so you have it where it was before?

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Even below – if it was there – the actual&nbsp;just UI as opposed to collapsing it and making it a link that said "edit search".

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So, you can see here really where usability in UX plays into accessibility when you're&nbsp;thinking about it.

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It actually requires you – in the same way that SEO responsive web design,

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accessibility requires you to be thinking about things the way a screen reader,

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the way a user&nbsp;accessing this website with a screen reader would think about it.

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And it's really tricky to&nbsp;think that way – I need to tell you this.

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It's super tricky to think that way, because you're&nbsp;*not used to it*.

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You know – you're used to your visual bias; you're like, "Well, I can see the link...&nbsp;what's the problem?"

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And so, this is where accessibility testing can help you get to&nbsp;that last mile of insight.

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So, the tenth principle here is *embrace the access attitude*.

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It's *People First* – design for differences.

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*Clear Purpose* – so, well-defined goals, and&nbsp;
that means understanding your audience.

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So, we'll be talking about personas later on&nbsp;in this course.

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*Solid Structure* – so building to standards; there are great standards.&nbsp;Accessibility is based on good clean coding.

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So, just like alt-text, every image&nbsp;
needs an alt tag – *every single image*.

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That's just part of clean coding, and it'll make things&nbsp;accessible and Googlebot will be happy as well.

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*Easy Interactions* – everything works across&nbsp;devices. Interoperability baked right in.

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*Helpful Wayfinding* – so, it's navigation:&nbsp;clear navigation.

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One of the things with accessibility is a lot of sites and web apps&nbsp;make it hard for users to navigate.

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So, just like we saw with that comparison of the&nbsp;
usability test versus the accessibility test,

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it's like twice as hard / three times as hard to navigate&nbsp;
a site if you're using a screen reader, for example.

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*Clean Presentation* – supporting meaning; that's a&nbsp;huge one: supporting meaning.

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*Plain Language* – plain language is really important, especially for&nbsp;the cognitive disabilities such as dyslexia&nbsp;or ADD or ADHD.

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And then, finally, *Accessible&nbsp;
Media* – so, supporting all the senses.

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So, offering captioning for deaf and hard of hearing&nbsp;users,

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offering alternative formats – for example, if the media or if the image is too complex

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or the table is too complex, you'll need to offer a&nbsp;
different way for users to get to it.

