Apple Leads in Accessibility, But Can Third-Party Developers Follow?


 

Editor's note: Steven Aquino is a freelance tech writer and iOS
accessibility expert, based in the San Francisco Bay Area. His work has
appeared in The Magazine, Macworld, TidBITS, and more. He also writes for
his personal website, Steven's Blog , and co-hosts a weekly podcast,
Accessible.

Third-party apps on the App Store need to be much better at being
inclusively designed
<http://www.imore.com/power-and-promise-accessibility-and-inclusive-design>
. The tendency - albeit naturally - is for Apple and other developers to
make iOS, and apps designed for iOS, for the majority of users. While users
with disabilities, such as myself, are not a majority, we are an important
niche. We use iOS devices, too, and we surely appreciate Apple and
developers making us a priority <http://apple.com/accessibility/ios> .

Figuring out how to best address the issue of improving third-party app
accessibility is not a trivial matter; rather, it's a complex problem with
some potential pitfalls. It makes sense to first consider Apple's
responsibility here. From a developer perspective, the company encourages
accessibility by providing documentation
<https://developer.apple.com/technologies/ios/accessibility.html>  for best
practices for coding accessibility, as well as devoting much time during
WWDC <https://developer.apple.com/videos/wwdc/2014/>  sessions talking about
accessibility on iOS and the Mac.

Of course accessibility isn't a challenge for only Apple; indeed, others
such as Google and Amazon must think about these issues and follow
<http://chrishofstader.com/android-ios-and-accessibility/>  Apple's lead in
serving disabled users the best they can. The most reasonable and practical
solution comes from Marco Arment. He proposes that Apple should make
accessibility testing part of the app-vetting
<http://www.marco.org/2014/07/10/app-review-should-test-accessibility>
process. Arment writes:

My proposed fix:

1.      Allow developers to opt into accessibility testing for each
submission in iTunes Connect. Put it on the screen that asks about
cryptography so all developers must answer it and are made aware of it.
2.      Show a small badge on each app's page in the Store that passes
accessibility testing. This helps customers make buying decisions for their
needs.
3.      Passing requires all advertised functionality to be accessible, all
accessible controls to have accurate labels, and no navigational traps such
as inescapable screens or stuck states.
4.      If a user has VoiceOver enabled while downloading an app that has
not been tested for accessibility, or while updating a previously tested app
to to an untested version, show a warning dialog and ask them to confirm
whether they still want to proceed. This helps them and gives developers a
good reason to opt into accessibility testing.

The specifics of Arment's ideas notwithstanding, his proposal underscores
the big picture: third-party apps should have a basic level of support for
accessibility. While I don't pretend to fully understand iOS development, it
seems to me that accessibility is important
<https://www.youtube.com/watch?v=dNEafGCf-kw>  enough to Apple that the
company could (and should) adopt such a policy.

Their enforcement of such hypothetical rules needn't be so iron-fisted, but
just knowing that they are checking for accessibility compliance would, in
theory, be a great show of goodwill to those in the accessibility community.
(Another example of Apple's acknowledgment of this: their nods in widely
aired iPhone ads <http://stevensblog.org/facetime-every-day/> .) Moreover,
the incentives that Apple could provide developers - badges, even an
"Editors' Choice for Accessibility" - would go a long way in terms of
developer relations and promotion.


All Accessible All The Time?


Arment's proposed solution is rooted in the concept that all iOS apps be
accessible, so that people with disabilities aren't left out. Yet for as
noble an idea as "all apps, all accessible" is, the reality is that it isn't
tenable beyond the bare minimum.

For one thing, the notion of "accessibility" and "inclusiveness" is abstract
and far-reaching. How are developers to choose which accessibility tools to
use? Do they have experience with accessibility, if only brief? More to the
point, who are developers targeting? Cognitive and/or physical impairments
run the gamut in terms of severity and corresponding needs; how are
developers supposed to know which to focus on and understand how, say,
Switch Control support <http://support.apple.com/kb/HT5886>  will benefit
someone?

All of this is to say that expectations need to be tempered when touting
universal accessibility because it's like opening up a can of worms; it's
not as simple as Here, now everyone can use X app.

Or consider the reverse: Just because Apple or a developer may label an app
as "accessible" doesn't mean necessarily that the app will work well. What
if the implementation is poorly done, or if the app tries to be all things
to all people, cramming every possible accessibility tool in the software
development kit just to meet the "accessible" quota?

Accessibility in and of itself is like the users who rely on it insofar that
it's a very abstract concept. Developers have to know exactly what they want
to achieve and who they want to serve, because users' needs vary. Because of
this, it's also important that developers be proactive in educating
themselves about Apple's Accessibility tools, and about their target
audience.


Accessibility Input


So how does a developer know what he or she is doing right (or wrong)? I've
been fortunate to have numerous opportunities to help beta-test apps from
some prominent <http://stevensblog.org/overcast-review/>  developers
<http://stevensblog.org/unread-review/> . This type of information is
invaluable for the obvious reason that accessibility may be out of the realm
of knowledge of many developers. To be clear, this isn't about ignorance -
it's about outsourcing experts to QA an aspect of their app which they deem
important to get right.

A problem, however, in QAing accessibility is actually finding people who
are willing and able to provide guidance and feedback regarding
accessibility. Tech companies such as LinkedIn are becoming increasingly
aggressive in hiring people for the express purpose of helping guide their
<http://ramyasethu.tumblr.com/post/69155473557/making-accessibility-mainstre
am>  accessibility efforts. Of course, these are full-time, salaried
positions - most, if not all, indie developers can't do this - but the basic
principle is the same: recruiting people to lend a voice to accessibility.

It's imperative that developers find people who are well versed in this area
in order to give disabled users the best experience possible, but it isn't
easy. The fact is that, again, accessibility is a relatively small segment
of the total user base, and there aren't many of us experts out there. Put
another way, we're a special breed attuned to special use cases.


Universal Accessibility?


Another stumbling block towards achieving accessibility for all is the fact
that there are many categories of apps that unfortunately aren't conducive
to accessibility enhancements. Examples include medical apps and audio/video
editors - apps like these fit a very specific group of people doing very
specific tasks, and it's unreasonable to assume that such apps can or should
be accessed by all.

Even games are a no-man's land of accessibility, although that's a problem
that's slowly being rectified <http://foralltoplay.com/> . I don't mean to
imply that developers be exclusionary in their vision and design; I'm simply
pointing out that, realistically, there are certain types of apps for which
accessibility is unfeasible.

Apple is leaps and bounds better than the
<http://chrishofstader.com/android-ios-and-accessibility/>  competition
here.  It makes sense that, at the very least, VoiceOver
<https://www.apple.com/accessibility/osx/voiceover/>  or Large Dynamic Type
be supported. It's the right thing to do, and as I stated before, will do
much to make disabled users happy.

The moral of this story is that accessibility is hard. The blanket statement
that all apps be accessible is well-meaning and not without merit, but isn't
as easy as it sounds. Verification by the app review team is a great start -
assuming Apple ever implements it - but there's a long way to go. The more
talk, the better consideration and advocation for the issues and the
community. In the end, it means a lot that so many people care to stand up
for users with disabilities, myself included.

  _____  

http://techcrunch.com/2014/08/02/reuters-rebuttal/?ncid=rss

http://techcrunch.com/2014/08/02/reuters-rebuttal/?ncid=rss

 

 

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