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OverviewBy 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 greatesttools 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. What You'll Learn 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 Who This Book Is For Mobile developers working solo or as part of a team. UX designers, quality engineers, product owners, and anybody working in mobile. Full Product DetailsAuthor: Rob WhitakerPublisher: APress Imprint: APress Edition: 1st ed. Weight: 0.551kg ISBN: 9781484258132ISBN 10: 1484258134 Pages: 342 Publication Date: 26 April 2020 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of ContentsChapter 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: InternationalizationReviewsAuthor InformationRob Whitaker is an iOS software development engineer at Capital One UK with a passion for improving digital experiences for everyone. He actively observes how people use technology, and considers how we can all make those interactions better. Currently he’s working on a project to make the Capital One UK app the first mobile app certified by the RNIB (Royal National Institute for Blind People). Tab Content 6Author Website:Countries AvailableAll regions |