[Accessibility-testing] Some recommendation thoughts
Jason McIntosh
jmac at jmac.org
Mon Mar 11 18:57:26 EDT 2019
An outline of some possible recommendations by jmac, based on survey responses...
- Recommendations for…
- Parser-based interpreter / system designers
- Display alt text!
- In particular, current systems seem to be very weak with
alt-text for sound support?
- This includes systems that lack the technical ability to
play sound; they’re incapable of showing meaningful
alt-text if they can’t play it, let alone if the player
can’t hear it
- List exit options
- Maybe more generally: List contextually available stuff.
Obvious exits/actions/objects nearby.
- Make display of this stuff togglable, but default-on? (So
that cranky traditionalists can forge ahead without it,
ha ha…)
- Offer a guide of common commands
- One player with aphasia had trouble remembering commands
due to disability, but you can easily make the argument
that it’s a good idea anyway, and would help all players.
- Offer up the recent work of Ryan Veeder (e.g.
https://rcveeder.net/garden/) as an example here? Putting
common commands right on the screen and permanently, even
if only in a non-interactive frame.
- Display room dscription, inventory, et cetera in separate
panes
- Look to Andrew Plotkin’s Seltani as an example (even if
that’s not parser-based)?
- Other examples from parser-land? (Some of Emily Short’s
more involved Glulx UIs?)
- The community should perform more intense testing regarding
screen effects common to parser games, including…
- Box quotes
- Full-screen menus
- Changes to the status bar
- Emoji
Emoji are technically not part of the parser IF
tradition, but they are an increasingly prominent in
the definition of “text”. a wealth of good argument
for how not treating them as symbols equal value to
the rest of your software’s supported writing system
is a mistake and s disservice to your users.
- Consider using NVDA, specifically, for testing?
- Don’t discount the accessibility-through-simplicity of
Terminal-based apps.
Comments from one tester:
Another consideration should be given to users of Braille
displays. It is possible that screen reader output can be
sent to a braille display, but another way to increase
accessibility for this case is to set braille focus on
the first line of new output.
One other thing, for Mac and Linux users, terminal apps
are the best. Sure, that won't help the ascii graphics
and messy keyboard navigable menus, but it does make sure
that the screen reader is in more control of what it
says, as it always speaks new content, not old content
while scrolling, unless that functionality is toggled
off. A terminal experience is great for braille users as
well.
On Windows, there is the power shell, and it also seems
to turn well with screen readers.
- Assistive-technology maintainers / publishers
- It seems that some ATs (particularly screen readers) could
stand to up their game when it comes to “non-standard” text
support.
- Unicode / emoji support
- Some displayed very common emojis (thumbs up) but
ignored others; others seemed to show nothing
- Text styling (Bold, italic, et cetera)
- Meta: I suspect some testers answered “English only”
about what languages they saw in the sign, because they
didn’t realize they could read it in different languages
by entering different commands.
- This really does seem to be something for AT to fix; It
doesn’t seem right to ask authors to not style text or use
emojis for accessibility’s sake.
- But maybe authors should be mindful of known AT shortcomings,
just the same.
- Authors (parser or hypertext)
- Avoid puzzles or other interactive elements that depend upon
the player having knowledge or experience only available to
an able-bodied person.
- The example of the “6/9 button” from Zarf’s game.
- This is the cousin of one of Graham Nelson’s “Player Bill
of Rights” peeves from the 90s, regarding assumed
cultural knowledge of the player. (The Zork II
baseball-diamond puzzle.)
- Consider implementing unofficial “alt text” for things that
aren’t strictly based on multimedia files, like maps drawn
with text characters.
- Use alt text!
- Offer prominent volume/mute controls.
- Make it clear whether or not a given game even *has*
sounds. Multiple testers unsure if one or both games were
supposed to make noise.
- Allow a screen reader-using player to adjust the game’s
volume comfortably so that sounds or music won’t blot out
their screen reader's output.
- Offer control over text size, font, et cetera
Boon players with dyslexia as well, who might prefer
easier fonts. (OpenDyslexic)
- Always offer a light-text-on-dark-background display option.
- If displaying text in multiple panes, arrange the panes so
that screen reader users can more quickly navigate to panes
they will use more often.
- Offer game-specific keyboard shortcuts for moving focus
between panes (and re-sending their current contents to the
screen reader).
- Pair updates with sounds
- Connect this with that AbleGamers recommendation about
providing information through multiple sensory channels!
- In general, make it more obvious when a thing changes.
- Be mindful of text that is color-coded, or otherwise has
differences meant to convey meaning that screen readers might
not pick up on.
- Implement a quick-travel mode, and other niceties that let
players type less.
- Offer more clarity when content is loading, versus when the
game is intentionally letting time pass. (Basic UX hysteresis
advice applies here, i suppose.)
- Make sure that all significant changes to the text you are
displaying cause something to get sent to screen readers.
- The whole IF Community
- Invent new interpreters around accessible principles.
- Work with accessibility experts to rethink text-display
standards.
- For every significant IF platform, create a standard, very
simple test that will interactively test accessibility
features. (Very simple “Can you see this? Can you hear this?”
stuff, not even trying to be entertaining. A basic
testing/diagnostic tool.
- Other thoughts
- I saw notes about “focus” issues often among screen-reader users
(including those on our own committee) and I’m not well versed
enough by myself to turn them into recommendations?
- We should not make accessibility recommendations based on
feedback that was clearly testers being (often unwittingly!) good
IF playtesters. :) e.g. asking for more verb synonyms, or more
puzzle cluing. (We can mention that anyway, because it’s fun.)
- We have platform data, and some yes/no answers. Do we want to
*do* anything with that?
- We may have relied too much on specific questions, and ended up
suprised with what people had trouble with.
- It may be worth a strategy of saving specific questions for
future testing rounds, when you know for certain what the
trouble spots are, and keeping the questions in the first
round more general.
- I think we can recommend exactly this with e.g. the problems
that screen reader users had with the plaque puzzle in Zarf’s
game.
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