Accessibility enables people with disabilities to perceive, understand, navigate, interact with, and contribute to the web. Imagine a world where developers know everything there is to know about accessibility. You design it and they build it… perfectly. In this world, only the design itself can cause people with disabilities to have trouble using a product.

Here are a few tips on maintaining accessibility when designing a mobile app.

Color and Contrast

Choose the primary, secondary, and accent colors for your application that support usability. Make sure there is enough color contrast between the elements so that users with low vision and people who have color blindness can see and use your app. It is advisable to choose easily distinguishable colors.

Let's take an exmaple for better understanding. Seet the below images and guess total number of error fields.

Well, there is difficuly to guess. However people with no disabilty can say there are 4 error fields. Thus, this is design in not suitable for all kinf of people. Let's see what it should be?

So, it is clear that 4 fields have an error. This is how color should be choosen by designers and developers.

PlaceHolder

Placeholder text goes away. In the following examples, what do I enter in the text field? In many cases that we are seeing today, placeholders and original text are replaceable. We can not see both together. If we write something in text fields automatically placeholder disables and vice versa. So there should be an accessible way to use placeholder texts.

In this case, we can clearly see a placeholder even after writing an original values. So user can come to know where to write min value and max value.

Don’t make people hover to find things

Primary things should be visible, secondary things should be shown on hover. This principle mainly serves people with motor-related disabilities. Sometimes people with no disabilities can not perform well with such designs. Users need to do hover or click on the logo of the property to find the function unless the user knows it well. Even speech recognition tools like Dragon NaturallySpeaking can not read the function or name of that property so users can not access these properties well. So the solution is Primary things should be visible, secondary things should be shown on hover.

Grouping items

For users with low vision or difficulty focusing on the screen, it is advisable to keep related items close to one another. So they can access it in a better way.

Fonts

One of the most significant criteria to keep in mind while designing. With the help of this property, we can enhance the readability. Moreover, it should be customizable. Users can increase and decrease the font size if they want to. Mobile devices and browsers include features to adjust the font size system-wide to users. By default with standard font size, you can enable users with a feature that can focus or zoom in to make fonts more visible. This not only helps people with low vision but also those with dyslexia.

Touch targets

This area can respond to the user if they click in this area. In archery, hitting the bullseye is the most difficult shot to make. This is because the target area is the smallest on the board. The same concept applies to mobile interface design. Apple recommends a minimum target size of 44 pixels (px) wide 44 pixels tall. In the Android Material Design Guidelines it’s suggested that touch targets should be at least 48 x 48 dp*. In most cases, touch targets should be separated by 8dp of space or more to ensure balanced information density and usability.

Conclusion

The development of mobile applications for people with disabilities requires a special approach. The relevant guidelines need to be kept in mind and strictly followed throughout the delivery process.