On Thu, 27 Sep 2018 18:29:11 +0200, Jessica Korkue =
Post by Jessica KorkueGood afternoon all,
Can anyone please provide any guidance on what is required to make a =
virtual tour accessible? I realize the interface must be, but >what =
about the imagery presented as one =E2=80=9Cmoves=E2=80=9D through the=
space?
Same as any other imagery:
- alternatives that don't require vision
- dealing with needs for high contrast, / colour differentiation, low =
visual acuity, minimise distracting motion, etc.
- if you provide audio explanations, making relevant sign language as we=
ll =
as text versions available is a good thing... (and if you don't have the=
m, =
you should think about whether they will help people understand where th=
ey =
are and what they can "see".
It's also important to think about how people figure out where they are =
- =
if you rely on visual cues as feedback for people moving around, there i=
s =
going to be a problem. There are a few ways to deal with this - you can =
=
provide actual landmarks so people can move from spot to spot, or you ca=
n =
provide other kinds of feedback so people know what is around them - for=
=
inspriation think 1980s-style text-only "adventure games" and "MUD"s =
(Multi-User Dungeons), or "choose your own adventure" books done with =
modern tools.
cheers
Chaals