- 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