Accessibility and Mobile: Radically Changing the Museum Visit (MCN2014)

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Accessibility and Mobile: Radically Changing the Museum Visit SOFIE ANDERSEN, ANNIE LEIST, SINA BAHRAM & ANNA LINDGREN- STREICHER #MCN2014 #A11y

Transcript of Accessibility and Mobile: Radically Changing the Museum Visit (MCN2014)

Accessibility and Mobile: Radically Changing the Museum VisitSOFIE ANDERSEN, ANNIE LEIST, SINA BAHRAM & ANNA LINDGREN- STREICHER #MCN2014 #A11y

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Panelists

Annie Leist, Special Projects Lead, Art Beyond Sight & Visual Artist

@artaccessannie @ArtByndSight

Sina Bahram, President, Prime Access Consulting

@SinaBahram

Anna Lindgren-Streicher, Manager Research & Evaluation, Boston Museum of Science

@astreichs

Sofie Andersen, Sr Digital Media Strategist, Antenna Lab

@sofieny @antenna_lab

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What we’ll be considering today

•Why mobile?

•Considerations for the museum visit.

•Features of commercial devices & apps.

•Universal Design.

•When mobile is and isn’t the answer.

•Recent research & best practices.

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Its about the journey – not the destination

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Arriving at the a-ha moment

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Factors Driving Accessibility – Human Rights

Human disability - “an umbrella term covering impairments, activity limitations and participation restrictions.” WHO (World Health Organization)

>>Sources: IBM2014 Trends Report and World Health Report

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Factors Driving Accessibility - Population

• 18.7% of us in US are disabled.

• 50% over 65s are considered disabled.

• Majority (71%) have ‘invisible’ disabilities - RSI, cognitive and learning.

• 85% of us can have ‘situational disability’.

• Museums - challenging environments for everyone eg. spaces, exterior and interior environmental factors, ambient noise, dispersed information.

» Sources, US 2010 Census, Gartner Market Trends, Andrew Johnson 2013, and “Global

Economics of Disability 2013”

» Additional research informed by Antenna & ABS Mobile Access Provisions Surveys 2014.

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Factors Driving Accessibility - Legislation

UN CRPD (Rights of Persons with Disabilities)

Section 508 - Standards are evolving for web access

ADA (1990) and Telecommunications (1996) legislation for access to museums

Web Content Accessibility (WC3) WCAG. 2.0 – the web needs accessible content and user agents, including AT and AT authoring tools.

WC3 Mobile Web Best Practices 1.0

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Factors Driving Accessibility: Tech Industry

•Corporations focusing on software and devices.

•IBMs Ability Labs (MyNYC App), Apple, Yahoo, Facebook etc.

•iOS & Android native and 3rd party assistive tech (AT) functions.

•BBC mobile design guidelines.

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Factors Driving Accessibility - ROI

Measurable Audiences - corporate & non-profit responsibility can align with ROI.

PWDs account for $247 billion US market – almost 1 in 5 people.

Access to funding opportunities.

Circle of potential engagement – family and friends critical for museum visits.

» Sources: “Global Economics of Disability 2013 Report” & US

Census: Americans with Disabilities 2002. Mobile and Museums

2013 Survey – identification of visitor engagement and attracting

new visitors as top museum priorities

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Discovery Phase: Audience Needs

How important is color contrast? 91% say very or somewhat

>>Source: WebAim Survey Low Vision Survey March 2013, 216 respondents, not 100% answered all questions, all moderate to low vision

61% use accessibility settings/software

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IBMs Market Analysis- Accessibility Features

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Discovery Phase: Research Collaboration

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Annie Leist

Annie Leist, Special Projects Lead, Art Beyond Sight & Visual Artist

@artaccessannie @ArtByndSight

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Who am I anyway?

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• Visual artist and lover of museums and galleries

• Special Projects Lead at Art Beyond Sight‒ABS is a New York-based nonprofit focused on helping make art

and culture accessible to people of all abilities

‒ Part of my role is doing consulting and training about disability awareness and best practices around accessibility in museums and other organizations

• Shameless gadget junkie

• Member of audience with access needs

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Online survey

In 2014, Art Beyond Sight and Antenna International hosted three online surveys to explore:

• How are people with disabilities using smartphones in their everyday lives?

• What are their needs in museums?

• How are museums currently using mobile technologies?

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About the Art Beyond Sight/Antenna Lab project

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• Three surveys online from January through June 2014

• Over 100 responses‒ 61 people with disabilities

‒ 44 cultural institutions

‒ 9 access organizations

• Most individual participants self-identified as people who are blind or have low vision

• Percentages in survey results are based on how many people answered each question, not on total participants, as not every question was answered by every participant.

• Focus groups with people who are blind or have low vision conducted in June 2014

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People with disabilities at museums

• They’re coming!‒ 26% at least once a month

‒ 42% at least once a year

• They’re staying!‒ 68% spend 1-2 hours or

longer

‒…and they do this regularly

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What’s challenging for visitors with disabilities?

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• Dispersed information

• Ambient noise

• Exterior locations

• Complex spaces

• Busy environments

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Smartphones and everyday life

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• Mobile device ownership by people with disabilities aligns with general population

• Of our survey respondents…‒ 60% own iPhones

‒ 31% own Androids

‒ 25% own iPads

• Level of comfort with technology‒ 56% very comfortable

‒ 33% mostly comfortable

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Accessibility capabilities of mobile technology

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• System screen readers (VoiceOver in iOS)

• Text-to-speech

• Magnification and zoom

• Other visual interface customization (e.g., inverted colors)

• Adjustable font sizing

• Hearing aid support

• Limitable access to onscreen elements

• Alternative input methods and devices

• Internal sensors and wireless connectivity, geolocation

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Content developed for accessibility purposes

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• Verbal description‒Audio tracks

‒Description of video

• Transcripts of audio

• Captioning of video

• Content translated into sign language

• Multi-sensory experiences

• User interface design choices

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Things to consider…

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• What platform will we use?

• Visitor’s device or our device? Or both?

• Mobile-friendly website, web app, or app app?

• Use built-in features or code them ourselves?

• In-house or external vendor?

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The MFA Boston Multimedia Guide

A case study of one museum’s mobile technology solution

• In 2010, transitioned from audio guide to multimedia guide• Chose to design

proprietary app only available on their devices (iPod touches in security cases)• Content created in-house• Accessibility considered

from outset

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What’s on the MFA guide?

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Emphasis on choice for people with disabilities

• Verbal description of objects – will soon be available for every stop

• Highlights tour offered in multiple languages including American Sign Language

• Text transcripts of audio for every stop

• Captioned video

• Compatibility with T-coil hearing aid technology

• Selection of guides available with tactile dot on screen and VoiceOver screen reader activated

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Design with user in mind: ASL videos

• ASL videos for every object on MFA’s Highlights tour, like other languages• Vertical

orientation, no captioning, no image of artwork• Signers were

existing MFA ASL guides• Team of people

reviews each video

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Other choices for ASL design

• Translating to American Sign Language is an art, not a science• Sign languages are not

static• Consider screen size and

orientation• Proper names and jargon

must be spelled out; this can increase length of video, captions are option too• Do not neglect your deaf

or hard-of-hearing audiences who do not sign

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How else to think about audience?

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• Define your audiences

• Create user personas early in the process

• Remember that abilities change as conditions or environments change

• Discover in-house expertise, AND seek knowledgeable outside advisors

• Seek feedback and perform user testing throughout

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The real design impact of user personas

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Antenna International and Spaulding Rehabilitation Hospital

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Experience design takeaways

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• One size does not fit all‒ For museums

‒ For content types

‒ For people with disabilities

• Hybrid experiences – marry digital with analogue

• Smartphones and handheld mobile may not be the best solution – or even a possible solution

• Consider how successful design with accessibility in mind affects all audiences

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Sina Bahram

President, Prime Access Consulting @SinaBahram

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“When we work on making our devices accessible by the blind, I don’t consider the bloody ROI”Tim Cook, Apple CEO

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Mobile Accessibility

• Touch offers unique advantages

• Facilitates eyes-free exploration of spatial layout

• Facilitates collaboration between sighted and eyes-free users

• Relies on concept of an access overlay

@SinaBahram

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What Is An Access Overlay?

• Invisible software layer that intercepts touch events

• Provides explore functionality

• Responds to particular gestures

• Allows native gestures to still be performed (usually with small modification)

@SinaBahram

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Tips and Tricks

•Be aware of platform specific accessibility offerings

•Label your controls/content

•Provide additional information, via hints, when appropriate

•Use native controls whenever possible

•Use the appropriate control/widget for the job

•Test your app the way your users will use it

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Going the extra mile

•Be aware of accessibility specific gestures/actions

•Semantic mark up matters

•Grouping of controls and flow matter a lot

•Provide multiple ways to do something

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Demo of Voice Over and iOS

@SinaBahram

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Device Accessibility Features

• Voiceover

• Zoom

• Guided Access

• Hearing Aid Support

• Inverted Mode

• Assistive Touch

• Switch Control

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1. Equitable Use

Equitable use: Can visitors with different functional limitations get a similar, or equitable, experience?

@SinaBahram

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2. Flexibility in Use

Can visitors interact with the information in a variety of different ways?

@SinaBahram

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3. Simple and Intuitive Use

Can visitors with different experience or knowledge benefit from the information being presented?

@SinaBahram

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4. Perceptible Information

Can visitors access and interact with the information being presented, independent of a sensory disability and disturbances in the environment?

@SinaBahram

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5. Tolerance for Error

Can visitors always return to a consistent, known starting point so that, for example, they don’t cause systems to crash or behave unexpectedly, regardless of the actions they take?

@SinaBahram

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6. Low Physical Effort

Can visitors fully appreciate the given information without needing much physical effort or dexterity?

@SinaBahram

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7. Size And Space for Approach And Use

Can visitors get close; have enough space in which to move around, even with a wheelchair, walker, or crutches; and manipulate it, independent of posture or other physical limitations?

@SinaBahram

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How to Reach Systemic Accessibility

• Design and build inclusively‒ It is far more expensive to retrofit accessibility into an existing

artifact

• Involve persons with disabilities early and often‒ This helps ground designs in real-world user needs

• Include accessibility into Call for Proposals (CFP)‒ This represents actual institutional commitment

• Require accessibility in contracts with vendors‒ This helps insure accessibility actually happens

• Evaluate‒Gather feedback on how things are working for your visitors/users

@SinaBahram

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Anna Lindgren-Streicher

Manager Research & Evaluation, Boston Museum of Science

@astreichs

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Matching mobile to your museum

Find a good fit for your goals

• Challenges with social, hands-on, interactive experiences• Experiment with how mobile

supports the core experience• Use mobile to mediate for

visitors with disabilities

@astreichs

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Matching mobile to your museum

How can mobile be used to…

• Provide additional experiences or information visitors can share with others?

• Provide multisensory access to experiences & information?

• Provide a parallel experience for inaccessible aspects?

@astreichs

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Lessons learned from the MOS

• ASL multimedia tour of traveling exhibition• Audio labels for small

permanent exhibit

@astreichs

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Lessons learned from the MOS

• Make it easy to access the mobile experience‒Clearly labeled pick-up or download

‒Advertise it appropriately

• Trained, knowledgeable staff can make or break it‒ Know accessibility features

‒Be comfortable interacting with visitors with disabilities

@astreichs

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Lessons learned from the MOS

• Mobile experiences can provide independence‒Allows for self-paced experiences, not interpreter-led

‒Can provide content in preferred modality or language

• Understand culture as well‒How do people prefer to receive information?

‒What existing assumptions and behaviors can you build off of?

@astreichs

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Lessons learned from the MOS

Test things during development

• Seemingly small glitches can lead to high frustration

• Use it thoroughly yourself

• Get feedback directly from your intended audience

@astreichs

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RECOMMENDATIONS

“Accessibility is not a checklist – it is a goal”

• Consider accessibility from the get –go• Realize accessibility audiences are

diverse - one size does not fit all• Utilize existing access tools (and allow

device customization)• One size does not fit all• Use universal design principles• Test early and often• Invest in staff training

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Research ResourcesWeb Aim Low Vision Survey - http://webaim.org/projects/lowvisionsurvey/

Web Content Accessibility Guidelines :http://www.w3.org/TR/WCAG20

CMME Personas: http://openexhibits.org/accessibility/using-personas-to-create-inclusive-digital-exhibit-interactives/8777/

http://sinabahram.com/resources.php

ArtBeyondSight.org

antennalab.org

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Tech Resources

iOS

https://developer.apple.com/accessibility

Android

http://developer.android.com/design/patterns/accessibility.html

http://developer.android.com/guide/topics/ui/accessibility/apps.html

Microsoft UI Automation

http://bit.ly/TZdUkJ

BBC Mobilehttp://www.bbc.co.uk/guidelines/futuremedia/accessibility/mobile

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Content Resources

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• Image Description§ Guidelines for Describing STEM Imageshttp://ncam.wgbh.org/experience_learn/educational_media/stemdx/guidelines§ Alternative Text on the Webhttp://webaim.org/techniques/alttext§ Image Accessibility Considerationshttp://webaim.org/techniques/imageso POET – A tool for adding image descriptions to digital talking books§ Tutorial: http://youtu.be/jtBZO0kTkSo

• Video DescriptionGuidelines: http://www.youtube.com/playlist?list=PLNJrbI_nyy9uzywoJfyDRoeKA1SaIEFJ7YouDescribe - A free service that allows anyone to describe a YouTube video. Videos can be played back with description by eyes-free users and others who benefit from description.http://youdescribe.ski.org§ Tutorial: http://youtu.be/c-GKbGCzeEc

• 3D Printing for Accessible Materialshttp://youtu.be/-0TSvNFf8Xw

• Latest Developments in image accessibility: The DIAGRAM Center http://youtu.be/-0TSvNFf8Xw

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Questions?

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Thank youAnnie Leist @artaccessannie @ArtByndSight

Sina Bahram @SinaBahram

Anna Lindgren-Streicher, Museum of Science @astreichs

Sofie Andersen @sofieny @antenna_lab

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ACKNOWLEDGEMENTS

• With thanks to all Antenna/ASB Survey participants

• ABS staff Elisabeth Axel, Nina Levent, Ibraheem Fakir

• Hannah Goodwin, MFA Boston

• Danielle Linzer, The Whitney Museum of American Art

• Cynthia Overton Ph.D, American Institutes for Research

• Digital Accessibility Specialist Tom Babinski for use of CSUN13 research

• Gartner and Andrew Johnson for generous use of 2013 trends reporting

• American Foundation for the Blind Technology Lab

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