DOI: 10.1145/3411764.3445520
Terbit pada 6 Mei 2021 Pada International Conference on Human Factors in Computing Systems

Accessibility of High-Fidelity Prototyping Tools

Garreth W. Tigwell Kristen Shinohara Junchen Li

Abstrak

High-fidelity prototyping tools are used by software designers and developers to iron out interface details without full implementation. However, the lack of visual accessibility in these tools creates a barrier for designers who may use screen readers, such as those who are vision impaired. We assessed conformance of four prototyping tools (Sketch, Adobe XD, Balsamiq, UXPin) with accessibility guidelines, using two screen readers (Narrator and VoiceOver), focusing our analysis on GUI element accessibility and critical workflows used to create prototypes. We found few tools were fully accessible, with 45.9% of GUI elements meeting accessibility criteria (34.2% partially supported accessibility, 19.9% not supporting accessibility). Accessibility issues stymied efforts to create prototypes using screen readers. Though no screen reader-tool pairs were completely accessible, the most accessible pairs were VoiceOver-Sketch, VoiceOver-Balsamiq, and Narrator-Balsamiq. We recommend prioritizing improved accessibility for input and control instruction, alternative text, focus order, canvas element properties, and keyboard operations.

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Accessibility, usability and user experience design for visually impaired people: a systematic mapping study

João Ricardo dos S. Rosa N. M. Valentim

26 Oktober 2020

The use of Information and Communication Technologies (ICTs) can be an important ally in improving the quality of life of Visually Impaired People (VIP) because they provide greater independence in the performance of their daily tasks. During the development process of ICTs for VIP, the concepts of Accessibility, Usability, and User eXperience (UX) are significant because they can positively influence the system's quality. Concerning these concepts, some improvements can be considered already at the design stage, such as screen size, button format, color density, among others. However, not all designers consider Accessibility, Usability, and UX concepts when designing ICT for VIP. To identify and characterize which design technologies of Accessibility, Usability, and UX have been proposed in the literature, we performed a Systematic Mapping Study (SMS). We identified a total of 23 technologies. The analysis from these technologies showed that the majority are destined for mobile applications. Besides, some design technologies only address the concept of Accessibility, and only one technology considered the concepts of Accessibility, Usability, and UX together. To support professionals, students, and researchers in Human-Computer Interaction (HCI) and Software Engineering (SE), this SMS presents a set of Accessibility, Usability, and UX design technologies, which can be used in the initial phases of the ICT development process for VIP.

"Do You Want Me to Participate or Not?": Investigating the Accessibility of Software Development Meetings for Blind and Low Vision Professionals

E. J. Edwards Isabela Figueira Joshua Garcia + 4 lainnya

11 Mei 2024

Scholars have investigated numerous barriers to accessible software development tools and processes for Blind and Low Vision (BLV) developers. However, the research community has yet to study the accessibility of software development meetings, which are known to play a crucial role in software development practice. We conducted semi-structured interviews with 26 BLV software professionals about software development meeting accessibility. We found four key themes related to in-person and remote software development meetings: (1) participants observed that certain meeting activities and software tools used in meetings were inaccessible, (2) participants performed additional labor in order to make meetings accessible, (3) participants avoided disclosing their disability during meetings due to fear of career repercussions, (4) participants suggested technical, social and organizational solutions for accessible meetings, including developing their own solutions. We suggest recommendations and design implications for future accessible software development meetings including technical and policy-driven solutions.

ALL: Accessibility Learning Labs for Computing Accessibility Education

Daniel E. Krutz Samuel A. Malachowsky Saad Khan + 1 lainnya

26 Juni 2021

Our Accessibility Learning Labs not only inform participants about the need for accessible software, but also how to properly create and implement accessible software. These experiential browser-based labs enable participants, instructors and practitioners to engage in our material using only their browser. In the following document, we will provide a brief overview of our labs, how they may be adopted, and some of their preliminary results. Complete project material is publicly available on our project website: http://all.rit.edu

Rich Screen Reader Experiences for Accessible Data Visualization

Crystal Lee Arvind Satyanarayan Alan Lundgard + 3 lainnya

10 Mei 2022

Current web accessibility guidelines ask visualization designers to support screen readers via basic non‐visual alternatives like textual descriptions and access to raw data tables. But charts do more than summarize data or reproduce tables; they afford interactive data exploration at varying levels of granularity—from fine‐grained datum‐by‐datum reading to skimming and surfacing high‐level trends. In response to the lack of comparable non‐visual affordances, we present a set of rich screen reader experiences for accessible data visualization and exploration. Through an iterative co‐design process, we identify three key design dimensions for expressive screen reader accessibility: structure, or how chart entities should be organized for a screen reader to traverse; navigation, or the structural, spatial, and targeted operations a user might perform to step through the structure; and, description, or the semantic content, composition, and verbosity of the screen reader's narration. We operationalize these dimensions to prototype screen‐reader‐accessible visualizations that cover a diverse range of chart types and combinations of our design dimensions. We evaluate a subset of these prototypes in a mixed‐methods study with 13 blind and visually impaired readers. Our findings demonstrate that these designs help users conceptualize data spatially, selectively attend to data of interest at different levels of granularity, and experience control and agency over their data analysis process. An accessible HTML version of this paper is available at: http://vis.csail.mit.edu/pubs/rich-screen-reader-vis-experiences.

CodeWalk: Facilitating Shared Awareness in Mixed-Ability Collaborative Software Development

Scott Reitherman Michael Lawrence Barnett Maulishree Pandey + 2 lainnya

22 Oktober 2022

COVID-19 accelerated the trend toward remote software development, increasing the need for tightly-coupled synchronous collaboration. Existing tools and practices impose high coordination overhead on blind or visually impaired (BVI) developers, impeding their abilities to collaborate effectively, compromising their agency, and limiting their contribution. To make remote collaboration more accessible, we created CodeWalk, a set of features added to Microsoft’s Live Share VS Code extension, for synchronous code review and refactoring. We chose design criteria to ease the coordination burden felt by BVI developers by conveying sighted colleagues’ navigation and edit actions via sound effects and speech. We evaluated our design in a within-subjects experiment with 10 BVI developers. Our results show that CodeWalk streamlines the dialogue required to refer to shared workspace locations, enabling participants to spend more time contributing to coding tasks. This design offers a path towards enabling BVI and sighted developers to collaborate on more equal terms.

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Understanding Discussions Around Culture Within Courses Covering Topics on Accessibility and Disability at U.S. Universities

Kristen Shinohara Garreth W. Tigwell + 1 lainnya

19 April 2023

Teaching accessibility is essential in training technologists and designers. However, the topics of accessibility and disability are vast and intersect with culture (social constructions). Since cultural background is an influential factor in design decisions, which could have implications for accessible design, we wanted to understand whether and how courses at U.S. institutions address the importance of cultural influences when teaching accessibility and disability topics. We surveyed 72 students from U.S. institutions and ran 14 follow-up interviews with students who took technical and non-technical courses. Using reflexive thematic analysis, we found similarities and differences in how technical and non-technical courses approach accessibility teaching. We found a lack of cultural focus in accessibility teaching in the technical courses, which can be improved by adopting teaching approaches from non-technical courses. We also make recommendations to improve course design, such as including people from different cultures and disabilities to help develop courses.

A Large-Scale Longitudinal Analysis of Missing Label Accessibility Failures in Android Apps

A. S. Ross Mingyuan Zhong + 3 lainnya

29 April 2022

We present the first large-scale longitudinal analysis of missing label accessibility failures in Android apps. We developed a crawler and collected monthly snapshots of 312 apps over 16 months. We use this unique dataset in empirical examinations of accessibility not possible in prior datasets. Key large-scale findings include missing label failures in 55.6% of unique image-based elements, longitudinal improvement in ImageButton elements but not in more prevalent ImageView elements, that 8.8% of unique screens are unreachable without navigating at least one missing label failure, that app failure rate does not improve with number of downloads, and that effective labeling is neither limited to nor guaranteed by large software organizations. We then examine longitudinal data in individual apps, presenting illustrative examples of accessibility impacts of systematic improvements, incomplete improvements, interface redesigns, and accessibility regressions. We discuss these findings and potential opportunities for tools and practices to improve label-based accessibility.