- From: Mitchell Evan <mtchllvn@gmail.com>
- Date: Wed, 16 Oct 2019 10:30:26 -0700
- To: "Patrick H. Lauke" <redux@splintered.co.uk>
- Cc: WAI Interest Group <w3c-wai-ig@w3.org>
- Message-ID: <CAK=xW6sPDC=qP3b4uWSn1gDBGTZU1i-SK97K8N-rKpnTzRywSA@mail.gmail.com>
As much as I like bright-line criteria, a definition of focus should be
based on user experience, not on platform-specific features like
document.activeElement. Otherwise we'll neglect a variety of *input
modalities* and *UI patterns*.
Focus tells users:
- Where am I in [sequential navigation]? and
- What am I interacting with?
Users fill in the blank "[sequential navigation]" with their *input
modality*.
- Keyboard or AT: tab order
- Speech input: "tab"
- Kiosk keypad: next/previous
- Game controller or similar: arrow pad
- Other sequential navigation commands depending on context, such as
keyboard: arrow keys
- Other keyboard-like mechanisms not yet invented
Mouse and touch are not in this list because they aren't sequential
navigation. I'm not sure about caret navigation.
Many *UI patterns* require sequential navigation that's not as simple as
"next" and "previous". (WC)AG will need to acknowledge UI patterns like
these both inside and outside of the browser.
- Two sequence axes, one focus location:
- Menu bar with menus and menu items
- Tree
- Grid
- Multiple dependent focus locations:
- Combo box with option list
- Windows and panels
- Rich editor and toolbar
- Multiple independent focus locations:
- Single user: Up/down and left/right modify independent input controls
- Multi-user: Two game controllers on one game
- Combinations:
- A combo box with a multi-select grid pop-up
- A rich editor with embedded editable interactive objects
When things get complex, it might be useful to think of focus as subclass
of selection.
Mitchell Evan
+1 (510) 375-6104
mtchllvn@gmail.com
https://www.linkedin.com/in/mitchellrevan/
Received on Wednesday, 16 October 2019 17:30:43 UTC