Developing Inclusive Mobile Apps, 1st ed. Building Accessible Apps for iOS and Android
Auteur : Whitaker Rob
By failing to consider those with needs different to ourselves, we are telling these people they are not welcome in our app, and therefore that technology as a whole, is not for them. This is not hyperbole?23% of people in the US with a registered disability aren't online at all, that's three times more likely than the general population. When asked why they're not online, disabled respondents say their disability prevents them or that using the internet is too hard.
To help your apps combat the issue of digital exclusion, this book covers considerations and tools mobile developers, or anyone creating mobile experiences, can use to make mobile work better for those with disabilities?mental or physical?and how to create a better experience for everyone.
Software is not made up of cold, unthinking algorithms. Software is a craft in the truest sense of the word, and one of the greatest tools you can have as a craftsperson is empathy for the people who will be using your app. Each one of whom is an individual with different abilities, experiences, knowledge, and circumstances.- Create mobile experiences that work for as many people as possible
- Incorporate a worldview of accessibility and customer service into your design
- Work with accessibility tools and techniques commonly available for developers
Mobile developers working solo or as part of a team. UX designers, quality engineers, product owners, and anybody working in mobile.
Chapter 1: What is Accessibility?
• Intro to accessibility - great accessibility is a great experience for everyone
• Intro to disability - ie, its not all visual
• Why mobile is the best for accessible innovation
Chapter 2: What is Digital Inclusion?
• Brief history of accessible thinking
• Inclusive design & the persona spectrum
• Empathy
Chapter 3: Accessibility Tools on Android
• Brief overview of the accessibility features & tools built into Android. What these mean for users, and how to leverage them as developers
• Including code snippets
Chapter 4: Accessibility Tools for iOS
• Brief overview of the accessibility features & tools built into iOS. What these mean for users, and how to leverage them as developers
• Including code snippets
Chapter 5: Ensuring good accessibility
• User research
• Testing with accessibility tools
Chapter 6: Visual Impairments
• Practical tips for improving the experience for people with visual impairments
• Including code snippets
Chapter 7: Motor issues
• Practical tips for improving the experience for people with motor issues
• Including code snippets
Chapter 8: Deaf & Hard of Hearing
• Practical tips for improving the experience for people with auditory impairments
• Including code snippets
Chapter 9: Anxiety & Mental Health
• Practical tips for improving the experience for people with visual mental health issues
• Including code snippets
Chapter 10: Dyslexia, Autism and Learning Difficulties
• Practical tips for improving the experience for people with learning difficulties
• Including code snippets
Chapter 11: Poor Digital Skills
• Good accessibility is not just about disability, but ability too
• What skills are essential for digital life, and how do we measure up
• Practical tips for improving the experience for people with poor digital skills
Chapter 12: Life Circumstances
• Good accessibility is not just about disability, but people's circumstances too
• How circumstances such as low income, poor education etc can affect your digital interactions
• Practical tips for improving the experience for people with with difficult life circumstances
Chapter 13: Age, Gender & Sexuality
• Theres a huge gap in digital use between 18 year olds, and those aged 60+.• How do we make sure we're not prejudicing based on age or experience, gender or sexuality when creating software
Chapter 14: Internationalization
Get accessibility right so that your customer base includes everyone
Work with both development and design skills
Plan for disabilities across the board from hearing and sight to motor skills and cognitive impairments
Date de parution : 04-2020
Ouvrage de 342 p.
15.5x23.5 cm
Disponible chez l'éditeur (délai d'approvisionnement : 15 jours).
Prix indicatif 47,46 €
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Mots-clés :
accessibility; iOS; Swift; Android; Voiceover; talkback; disability; inclusion; Kotlin