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BITCHES IM BACK. EVERYTHING WRITTEN BEFORE IS CRINGE NOW
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Expand Up @@ -20,19 +20,22 @@ In-built software **assistive technology** of iOS
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### Hardship of using technology
Every person has a **unique set** of sensory, physical and cognitive features. There are specific conditions that cause certain **barriers** for using information and communication technology (ICT).
### Technology has requirements
Every person has a **unique set** of sensory, physical and cognitive features. There are specific conditions that cause certain **barriers** for using information and communication technology (ICT). Because it was **initially designed** for people *outside* such conditions.

### Universal design is a lie
Unfortunately, it is practically impossible to consider the *whole* **diversity of users**, which would be designing specifically for *each* member of world population.
Unfortunately, it is practically impossible to consider the *whole* **diversity of users**, which would be designing specifically for *each* member of world population.

Nonetheless, we know there are practices that are specifically aimed to enable more people to **access technology**. But there are cases when designing with accessibility in mind is not enough.
Nonetheless, we know there are practices that are specifically aimed to enable more people to **access technology**. And it's not limited to design workarounds.

## Assistive technology
Here comes assistive technology -- software, hardware and combined solutions intended to **enable people use technology**.
When barriers are impassable for design means, **assistive technology** comes in. It is software, hardware and combined solutions *specifically* purposed to **enable people use technology**.

### Apple's assistive technology
In this particular article, we are going to discuss **Accessibility Features** -- in-built system *software* purposed to **customise user experience** of Apple devices.
Assistive technology comes in sometimes surprising ways. But the most important thing for us to know is that there are people for whom absence of assistive technology support closes the door -- they won't able to access a product without them at all.

### Apple systems and assistive technology

Apple has an impressive variety of **accessibility settings** available on different devices. They are called **Accessibility Features** -- in-built system *software* purposed to **customise user experience** of Apple devices.

> Experiment: If there is an iOS device at your possession, **explore accessibility features first-hand**. Accessibility settings are located at, well, **Settings** application, in the **Accessibility** category. If you haven't visited this place before, you may find something useful for yourself!
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## Unknown abilities

### Product target audience
Any product has a **target audience**. Nonetheless, those expectations are *excluding* in their nature -- designing for a *particular image* of a user neglects needs of users that **differ**.
Anything human-made has a **target audience** -- an image of people *supposed* to use it. Even a person does something for *their personal use* -- for themself, the target audience of such product is existent -- it's **that very person**.

### Public accommodations
In the handbook we are going to discuss digital products **from a point of its users**. iOS applications, if published in the **App Store**, are available for use by *any* person who downloads the application from the store.

Which is exactly the goal of publishing -- to **enable** others to use the product. But "others" is an ambiguous definition. Applications are made to perform *certain* tasks for its users -- its **target audience**.

### Assumed user image
Assumptions based on the image of a potential user are *excluding* in their nature -- designing for a *particular image* of a user neglects needs of users that **differ** from this image.

### Possible diverseness
**Real audience is essentially unknowable**. Unless there is an *explicit* task to exclude certain user groups, the **diversity** of potential users should be considered.
Which is completely fine -- that's how the things work. If you sell pizza, your target audience is **people willing to buy some pizza**.

But the diversity of people within that category is **incomprehensible** -- they can posses any **traits** in addition to the expected ones. And they **will** affect their **user experience** of the product.

### Private discrimination
**Real audience is essentially unknowable**. Unless there is an *explicit* task to exclude certain users, the **diversity** of potential users should be considered. To deliver the **desired user experience**.

### Everyone is unique
What makes users diverse is that every person has unique **capabilities** and **experience**. The more users a product has, the more diverse is its audience.

### Inclusive design
Consequent to this difference, there are **conditions** that cause users encounter **barriers** using products designed without wider consideration. **Inclusive design *is* the wider consideration**.

### Diversity barriers
Every person has unique **capabilities** and **experience**. There are **conditions** that cause users encounter **barriers** using products designed without wider consideration. **Accessibility reduces these barriers.**
**Accessibility, as a part of inclusive design, is what reduces these barriers**.

## Digital accessibility in particular
@Image(source: numeronym, alt: "A schematic explanation of the word ally being a numeronym: a + ccessibility (which is eleven letters) + y") {
Expand All @@ -44,7 +63,13 @@ Talking about barriers in **digital products**, they happen on the scope of **us
User interfaces are essentially means of **informational exchange**: providing **input** and receiving **output**.

### Accessibility of user interfaces
To be accessible, a product has to provide **equitable access** for a user of being **able to perceive and control the interface**. It is possible to achieve by adopting **accessible design guidelines** and support of **assistive technology**.
To be accessible, a product has to provide **equitable access** for a user by **enabling them to perceive and control the interface**. It is possible to achieve by adopting **accessible design guidelines** and support of **assistive technology**.

### There is no full-cover accessibility
Accessibility is not a binary state: there is no accessible or inaccessible products. It is physically impossible to consider the whole diversity of humanity.

### Accessibility is determined by users
Accessibility is *inseparable* from the users it enables. Or, to be more precise, from **user features** it considers. A product *may* be accessible for people who cannot see, by properties related to visual perception of its interface. But it has nothing to do with other aspects of the interface. A **deaf**, or a **blind *and* deaf** user may still be *completely excluded*. Because accessibility of visual aspect is **not enough** for *their* case.

## Accessible design
According to [**Web Content Accessibility Guidelines (WCAG)**](https://www.w3.org/WAI/standards-guidelines/wcag/), which is an **international standard** of digital accessibility, all accessibility requirements can be grouped into 4 categories:
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### Interactive learning
The handbook provides **extended documentation** of **[Accessibility Features](<doc:AccessibilityFeatures>) API**, including:
- detailed **articles** on fundametal topics;
- detailed **articles** on fundamental topics;
- interactive **guides** to follow step-by-step;
- various media, such as **video tutorials**.

Expand All @@ -45,16 +45,16 @@ In other words, materials here cover **everything one could ever need to know ab
}

### Target audience
The project is dedicated to help *developers*, *designers*, *testers*, *researchers* and *mere users* — in other words, **everyone dealing with accessibility** on iOS.
The project is dedicated to help *developers*, *designers*, *testers*, *researchers* and *mere users* — in other words, **everyone dealing with accessibility** of iOS.

## Contributors

> Note: [**iOS Accessibility Handbook**](<doc:iOSAccessibilityHandbook>) has **no commercial underlayment**. The project is **non-profit** and the only reason *why* exists is to **popularise the topic** and **share the relevant experience** of its contributors. And praise unmeasurable efforts of Apple's accessibility specialists, of course.
> Note: [**iOS Accessibility Handbook**](<doc:iOSAccessibilityHandbook>) has **no commercial underlayment**. The project is **non-profit** and the only reason *why* it exists is to **raise awareness** and **share the relevant experience** of its contributors.
@Row(numberOfColumns: 2) {
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### Mikhail Rubanov
The resources are provided by [**Mikhail Rubanov**](https://rubanov.dev), **Head of Mobile Development** at [**Dodo Brands**](https://dodobrands.io), an accessibility professional and the author of [**About iOS Accessibility**]( https://rubanov.dev/a11y-book) book.
The resources are provided by [**Mikhail Rubanov**](https://rubanov.dev), **Head of Mobile Development** at [**Dodo Brands**](https://dodobrands.io), an accessibility practitioner and the author of [**About iOS Accessibility**]( https://rubanov.dev/a11y-book) book.

Exemplary and illustrative materials are **based on his working experience**.
}
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**iOS Accessibility Handbook** is essentially a **complete course** of [**digital accessibility**](<doc:a11yTerminology>) best practices from the *perspective* of iOS development.
@Image(source: book-content, alt: "")

To know more about the *curriculum* visit the [**Table of Contents**](<doc:AdoptionGuide>) page.
To inspect the *curriculum* in greater detail visit the [**Table of Contents**](<doc:AdoptionGuide>) page.

### Technical implementation
At the moment the project is a **[DocC](https://www.swift.org/documentation/docc) (documentation catalog)** hosted by [**GitHub pages**](https://pages.github.com).

To **contribute** to the project visit its **repository on [GitHub](https://github.com/VODGroup/AccessibilityDocumentation)** and see the How to Help the Project **instruction**.
Everyone is welcome to **contribute** to the project. Visit its **repository on [GitHub](https://github.com/VODGroup/AccessibilityDocumentation)** and see the **instruction**.

## Course assets
### VoiceOver Designer
Reading the book you may notice **screenshots of iOS applications with mark-ups** related to [**accessibility description**](<doc:AccessibilityAttributes>) over them.
@Image(source: "vod-sample", alt: "-")
This is [**VoiceOver Designer**](https://rubanov.dev/voice-over-designer), an [open-source](https://github.com/VODGroup/VoiceOverDesigner) macOS application that allows to **design accessible interfaces over a screenshot of an app**.
This is [**VoiceOver Designer**](https://rubanov.dev/voice-over-designer), an [open-source](https://github.com/VODGroup/VoiceOverDesigner) macOS application that allows to **design and test accessible interfaces over a screenshot of an app**.

### iOS Accessibility Annotation Kit
A little [**visual guide**](https://www.figma.com/design/pAxRZMK60t4WPGJQAuW3mz/iOS-Accessibility-Annotation?node-id=0-1&t=UAoFVtGH58BVVdVQ-1) on **accessibility annotation** of iOS applications for designers, editors and researches.
An illustrative [**visual guide**](https://www.figma.com/design/pAxRZMK60t4WPGJQAuW3mz/iOS-Accessibility-Annotation?node-id=0-1&t=UAoFVtGH58BVVdVQ-1) on **accessibility annotation** of iOS applications for designers, editors and researches.

### Accessible Components
An open-source iOS application about **accessibility and its implementation of popular UI components**.

### Design Resources
Graphic illustrations created exclusively for the project can be found [**here**]( https://www.figma.com/file/mBvxYSGy76H3666hve6v46/iOS-Accessibility-Handbook?type=design&node-id=0%3A1&mode=design&t=FsJalTP4YZeRBUoe-1).
Visual materials created exclusively for the project are stored and managed in a [**dedicated Figma group**]( https://www.figma.com/file/mBvxYSGy76H3666hve6v46/iOS-Accessibility-Handbook?type=design&node-id=0%3A1&mode=design&t=FsJalTP4YZeRBUoe-1).

@Small {
*iOS Accessibility Handbook, 2024*
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