- From: Katie Haritos-Shea <ryladog@gmail.com>
- Date: Tue, 28 Jan 2020 18:48:04 -0500
- To: Matthew Tylee Atkinson <matkinson@paciellogroup.com>
- Cc: "Janina Sajka (janina@rednote.net)" <janina@rednote.net>, Accessible Platform Architectures Administration <public-apa-admin@w3.org>
- Message-ID: <CAEy-OxF7H7rMUMFxq9rWhqHPMPuSQqdtvBecDS8AT3ZcXYe_9A@mail.gmail.com>
+1 and wow to Mike for the review! On Tue, Jan 28, 2020, 6:45 PM Matthew Tylee Atkinson < matkinson@paciellogroup.com> wrote: > I support this going to FPWD. > > It was an enjoyable read and will be a helpful resource. > > Here are some questions, observations and typos from my review. (I realise > there's quite a bit here - sorry I only got to this now - and I don't think > that any of it should block publication as a FPWD.) > > I have not yet reviewed the related documents in section 5, but intend to > do so. > > best regards, > > > Matthew > > > // Things that may need clarifying > > * [3] The domain/site says it's "WalkinVRDriver" (we have "Walking"). > Also, it sounds like this should be a link, to provide context? (In §3.5 > it's presented as a link.) > > * [3] I realise it may just be a character limit in the footnote IDs, but > is it possible to call the "able-game" footnote ID "able-gamers" as that's > their full name? > > * [3.2] "There will be many modality aspects for the developer and/or > content author to consider:" - it looks like there's going to be a list of > things there, but a "NOTE:". (The section ends by saying what's coming up > in the input section, so I'm not sure if the colon relates to "the > following sections".) > > * [3.5] The Xbox Adaptive Controller is mentioned. At the moment I'm not > sure that it /is/ supported as an XR controller (ref our discussion about > the WebVR Gamepad Module [0]) - though it certainly sounds like that would > be a good idea for accessibility. > > * [3.6] I'm not clear on the first sentence. I mean it seems to stand > alone. (The point of the section as a whole that this is an important > requirement is an important one, of course.) > > * [3.7, 3.8] I think a great example that seems close to this, but not > quite the same thing, is Xbox's co-pilot feature, which lets two people use > two separate controllers, but to control one player character. This allows > someone with disabilities to have a buddy who helps them with the bits that > they find less/in-accessible. I wonder if it's worth mentioning somewhere > around here as an example of good practice in the industry? [1] > > * [3.9] Some great points here. I wonder if this is an appropriate place > for some examples. > > - Do I understand correctly that the first point is about things that > in the real world may be inherently accessible affordances, like tactile > paving, or the presence of a handle or a plate on a door, but we are trying > to figure out how to expose those in a natural way to the XR user? > > - The last point is important and evokes two different situations for > me - are these the ones you are describing and/or, if not, do you think > either warrants mentioning? > > a. Situations in which an underlying interaction is presented in a > certain way, because it works for most people. But then, assistive > technology is layered on top of that interaction in its rendered modality, > but it would've been simpler for the user to have had a different > representation. A classic example of this is drag-and-drop, which is > frequently represented visually on web pages. It is possible to use ARIA > etc. to convey things like draggable things and drop zones (making the > problem 2D in some cases), but in many cases it may've been simpler to > present the problem as specifying the order of items in a list, which can > be done as a simple 1D problem with numbers or up/down keystrokes/buttons > as inputs. This is a problem of adapting a particular rendering of the > problem rather than the underlying problem. > > b. Situations in which an adaptation has been carried out to > transform one modality into another, to make it accessible, but we need a > way to convey the user's interaction in the adapted modality back into the > original one. E.g. reading a book in XR may be presented visually, with > page-turning gestures required, but if a screen-reader is being used to > read the text, keyboard interactions may be more suitable for the user. > This is a problem of bridging between AT and content, and may imply the > need for an accessibility layer for XR. > > * [4.x, 4.6] The section on voice commands really made me think, as with > other user needs sections, that we need existing AT to be able to work with > XR, where it makes sense, in order to avoid wheel reinvention. Having said > that, content design choices can make so much difference and ensure that > people are kept immersed in the world, rather than being brought back out > by the experience of using traditional AT. I think the focus on user needs > - not how to meet them - is very helpful here, as those needs are not going > to change. > > * [4.7] Can we add an extra requirement that says that the content is > designed so that shape is used instead of just colour? I suggest that > because if the requirement is met, and the user has only minor difficulties > with contrast, that could be sufficient for them to not need to engage any > specific display mode, and thus be a more immersive experience. There are > several examples from the world of games that we could reference [2] (that > list actually misses one that I think is particularly good, but I’d have to > ask Ian about it, as I can’t remember the name of the game I’m thinking of > at the moment). > > * [4.8] Can we add an extra requirement to allow for scalable font sizes > in both UI and content? This could negate the need for screen > magnification. This (and many other adaptations, even at the same time) has > been done successfully in research [3], and APIs like Dynamic Text on iOS > and large text on Android are getting close. > > * [4.16] I'm not an expert on this, but I am wondering if mono audio > should be provided as an alternative for people with hearing impairments > (as opposed to, or in addition to, the proposed)? > > > // Housekeeping questions > > * Shouldn't the URL for the Latest Published Version use upper-case "XAUR" > and not lower-case "xaur" to match the acronym case of the "TR" in the URL? > Also, WCAG's URL includes upper-case "WCAG" and not lower-case "wcag". > > * The names of the APA XR accessibility docs are called just "XR" and > don't refer to "WebXR" - is that to help disambiguate it from the WebXR > WG's docs, or because APA is talking about general XR (web or native)? > > * [4.x] It would be really neat, for when people are talking about the > XAUR, if the section numbers could be made to match the user need numbers. > > > // Typos > > * [1.1, 4.1] 360° is typed using a superscript 0 - should be ℃ > > * [1.2, 1.3] "computer-mediated" (with the hyphen) may be slightly clearer? > > * [3.3] Would it be clearer if the note started its own paragraph (this > may well be overridden by W3C house style, with which I'm unfamiliar :-)). > > * [3.3] In the first three input device description, the apostrophe that > should be in "user's" is missing. > > * [3.3] The eye-tracking description refers to voice. > > * [3.5] I gather the official spelling is "Xbox" (not "XBOX"). > > * [4.2] REQ 1 should be REQ 1b. > > > // Bits I particularly liked > > It was all very helpful and a comprehensive introduction to XR, but... > > * [3] "Gamification of VR forces game dynamics on the user..." - I had a > question/suggestion here but it was answered in the sixth of the last set > of bullet points at the bottom of the section :-). Also the point about > authoring tools is a vital one. > > * [3.2] I thought the way accessibility was cast in the context of > multimodality is really neat. > > * [4.12, 4.19] Particularly great requirements :-). > > > I’d be happy to file all of these as GitHub issues on < > https://github.com/w3c/apa> if that helps (or if you would prefer I only > file a subset, please let me know). > > best regards, > > > Matthew > > [0] <https://lists.w3.org/Archives/Public/public-apa/2020Jan/0019.html> > [1] < > https://beta.support.xbox.com/help/account-profile/accessibility/copilot> > [2] < > http://gameaccessibilityguidelines.com/ensure-no-essential-information-is-conveyed-by-a-colour-alone/ > > > [3] <http://www.eecs.harvard.edu/~kgajos/research/supple/> > [4] < > http://gameaccessibilityguidelines.com/avoid-repeated-inputs-button-mashingquick-time-events/ > > > > -- > Matthew Tylee Atkinson > -- > Senior Accessibility Engineer > The Paciello Group > https://www.paciellogroup.com > A Vispero Company > https://www.vispero.com/ > -- > This message is intended to be confidential and may be legally privileged. > It is intended solely for the addressee. 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Received on Tuesday, 28 January 2020 23:48:33 UTC