Tuesday 21st May, 2013
9:30am to 10:20am
Within the mobile development industry there exist multiple levels of accessibility with each often tailored towards a specific function. This presents unique design challenges when deciding on control schemes, user interaction, pacing, and general difficulty.
In this session attendees will learn about common issues those with motor impairment face with visually rich mobile applications such as: varying touch speed/accuracy, limited access to the full screen, spasms, difficulty with long swipes, knuckle drag, etc. Using three separate applications as context, the session will introduce the “Five Guidelines of Accessible Design” used during development of the apps.
Such guidelines include: Single action mechanics, favoring cognitive challenges over reflex, short swipes to increase accuracy, single taps vs. double taps, and knowing where the line is. Concrete examples of each, what additional development and design challenges accompany them, and exceptions to the guidelines will be discussed.
Participants will walk away with a strong understanding of common limitations, design guidelines and control schemes they can implement in their own projects, and a sense of how designing games with accessibility in mind can increase your audience.
Manager of the UM3D Lab, a service of the DMC and MLibrary at the University of Michigan-Ann Arbor
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