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E-grāmata: Inclusive Design for a Digital World: Designing with Accessibility in Mind

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  • Formāts: PDF+DRM
  • Izdošanas datums: 19-Dec-2019
  • Izdevniecība: APress
  • Valoda: eng
  • ISBN-13: 9781484250167
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  • Formāts: PDF+DRM
  • Izdošanas datums: 19-Dec-2019
  • Izdevniecība: APress
  • Valoda: eng
  • ISBN-13: 9781484250167

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What is inclusive design? It is simple. It means that your product has been created with the intention of being accessible to as many different users as possible. For a long time, the concept of accessibility has been limited in terms of only defining physical spaces. However, change is afoot: personal technology now plays a part in the everyday lives of most of us, and thus it is a responsibility for designers of apps, web pages, and more public-facing tech products to make them accessible to all. Our digital era brings progressive ideas and paradigm shifts – but they are only truly progressive if everybody can participate.

In Inclusive Design for a Digital World, multiple crucial aspects of technological accessibility are confronted, followed by step-by-step solutions from User Experience Design professor and author Regine Gilbert. Think about every potential user who could be using your product. Could they be visually impaired? Have limited motor skills? Be deaf or hard of hearing? This book addresses a plethora of web accessibility issues that people with disabilities face. Your app might be blocking out an entire sector of the population without you ever intending or realizing it. For example, is your instructional text full of animated words and Emoji icons? This makes it difficult for a user with vision impairment to use an assistive reading device, such as a speech synthesizer, along with your app correctly. In Inclusive Design for a Digital World, Gilbert covers the Web Content Accessibility Guidelines (WCAG) 2.1 requirements, emerging technologies such as VR and AR, best practices for web development, and more.

As a creator in the modern digital era, your aim should be to make products that are inclusive of all people. Technology has, overall, increased connection and information equality around the world. To continue its impact, access and usability of such technology must be made a priority, and there is no better place to get started than Inclusive Design for a Digital World.

What You’ll Learn
  • The moral, ethical, and high level legal reasons for accessible design
  • Tools and best practices for user research and web developers
  • The different types of designs for disabilities on various platforms
  • Familiarize yourself with web compliance guidelines
  • Test products and usability best practices
  • Understand past innovations and future opportunities for continued improvement
Who This Book Is For

Practitioners of product design, product development, content, and design can benefit from this book.

Recenzijas

I would be comfortable recommending that student team members purchase a copy. I believe it offers a good combination of background information on inclusive design, practical advice for dealing with common interaction limitations, and pointers to additional resources. (Franz Kurfess, Computing Reviews, September 7, 2021)

About the Author xiii
Acknowledgments xv
Foreword xvii
Ron Rateau
Introduction xxi
Chapter 1 Designing with Accessibility in Mind
1(20)
Changing Attitudes to Disabled People
3(1)
Medical/Social Model of Disability
4(5)
We Can All Create More Inclusive Experiences
9(10)
True Story
11(1)
NFL Image Color Rush Uniforms
12(2)
Red-Green Color Blindness
14(1)
Blue-Yellow Color Blindness
15(1)
Complete Color Blindness
15(4)
Where to Begin?
19(1)
Conclusion
20(1)
Chapter 2 Accessibility, Content, HTML, JavaScript, CSS, and the Land of Accessible Rich Internet Applications
21(22)
Governing on the Web
22(2)
Web Accessibility
24(2)
Web Content
26(6)
Information Architecture Helps Build Better Experiences
27(3)
What Does the Code Do?
30(1)
The Benefits of Knowing Basic HTML and CSS
30(1)
Understanding Code and How to Code Is Understanding Pixels
31(1)
Assistive Technologies
32(1)
HTML Best Practices
33(2)
Use Container Elements for Layout Only
34(1)
Use Other HTML Elements the Way They're Intended
34(1)
Headings
35(1)
Examples of Accessibility Do's and Don'ts for HTML
35(5)
JavaScript
40(2)
Conclusion
42(1)
Chapter 3 If It's Annoying, It's Probably not Accessible
43(18)
The Annoyances and Solutions
45(13)
A Page Taking Too Long to Load
46(1)
Poor Content Layout
46(2)
Pop-ups
48(1)
Too Much Text
49(1)
Uncertainty Related to Buttons and Links
50(1)
Autoplay
51(7)
What to Do Next
58(1)
Closing Thoughts
59(2)
Chapter 4 Compliance and Accessibility
61(22)
A Step in the Right Direction
61(3)
United States
62(1)
Other US Digital Accessibility Legislation
62(1)
Canada
62(1)
Europe
63(1)
Asia Pacific
63(1)
International Standards
63(1)
Further Reading
64(1)
Web Content Accessibility Timeline
64(1)
POUR
65(14)
Perceivable: Providing Text Alternatives
66(8)
Operable: Components and Navigation
74(3)
Understandable: Error Identification
77(1)
Robust
78(1)
ADA'S Impact on Web Accessibility
79(3)
Target 2008
80(1)
Harvard and MIT 2015
80(1)
Winn Dixie 2017
81(1)
Beyonce---Parkwood Entertainment 2019
81(1)
Conclusion
82(1)
Chapter 5 Building a Vision for the Future: Design Strategies for Accessibility
83(16)
User Experience Starts the Moment a Project Begins
84(2)
AirBnb and News Deeply Case Study
86(1)
Three Guiding Principles
87(3)
Balance Your Bias
87(1)
Consider the Opposite
88(1)
Embrace a Growth Mindset
89(1)
Principles for Inclusivity
90(1)
Design Tips for More Inclusive Designs
91(4)
Designing Accessible Content
95(3)
Accessible Writing
96(2)
Conclusion
98(1)
Chapter 6 Inclusive Design Research
99(22)
Recruiting People with Disabilities
101(1)
Focus the Recruiting Strategy
101(1)
Exclusion
102(5)
20 UX Research Methods in Brief
104(3)
Generative Research vs. Evaluative Research
107(1)
How We Made the Digital Services Georgia Platform More
Accessible Case Study
108(1)
Before and After
109(10)
Accessibility for All
113(6)
Conclusion
119(2)
Chapter 7 Assistive Technologies
121(24)
Who, What, Where, When, Why, and How
122(1)
What Is Assistive Technology?
122(3)
Adaptive Technology vs. Assistive Technology
123(2)
Screen Readers
125(7)
Web Browsers
132(1)
Keyboards
133(2)
Using a Keyboard to Navigate Within Web Pages
133(1)
Searching for Text When You Start to Type
134(1)
Zoom, Fonts, and Colors
135(1)
Mobile
136(7)
Voice Assistants
137(6)
The Future of Assistive Technology
143(1)
Conclusion
144(1)
Chapter 8 Planning and Implementing Inclusive Designs
145(12)
Creating a Culture of Inclusivity/Accessibility
146(5)
Avoiding Discrimination and Legal Complaints
148(1)
Reaching a Wider Audience
148(1)
Building Positive PR
149(1)
Improving SEO
150(1)
Increasing Usability
150(1)
Writing Higher-Quality Code
151(1)
Accessibility Tidbits
151(2)
Incorporating Accessibility into Design Systems
153(1)
Implementing Accessibility
154(1)
Conclusion
155(2)
Chapter 9 Usability Testing
157(30)
Knowing Your Product Is Good Enough
157(11)
The Who
159(4)
The What
163(1)
The Why
164(4)
Accessibility Originates with UX: A BBC iPlayer Case Study
168(18)
The Challenge
172(1)
UX Principles
173(7)
Guidelines
180(6)
Conclusion
186(1)
Chapter 10 Beyond the Web
187(32)
The Phone
187(1)
The Internet
188(1)
Text Messaging
189(1)
Technology Designed for Disabled People Can Help Everyone
189(4)
Cruise Control
191(1)
Screen Readers
192(1)
Inventions Out of Necessity
193(5)
Access + Ability at the Cooper Hewitt
193(3)
Vision Aid, BrainPort Vision Pro, 2017
196(1)
Braille Display, HumanWare Brailliant Bl 40, 2011
197(1)
Future of Mixed Realities and Accessibility
198(2)
Virtual Reality (VR)
199(1)
Augmented Reality (AR)
199(1)
Mixed Reality (MR)
199(1)
Using Virtual Reality Technologies
200(2)
Headsets
200(1)
Computers
201(1)
Choose Your Experience
202(8)
Education and Skill Teaching
202(1)
New and Formerly "Impossible" Experiences
203(1)
Route Planning
203(1)
Motor Skills and Muscle Recovery
203(1)
Improved Gaming Experiences for Deaf People
204(1)
Clearer Vision
204(1)
XR Access
204(1)
Talk 1 XR Access, What Does It Mean?
205(1)
Talk 2 XR and Accessibility
206(1)
Talk 3 SeeingVR, A Set of Tools to Make Virtual Reality More Accessible to People with Low Vision
207(1)
Talk 4 Living in an Augmented World
207(1)
Talk 5 Movers and Shakers
208(2)
Artificial Intelligence and Accessibility
210(3)
You Try It: Bonus Exercise
213(4)
Step 1 Set Up Your Microphone
214(1)
Step 2 Present with Captions
214(1)
Tips for Using Captions
215(1)
Troubleshooting Captions
216(1)
Conclusion
217(2)
Appendix A Accessible Heuristics
219(46)
10 General Rules of thumb for Accessible Design
219(2)
A11Y Style Guide
221(11)
Periodic Table of Semantics by Gerard Cohen
232(1)
Assistive Technologies and Adaptive Strategies
232(1)
Reading Disabilities and ICT: Examples of Assistive Technologies and
Adaptive Strategies
233(2)
Blindness: Examples of Assistive Technologies and Adaptive Strategies
235(5)
Low Vision: Examples of Assistive Technologies and Adaptive Strategies
239(1)
Math and ICT: Examples of Assistive Technologies and Adaptive Strategies
240(1)
Speech and Language: Examples of Assistive Technologies and
Adaptive Strategies
241(1)
WCAG2for Designers
242(6)
International Laws Web Accessibility
248(3)
Additional Reading
251(1)
Designing with Accessibility in Mind
251(1)
Development
252(1)
Web Content Accessibility Guidelines
253(1)
International Resources for Accessibility
253(1)
Legal
253(1)
Design Principles
254(1)
User Research
254(1)
Planning and Implementation
255(1)
Usability Testing
255(1)
Media
256(1)
Web Resources
257(1)
Mixed Realities
257(1)
Voice User Interface
258(1)
Content and Writing for Accessibility
258(1)
Accessibility Consultants (The Author does not endorse or recommend products or services. Please do your own research into companies)
259(1)
Disability Organizations
260(5)
Education and Technology
260(5)
Index 265
Regine Gilbert is a user experience designer, educator, and international public speaker with over 10 years of experience working in the technology arena. Her passion for accessibility stems from growing up with family who were disabled. Since working in technology she has spearheaded accessibility initiatives within the organizations in which she worked including creation of guidelines and training. She has a strong belief in making the world a more accessible placeone that starts and ends with the user. Regine is an Adjunct Professor at NYU Tandon School of Engineering, teaching User Experience Design to students in the Integrated Digital Media Program. In addition, she teaches the part time User Experience Design course at General Assembly. Some of the companies Regine has had the pleasure of working for include Disney, JP Morgan, Four Seasons Hotel and Resorts, Ralph Lauren, Columbia University and Vitamin Shoppe.