WEBVTT

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For you, one of your biggest biases and issues&nbsp;as a designer

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if you're a visual designer or if you're working on a website or app that –&nbsp;you know –

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you're a stakeholder on the team,

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it's going to be the fact that you can actually&nbsp;
see what's on a screen,

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assuming that you're not blind, that you're actually reviewing&nbsp;visual designs.

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And the things that I found that are the biggest challenges for visual design are&nbsp;the *semantics*.

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So, words make sense when you look at them or descriptions are aided with a visual cue;

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you know – confirmation messages visually colored or it flashes up and there's something that gives&nbsp;you

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a visual cue there, error messages the same thing. So, these kind of semantics of – you know –

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that&nbsp;you understood an error message or you understood something are one of the things we just get used to.

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And then we forget what it might be like if you don't have the visual crutch.

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So, this example&nbsp;here is a quiz, and this is where we saw this,

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when we were optimizing this quiz, that&nbsp;
when we were looking at the accessibility of it,

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the problem with it – so we went through and&nbsp;we made it accessible, so you could

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keyboard and tab through the the different choices – and then&nbsp;we tested it with a user.

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And we were like, oh – we totally didn't realize this. What was happening is&nbsp;that the correct answer was appearing

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to the left of the answer choice. And the problem was that

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when it announced the correct choice, even though it was accessible, it didn't say which one&nbsp;it was.

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So, say Choice B was circled and then the correct answer was displayed over there,

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but&nbsp;it just didn't have this semantic of saying, "The correct answer is Choice B (blah blah blah blah&nbsp;blah)."

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So, very simple, but a good reminder of like, oh yeah – you know – reinforcing

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the fact&nbsp;that your visual bias adds context;

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that might not be there when it's read aloud or&nbsp;when it's navigated through an audible experience like a screen reader.

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The second bucket for&nbsp;visual bias is the interaction; it's the little animations or little micro-interactions

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that are&nbsp;occurring on a screen are another source of  – you know – it's like, "Well, I saw that,

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but&nbsp;a screen reader didn't." You know.

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So, being aware of that, as well as the third one, which is *place*.

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So, like the location on a screen or movement that occurs – some meaning from a state change.

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Like&nbsp;a hover is a classic one – you hover on and off and it kind of tells you that it's a clickable element

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or it tells you that nothing's happening. Sometimes you click on stuff, play buttons or

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you&nbsp;click on elements on a screen that are loading like a button or something like that – nothing&nbsp;happens.

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And then you can kind of tell nothing's happening because if you have a little&nbsp;technical proficiency as a user,

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you can look down and see if the page is loading on&nbsp;your browser in the lower-left corner

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or you can see that nothing happened – you push the button and&nbsp;nothing happens.

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Well, if you don't have that visual cue or if something is placed in an area&nbsp;of a screen

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that you have to kind of navigate back up to the top if you're using assistive&nbsp;technology,

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that's going to be a blocker. Right? So,

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visual bias I think is our worst enemy because&nbsp;
we're so familiar with it, we're so used to it&nbsp;&nbsp;

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that we've forgotten that we are, so we have that&nbsp;crutch.

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There's more than one bias, though. There's *mouse-heavy bias*.

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So, we've gotten used to the fact&nbsp;that we use mice all the time and as designers we require point and click a lot.

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So, it&nbsp;took me a while to realize how important this was.

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Many years ago when I was doing lots of usability – you know –&nbsp;kind of user studies and going out and

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talking to users, then when you're doing&nbsp;B2B studies (business-to-business studies), you usually run across

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that one user who is the keyboard user,&nbsp;
and it's like "I don't use the mouse."

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Like, this woman is using this very important software for&nbsp;the company and sometimes she's the only user.

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And she's going through and just because of the&nbsp;speed that she needs to input, it's keyboard-driven.

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Now, we found this with many types of applications&nbsp;like that, so designing for keyboard accessibility

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for the heavy input user is just something&nbsp;
that you end up supporting.

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It's one of these universal type of design approaches.

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And so,&nbsp;with accessibility, we're blocking users if we make things

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too mouse-dominant because&nbsp;then they're not able to use the keyboard.

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And without the keyboard, there's&nbsp;
usually not a focus state related to that.

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So, we'll talk more about focus states just like we've&nbsp;been talking about since they're so important.&nbsp;&nbsp;

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Now, the other bias is the *color bias* – so we've&nbsp;talked about color blindness.

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And for example, putting error messages only in red text.

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And if you&nbsp;recall the guideline there is to add a supporting element like another visual element

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to reinforce&nbsp;the color. Don't just use color alone basically.

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So, watch out for those three biases:&nbsp;
*visual bias, color bias and mouse bias*&nbsp;&nbsp;

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because as a sighted designer or business person&nbsp;
or developer you're probably 

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going to be biased by those things.

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Now, in the design&nbsp;phase, some of the very basic accessibility things you should be nipping in the bud,

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in other words, stopping them before the train goes down the&nbsp;track

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are things like *typography*, so the size of your font;

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designing and defining that up&nbsp;front or making sure that that's documented in a style guide is really important.

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If it's not, then&nbsp;that's where a developer needs to be familiar with accessibility so they can stop it

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at their stage&nbsp;of coding or a front-end web developer who's putting together

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a style sheet that will&nbsp;call those styles.

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So, *color contrast* is the other big classic, and I think if there's one skill that&nbsp;any good designer

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– and I'm talking visual designer – needs to learn, it's *high contrast* because&nbsp;that seems

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to be the big one from the dozens of designers that I've worked with over the years.

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It seems like they give me designs all the time that are low contrast. It's the gray on gray, as&nbsp;I like to joke.

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Then *link visibility and target size* is the other one. This is all up front.

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So, before you even get to thinking about accessibility, you should be thinking about that.

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And then *labeling or label proximity* – so how close the label is

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to the element that you're&nbsp;trying to get the call to action on.

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Once you have those basics, then you can add *predictability and&nbsp;consistent navigation*;

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things like the focus, focusability, and then the blocks of content being&nbsp;separated and distinct from each other.

