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Software Standards

Keyboard Accessibility

How would you use a mouse to interact with an application if you couldn’t see the screen? How about if you couldn’t use your arms? To begin to understand how the typical AT user interacts with a computer and software, turn your mouse upside-down. Now you’re left with only the keyboard for inputting information and navigating an application. However, most software developers assume the end-user uses a mouse to navigate elements such as scroll bars, drop-down menus, and graphical buttons.

According to § 1194.21 (a), AT users must be able to navigate and interact with an application using only the keyboard. To test for compliance with this standard is easy: try to use the program as it was intended using only the keyboard (use the Tab and arrow keys to navigate). This standard doesn’t forbid the use of graphics or mouse navigation, but only requires the more basic keyboard navigation cues to also be present.

Besides, as any “power user” knows, the flexibility to navigate an application using both the mouse and the keyboard greatly increases user efficiency.

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Interfering with Other Applications

Users with disabilities—and indeed almost all users—customize their computers by manipulating the display preferences. For users without disabilities, this is often done to enhance the visual appeal of the interface as well as configure the colors and fonts to best suit the individual’s viewing preferences and needs.

However, for users with disabilities, these settings and/or additional software can mean the difference between being able to use their computer or not. For example:

  • Someone with low vision uses a high-contrast setting, the largest fonts available, and occasionally screen magnification software to maximize use of their vision
  • A blind user uses screen reading software to convert screen text to spoken speech
  • A user with hearing loss turns on an operating system feature that flashes the window title bar to accompany error and alert sounds

Most applications designed for an operating system follow design standards that use whatever customized settings a user has. However, to ensure applications display best for every user, § 1194.21 (b) prevents interfering with these applications and settings, § 1194.21 (g) requires an application to incorporate the user's display settings, and § 1194.21 (j) requires an application to provide several options if it allows users to customize the interface (e.g., with "skins").

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Screen Text

AT only interprets true textual information. For most applications designed to work with an operating system, text is sent through the OS and displayed on the monitor in a standard way. However, some applications bypass this function. These applications generally end up displaying text as a graphic. While not apparent to the sighted user, an AT user may receive little or no information about the text displayed on screen. To prevent this, § 1194.21 (f) states that text must be displayed through the operating system.

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Interactive Features

While a visually appealing interface may look easy to use, if you were to turn off your monitor and flip over your mouse you’d have a difficult time using some applications. To allow AT to move throughout an application, § 1194.21 (c) requires an obvious focus marker that moves around the screen. For instance, if you use a keyboard to navigate through applications, you’ve probably seen a dotted rectangle around buttons and fields and watched as it moves with your input.

A related standard, § 1194.21 (l), states that forms must be able to be understood and completed. This includes being able to move around the various fields in a logical order and access any text instructions for filling in the form.

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Graphics

Graphics are used to create enticing interfaces and interactive elements such as buttons and labels. If the same information isn’t presented in a textual format, however, non-sighted users won’t be able to use those features. Therefore, according to § 1194.21 (d), every graphic element must have textual information about its purpose and status (e.g., “checked” or “not checked”). Remember, text contained within a graphic must also have a textual equivalent.

Similarly, § 1194.21 (h) mandates that animations must be accompanied by non-animated versions of the information.

In addition, many people with disabilities memorize common thematic elements in order to navigate effectively throughout an application. Because of this (and to maximize usability), § 1194.21 (e) states that images must represent the same function throughout an application.

Additionally, § 1194.21 (k) limits the blink rate for text and graphics. This is to prevent inducing seizures in people with photosensitive epilepsy.

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Color Usage

§ 1194.21 (i) is designed for users with visual loss as well as color blindness. It states that color should indicate meaning only after another means has been used, such as text. Consider what it would mean to have instructions read “fields in red are required” if you couldn’t see the color red!

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