Mobile technologies are radically changing the lives of many individuals with disabilities while concurrently becoming ubiquitous in museums and cultural attractions. Smartphones and screen based mobile technologies have the potential to both positively and negatively impact the experiences of individuals with access needs. At the heart of this issue is 1, considering how smartphones are used by individuals with access needs, 2, determining which features of commercial devices and apps are working correctly, and 3, documenting what is already being applied to mobile experiences in museums.
This 'how to' talk is informed by the industry trends outlined in recent mobile surveys and conference discussions, including Museums and Mobile surveys 2009-2013, TechatLead and the Access issue of Curator Magazine, July 2012. For instance, the 2013 Museums and Mobile results identified 70% of the 551 global surveyed institutions as providing a smartphone solution for their general visitors (http://www.museums-mobile.org/survey/). The speakers will discuss these results as well as impart practical tips and outline challenges for using smartphone technology to shape and enrich the experiences of access audiences visiting cultural institutions.
Speakers from Art Beyond Sight, Seattle Art Museum, Antenna International and CogApp will reference their own projects and experiences, consider case studies and developments in the commercial and research communities, and show how institutions can serve access audiences with smartphones. They will look at how devices and apps impact the experience of access audiences visiting in person as well as learning remotely about cultural institutions and heritage sites. The workshop will be supported by findings from surveys conducted by Antenna International in partnership with access advocacy group Art Beyond Sight.
Introduction to mobile accessibility - AccessU 2013Henny Swan
Where do you start when making your content mobile?
This presentation tackles how people with disabilities use the mobile web and applications, putting together a mobile support strategy, responsive web design, iOS and Android development covering design, development and testing.
Andrew Lewis - Thinking Holistically about Mobile-Responsive ServicesMuseums Computer Group
From MCG 'Museums Get Mobile!' event 16 May 2014
This session looked at how user needs and behaviours vary across different contexts in their lives and how different devices are used in different ways that affect how to think about responsive service design.
It combines concepts to help think through and prioritise a responsive design, with hints and tips based on service implementations at the V&A that you can adapt and use.
Modern mobile devices have been life changing for people with visual impairment. Nic Wise will cover the wealth of accessibility functions in both Android and iOS, how to use them, and why you would want to tailor your app for differently-abled people.
Video for the session: http://www.youtube.com/watch?v=D79DrH8XTeU
This primer on mobile accessibility will give you a solid grounding on standards, guidelines and principles of making websites accessible on mobile devices, and demonstrate some of the accessibility features available on iOS and Android.
This presentation was delivered at Digpen 7:
http://lanyrd.com/2014/digpen7/sdfcth/
If a website or mobile app is not accessible to all potential visitors, is it truly a quality product? Services, products, information, and entertainment on the web and mobile devices can be made available to millions of consumers with vision, hearing, or motor control difficulties by complying with accessibility standards. Assistive technologies enable access by converting the text and images of mobile screens and web pages into computerized voice. But these technologies cannot interpret pages that are not built and tested for compliance to accessibility standards and programming guidelines. Join Nancy Kastl to learn about Section 508 and WCAG standards, Mobile Web Best Practices, and Apple and Android Developer Accessibility Guidelines. Learn how to test for accessibility on mobile devices and desktop using screen readers and open source tools. Become an advocate of accessible mobile apps and websites throughout the project lifecycle and add accessibility testing to your testing capabilities.
The touch device landscape is diverse, fast paced and changing every week, providing new challenges to designers with each new incarnation of device or operating system. But there’s more to challenge designers… thinking about inclusion of people who may have visual, cognitive, hearing, motor or speech impairments…or some of all of them due to age. So what do we mean when we say “designing for all” in the world of touch devices, what makes it so darn hard to do and how can we create user experiences that are inclusive for this hugely diverse group of people?
This presentation will explore:
- What is “universal design” in the context of the touch device landscape
- What universal touch design strategies work and why
- Cool tech: There are some really interesting new technologies being developed – for example buttons that appear and disappear on phone surfaces as needed for visually impaired users, new gestural tech such as Myo Gesture control and speech recognition.
- Practical how to: The examples of how to create an inclusive design for touch with real world applications.
Introduction to mobile accessibility - AccessU 2013Henny Swan
Where do you start when making your content mobile?
This presentation tackles how people with disabilities use the mobile web and applications, putting together a mobile support strategy, responsive web design, iOS and Android development covering design, development and testing.
Andrew Lewis - Thinking Holistically about Mobile-Responsive ServicesMuseums Computer Group
From MCG 'Museums Get Mobile!' event 16 May 2014
This session looked at how user needs and behaviours vary across different contexts in their lives and how different devices are used in different ways that affect how to think about responsive service design.
It combines concepts to help think through and prioritise a responsive design, with hints and tips based on service implementations at the V&A that you can adapt and use.
Modern mobile devices have been life changing for people with visual impairment. Nic Wise will cover the wealth of accessibility functions in both Android and iOS, how to use them, and why you would want to tailor your app for differently-abled people.
Video for the session: http://www.youtube.com/watch?v=D79DrH8XTeU
This primer on mobile accessibility will give you a solid grounding on standards, guidelines and principles of making websites accessible on mobile devices, and demonstrate some of the accessibility features available on iOS and Android.
This presentation was delivered at Digpen 7:
http://lanyrd.com/2014/digpen7/sdfcth/
If a website or mobile app is not accessible to all potential visitors, is it truly a quality product? Services, products, information, and entertainment on the web and mobile devices can be made available to millions of consumers with vision, hearing, or motor control difficulties by complying with accessibility standards. Assistive technologies enable access by converting the text and images of mobile screens and web pages into computerized voice. But these technologies cannot interpret pages that are not built and tested for compliance to accessibility standards and programming guidelines. Join Nancy Kastl to learn about Section 508 and WCAG standards, Mobile Web Best Practices, and Apple and Android Developer Accessibility Guidelines. Learn how to test for accessibility on mobile devices and desktop using screen readers and open source tools. Become an advocate of accessible mobile apps and websites throughout the project lifecycle and add accessibility testing to your testing capabilities.
The touch device landscape is diverse, fast paced and changing every week, providing new challenges to designers with each new incarnation of device or operating system. But there’s more to challenge designers… thinking about inclusion of people who may have visual, cognitive, hearing, motor or speech impairments…or some of all of them due to age. So what do we mean when we say “designing for all” in the world of touch devices, what makes it so darn hard to do and how can we create user experiences that are inclusive for this hugely diverse group of people?
This presentation will explore:
- What is “universal design” in the context of the touch device landscape
- What universal touch design strategies work and why
- Cool tech: There are some really interesting new technologies being developed – for example buttons that appear and disappear on phone surfaces as needed for visually impaired users, new gestural tech such as Myo Gesture control and speech recognition.
- Practical how to: The examples of how to create an inclusive design for touch with real world applications.
Touch technology
Multi-touch
Problems of traditional keypad
Advantages of multi-touch
Companies benefited using multi-touch technology
Business value of multi-touch
Limitations of touch technology
Introduction to mobile accessibility, 2015Henny Swan
This is a full day workshop I gave at AccessU 2015 and an updated version of the same workshop I gave at AccessU in 2013 (also on Slideshare).
As an introduction to mobile accessibility it covers key concepts, user experience, development and some QA. It is intended mostly for a non-technical audience who are looking for an introduction to mobile web accessibility and native apps although it does contain some technical guidance.
Google glass and the wearable revolution - NYCCamp 2013Frank Carey
Brief history of wearables from the first iPhone to Google Glass. Gives context to some of the engineering decisions and what's possible in the current API. Video for the slides is currently at http://www.ustream.tv/recorded/35842151
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Mobile First Approach - The key to cross platform interface designVivek Parihar
Mobile first design has been taking centrestage in the consumer internet media stage. This makes it extremely important for the Design/development community to understand the intricacies, pitfalls and the right practices about it.
From my own experiments, I have elicited few interesting protcols and practices for the same. The presentation aims to share the results of the successful experiments and open up discussion on what the best way forward can be.
Outline of the talk:
1. Understanding the need for mobile sites
2. Going through the basics of a fluid interface; differences between responsive sites and mobile sites
3. Bottom up approach - first build minimum features for the smaller screens. It helps keep the lean approach alive.
4. Optimized content structuring - limited size on small screens calls for relevant and optimized content layouts
5. Ensuring the right experience on small screen devices via optimized front end
Accessibility Standards and the Mobile Webmmaertens
How does the increasing preponderance of mobile device affect web accessibility? This talk focuses on the specific concerns that are raised when dealing with mobile devices. How does this affect decisions about responsive web design when we use a single codebase for different kinds of devices? What guidance do the recently released draft guidelines on WCAG 2.0 and the mobile web provide us?
Marco Maertens
Presentation given by Mark Billinghurst on research into Empathic Glasses. Combining Augmented Reality, Wearable Computers, Emotion Sensing and Remote Collaboration. Given on February 18th 2016.
Mobile Usability: Why Great UX Matters More Than EveruTest
The world of mobile usability is quickly becoming a critical path for launching successful mobile apps. As the market matures and users become more sophisticated, apps must do more than function correctly, which is already an uphill battle in the ever-expanding mobile landscape. Apps must also be intuitive, efficient, easy-to-use and strategically designed to convert leads into revenue for m-commerce.
Yet, there's a lack of mobile usability standards and a complex matrix of form factors-- starting with the choice between mobile web versus native app-- that makes effective mobile interface development a daunting task. During this session, Peter Shih will frame the challenge of mobile usability and outline a range of technology solutions that can help marketing professionals and software developers launch mobile apps that delight end users and exceed expectations.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
My keynote for Antenna Lab in Amsterdam, September 27th 2014.
EXplora MUseum is the new multimedia guide for MUSE, Museum of Science in Trento. It uses iBeacons technology to help visitors get information while visiting the museum.
Making spaces feel safe and inclusive
Our design aims to make people in Canterbury, specifically older people and tourists feel more included in society. We think our design fits this criteria by providing services to people who otherwise would not have the technology or knowledge to use them themselves.
Accessing Smartphones: Mobile for All in Museums (American Alliance of Museum...Sofie Andersen
Conference presentation on the research study of Antenna International/Antenna Lab together with Art Beyond Sight looking at the use of mobile in museums for individuals with disabilities. Contributing panelists were; Sofie Andersen, Annie Leist, Christine Murray, Danielle Linzer, Tasia Endo and Matt Kaplowitz.
A Web for Everyone: Accessibility as a design challengeWhitney Quesenbery
Let's get past the idea that checklists and compliance all there is to accessibility. Designing for accessibility is a user experience design problem, starting with understanding how people with disabilities use your products. If we aim to design for all senses we can focus on easy interaction, helpful wayfinding, clean presentation, plain language and media instead of "rules." Doing so, we can create a web for everyone and a delightful user experience where accessibility and usability work together.
Updated January 21
Replay of the O'Reilly webcast: http://www.oreillynet.com/pub/e/2992
Transcript of the O'Reilly webcast: http://www.wqusability.com/handouts/AWFE-Challenge-OReilly-Transcript.pdf
Touch technology
Multi-touch
Problems of traditional keypad
Advantages of multi-touch
Companies benefited using multi-touch technology
Business value of multi-touch
Limitations of touch technology
Introduction to mobile accessibility, 2015Henny Swan
This is a full day workshop I gave at AccessU 2015 and an updated version of the same workshop I gave at AccessU in 2013 (also on Slideshare).
As an introduction to mobile accessibility it covers key concepts, user experience, development and some QA. It is intended mostly for a non-technical audience who are looking for an introduction to mobile web accessibility and native apps although it does contain some technical guidance.
Google glass and the wearable revolution - NYCCamp 2013Frank Carey
Brief history of wearables from the first iPhone to Google Glass. Gives context to some of the engineering decisions and what's possible in the current API. Video for the slides is currently at http://www.ustream.tv/recorded/35842151
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
Mobile First Approach - The key to cross platform interface designVivek Parihar
Mobile first design has been taking centrestage in the consumer internet media stage. This makes it extremely important for the Design/development community to understand the intricacies, pitfalls and the right practices about it.
From my own experiments, I have elicited few interesting protcols and practices for the same. The presentation aims to share the results of the successful experiments and open up discussion on what the best way forward can be.
Outline of the talk:
1. Understanding the need for mobile sites
2. Going through the basics of a fluid interface; differences between responsive sites and mobile sites
3. Bottom up approach - first build minimum features for the smaller screens. It helps keep the lean approach alive.
4. Optimized content structuring - limited size on small screens calls for relevant and optimized content layouts
5. Ensuring the right experience on small screen devices via optimized front end
Accessibility Standards and the Mobile Webmmaertens
How does the increasing preponderance of mobile device affect web accessibility? This talk focuses on the specific concerns that are raised when dealing with mobile devices. How does this affect decisions about responsive web design when we use a single codebase for different kinds of devices? What guidance do the recently released draft guidelines on WCAG 2.0 and the mobile web provide us?
Marco Maertens
Presentation given by Mark Billinghurst on research into Empathic Glasses. Combining Augmented Reality, Wearable Computers, Emotion Sensing and Remote Collaboration. Given on February 18th 2016.
Mobile Usability: Why Great UX Matters More Than EveruTest
The world of mobile usability is quickly becoming a critical path for launching successful mobile apps. As the market matures and users become more sophisticated, apps must do more than function correctly, which is already an uphill battle in the ever-expanding mobile landscape. Apps must also be intuitive, efficient, easy-to-use and strategically designed to convert leads into revenue for m-commerce.
Yet, there's a lack of mobile usability standards and a complex matrix of form factors-- starting with the choice between mobile web versus native app-- that makes effective mobile interface development a daunting task. During this session, Peter Shih will frame the challenge of mobile usability and outline a range of technology solutions that can help marketing professionals and software developers launch mobile apps that delight end users and exceed expectations.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
My keynote for Antenna Lab in Amsterdam, September 27th 2014.
EXplora MUseum is the new multimedia guide for MUSE, Museum of Science in Trento. It uses iBeacons technology to help visitors get information while visiting the museum.
Making spaces feel safe and inclusive
Our design aims to make people in Canterbury, specifically older people and tourists feel more included in society. We think our design fits this criteria by providing services to people who otherwise would not have the technology or knowledge to use them themselves.
Accessing Smartphones: Mobile for All in Museums (American Alliance of Museum...Sofie Andersen
Conference presentation on the research study of Antenna International/Antenna Lab together with Art Beyond Sight looking at the use of mobile in museums for individuals with disabilities. Contributing panelists were; Sofie Andersen, Annie Leist, Christine Murray, Danielle Linzer, Tasia Endo and Matt Kaplowitz.
A Web for Everyone: Accessibility as a design challengeWhitney Quesenbery
Let's get past the idea that checklists and compliance all there is to accessibility. Designing for accessibility is a user experience design problem, starting with understanding how people with disabilities use your products. If we aim to design for all senses we can focus on easy interaction, helpful wayfinding, clean presentation, plain language and media instead of "rules." Doing so, we can create a web for everyone and a delightful user experience where accessibility and usability work together.
Updated January 21
Replay of the O'Reilly webcast: http://www.oreillynet.com/pub/e/2992
Transcript of the O'Reilly webcast: http://www.wqusability.com/handouts/AWFE-Challenge-OReilly-Transcript.pdf
Using Common Senses: Programmatic Accessibility for ExhibitsWest Muse
You are probably familiar with the requirements of Americans with Disabilities Act (ADA) and the Architectural Barriers Act (ABA) for physical accessibility in your institution. But how do you bring exhibits alive to create inclusive experiences that meet the needs of visitors with a wide range of cognitive and sensory differences? In a lively, interactive format, this panel of exhibit designers present the philosophy, strategies, and specific techniques of audio description, tactiles, and electronic media to create displays that make exhibit content accessible to the broadest audience possible.
Moderator: Jill Rullkoetter, Senior Deputy Director, Frye Art Museum
Presenters: Charles Davis, AIA, Principal, EDX Exhibits
Lyn Henley, President, Henley Company Design and Production
Daniel Quan, Owner, Daniel Quan Design
Thinking Holistically about Mobile-Responsive ServicesAndrew Lewis
A run through of simple concepts of responsive design and how these specifically apply to mobile-responsive services.
The idea that mobile technology affects social behaviour is explored and examples given of how this affects web service design for mobile phones.
The idea that mobile users are not distinct from desktop and tablet users, but often the same people at different times is considered.
To show how these simple concepts can be applied to usefully create mobile services, examples from live V&A mobile-responsive web designs are reviewed in terms of how they were planned based on how users behave. These include the main V&A website responsive display and the award-winning digital Explorer Map.
Help to plan responsive web services. The main focus is mobile-responsive and tablet-responsive displays. It also considers more generally what responsive-design means and the importance of understanding specific user contexts (like tablet use on a comfy sofa)
Accessibility – Busting the Myths
Sunish will share some of the numerous myths about accessibility and show why accessibility is an excellent business growth opportunity rather than an inevitable legal compliance risk. You will learn how to achieve a competitive edge by offering an inclusive user experience. Sunish has simplified the rocket science behind accessible technologies so you don’t have to.
Sunish will also be running a half day workshop on the final afternoon of the conference.
Creating inclusive mobile applications - NUX Leeds Rebecca Topps
The slides from a talk I did at NUX Leeds in July 2017. The talk discusses reasons why we should make our mobile applications inclusive; as well as ways in which companies can consider inclusion in research, design and development.
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
MW2014 - Gallery One, The First Year: Sustainability, Evaluation Process, Jane Alexander
The Cleveland Museum of Art created Gallery One to build audiences by providing a fun and engaging environment for visitors with all levels of knowledge about art. Gallery One opened to the public, January 21, 2103 This session will address the three questions most frequently asked by colleagues: 1) Is the concept behind Gallery One working? We will take a look at the inaugural year of Gallery One. We will discuss gaming & playful experiences through the Gallery One Lenses. We will take a closer look at the ArtLens iPad app and share the museum's findings, including the audience research team's immersive study involving observations and intercept interviews with visitors. In addition, we will review analytics of the interactives, including the iPad app's onsite vs. offsite visitor experience, and discuss how the Collection Wall and ArtLens app are being utilized by visitors as tools for discovery and for creating new pathways through the museum's collections. 2) How can the museum sustain Gallery One? We will address the museum's digital media strategy, including 1) how the backend systems and staff workflows have been adjusted to maintain the "big data," and 2) support for operating costs, from content development to hardware. We will also speak to new content development strategies for the iPad app that ensure as many objects as possible have rich media interpretation. 3) What are the next steps? What is Gallery One 2.0? - We will discuss plans for refreshed art installations and interactive technology in Gallery One. We will demonstrate the museum's new ArtLens for iPhone and Android. We will also share our process in adapting the iPad app functionality and content to the smaller device. And we will show how the Collections Wall is being leveraged to promote major exhibitions, and as a tool for gauging visitor interest in themes under development for permanent collection installations, exhibitions, and educational program development
Smithsonian Mobile strategic planning update, September 2010: includes relevant research from other institutions and examples of mobile programs in art museums around the world.
How we’re going and new frontiers: Blind Citizens Australia Conference 2015Media Access Australia
Dr Scott Hollier discusses the legacy of assistive technologies such as screen readers, the current availability of accessibility features in popular operating systems such a Windows, iOS and Android, and the potential benefits of wearables and the Internet of Things (IoT).
This presentation also highlights the slow-but-steady improvement in the availability of audio described content across a range of platforms including ABC iView, Netflix and iTunes.
This presentation introduces technology and the good, the bad, and the ugly aspects of it. How assistive technology hardware and software improve people's lives and give them so much freedom, regardless of their abilities. Next, it focuses on the cognitive issues and why UX Designers and Developers need to empathetic and consider specific points as they design and create accessible designs, also known as Universal Design. It closes with tips for designing with empathy and emphasizing the "Empathy is the next differentiator!"
Accessing smartphones - Mobile for all (Universal Crit) Museums and The Web
1.
2. Crit Hosts:
Corey Timpson, Director, Design + New Media and Collections, Canadian Museum for Human Rights
@coreytimpson @cmhr_news
Morgan Holzer, Information Architect, NY Public Library
@msh @nypl
Sina Bahram, President, Prime Access Consulting, Inc.
@SinaBahram
Presenters:
Sofie Andersen, Sr Digital Media Strategist, Antenna International /Antenna Lab
@antenna_lab @sofieny
Annie Leist, Visual Artist & Project Coordinator, Art Beyond Sight
@ArtByndSight @artaccessannie
Joe Baskerville, Chief of Technology, Cogapp
@cogapp @joe_baskerville
Tasia Endo, Assistant Museum Educator for Interpretative Technology, Seattle Art Museum
@iheartSAM @tasiaendo
3.
4.
5. Research:
• 61 individuals with disabilities
• 44 cultural institutions
• 9 access organizations
Individuals skewed towards blind/low vision and
we saw a drop off in some answers.
More to come…..
7. Museums and
Mobile
• 35% museums considering converting from audioguides to smartphones.
• 38% say they are offering mobile devices with access features.
8. Smartphones &
Everyday life
• Device ownership by individuals –disabled population aligns with everyone.
• 60% iPhones, 31% Android phones/tablets and 25% iPads.
• Complex array of daily tasks – wayfinding, social, paying bills etc.
• 65-69% have used audioguide or smartphone to visit.
9. Museums and
Access
• Majority of museums provide access programs and in a variety of ways– 93%.
• Challenges: Dispersed information, ambient noise, exterior locations, complex spaces,
busy environments.
Photo of Annie Leist at MFA Boston (courtesy of NYTimes)
10. Museums and
Access
• 1/3 of individuals come to a museum once a month and 1/3 once a year.
• Spend significant time at museums – come regularly and spend 1-2 hours (64%) or
longer.
11. Mobile
Interpretation
and Access
• Individuals with disabilities highly rated learning and sharing – customization also important.
• No one approach fits all, “If a device with the screen is used, then the screen should be legible
to people of all vision levels, unless an alternative is provided.”
• Museums considering mobile are hindered by funding and uncertain mobile strategy.
12.
13. • Voiceover
• Guided access
• Hearing aid support
• Magnify mode
• Inverted mode
• Assistive touch
• Switch control
Device accessibility features
20. CONTENT AND FUNCTIONALITIES Current
Practices
Screen readers and Text to Speech
Adjustable Font Sizes
Transcripts
Verbal Description Audio
Verbal Description Video
Captions
Signed Videos
Navigation/Geofencing
QR/NFC/AR/IR
UI/Design
Multisensory
21. Screen readers
• Full screen reader in device settings/out of the box & app functionality.
• Text to Speech API’s part of app software/native apps.
• Most used smartphone technology (72%) but apps have to be optimized; many museum
apps don’t currently work with them.
22. Text Control and Magnification Current
Practices
• Ability to adjust size of text with
either a pinch/zoom or toggle
button.
• Audio or label text for visitors
who are deaf or low-vision use
with TTS/screen reader
functionality.
• Adjustable text sizes highly
rated feature (41%).
23. MEDIA- AUDIO+ VIDEO DESCRIPTIONS
• Visual descriptions are highly most highly rated
interpretation (77%), then technical information about
the work.
• Opinions from the public are least important.
24. MEDIA: VIDEO Current
Practices
• Videos captions for the deaf users are also useful for everyone in
noisy environments.
• Sign languages are not static languages, the same idea can be
expressed in multiple ways.
25. WAYFINDING Navigation/
Geofencing
74% of adult Americans use phone for geo-location info (PEW14).
GPS, AR, turn by turn or sensory.
QR/NFC/IR – potential but ‘point and click’ problematic at close range.
Wearable technology – Google Glass, Orcam.
37. Apple Accessibility:
• https://developer.apple.com/accessibility/
Android:
• http://developer.android.com/design/patterns/accessibility.html
• http://developer.android.com/guide/topics/ui/accessibility/apps.html
• http://eyes-
free.googlecode.com/svn/trunk/documentation/android_access/index.
html
Microsoft App Builder:
• http://appdevelopermagazine.com/1268/2014/3/31/Equal-Access-
App-Development:-Create-an-App-with-Assistive-Technology-/
Verbal Description and Museum Experiences for Low-Vision
visitors
• http://www.artbeyondsight.org/
• http://www.artbeyondsight.org/docs/fln%20formatted%20White%20P
aper.pdf
RESOURCES/TOOLS
38.
39. ABS/AI Survey/Research – 2014 & ongoing
https://www.facebook.com/events/642303872497214/?previousaction=joi
n&source=1
PEW Internet and American Life – 2013 & 2014
Museum Mobile 2013- survey and analysis
Wireless Rehabilitation 2013- National Survey and Reports
IBM CSUN 2013 report
AFB 2014 conference papers
CSUN 2014 conference initial reports
RESEARCH REFERENCED
40. All museums and individuals with disabilities participating and
spreading the word about AI14 survey
Co-presenters Annie Leist, Joe Baskerville, Tasia Endo, and
research support from Blaire Moskowitz.
ABS staff Elisabeth Axel, Nina Levant, Ibraheem Fakir.
Sina Bahram, Prime Access Consulting, Inc,.
Tom Babinski of IBM for use of CSUN13 research.
American Foundation for the Blind Technology Lab
Matt Kaplowitz Bridgemultimedia
Museum Access specialists Rebecca McGinnis, Hannah Goodwin,
Beth Ziebarth, Danielle Linzer.
Information videos produced by Lou Giansante for ABS.
ACKNOWLEDGEMENTS
With thanks for participation and ongoing research
41. Sofie Andersen
Sr Digital Media Strategist
Antenna International
Twitter: @antenna_lab @sofieny
Blog: www.antennalab.org
sandersen@antennainternational.com