15 activities to test mobile accessibility In the last 15 years, the internet has gone mobile. Every major platform — from news to shopping to social media — has invested in sleek mobile versions because that’s where people spend their time. 📊 In fact, more than 60% of web traffic now comes from mobile devices (the source: https://lnkd.in/eeSrdHx4) We optimized for speed, performance, and design. But there’s one area where many mobile experiences still fall short: accessibility. And yet, mobile accessibility isn’t a niche concern. It affects everyone — whether you’re navigating with one hand while holding a coffee, trying to read in bright sunlight, or relying on a screen reader every single day. The good news is that you don’t need special tools to understand these challenges: your phone is already the perfect testing lab. That’s why I put together 15 quick activities to test mobile accessibility. Each one reveals how real people experience barriers and how small design choices can make a huge difference. Try these activities: 1. Turn on VoiceOver (iOS) or TalkBack (Android) → Navigate your favorite app. Every unlabeled button or image will suddenly become invisible. Study: Screen Reader User Survey 9 – WebAIM shows that over 70% of users rely on mobile screen readers daily (the study: https://lnkd.in/e9JeHsMx). 2. Increase text size to maximum in settings → Does your layout adjust gracefully? Do words overlap and buttons disappear? WCAG criterion: 1.4.4 Resize text (the link: https://lnkd.in/eDaYZ8wS) 3. Test color contrast outdoors → Step into bright sunlight. Can you still read the buttons? Fact: poor contrast is one of the most common accessibility issues 4. Switch your phone to grayscale → Do instructions still make sense without color cues (“Click the green button” won’t work). Study by WHO: around 300 million people worldwide have some form of color vision deficiency (the study: https://lnkd.in/eD9PkQk7) 5. Try captions on videos → Turn sound off. Are captions accurate, synced, and complete? Fact: 80% of caption users are not deaf or hard of hearing 6. Enable Dark Mode → Is content still clear, or do logos/icons disappear into the background? 7. Try high-contrast mode (Android) or Smart Invert (iOS) → Does the app break visually? 8. Test with one hand only → Can you still reach all main actions (especially on large phones)? 9. Rotate the phone (portrait ↔ landscape) → Does the app adapt, or do important features vanish? 10. Check hit targets → Can you tap small buttons without misclicking? WCAG requires minimum 44×44px target size (the link: https://lnkd.in/eNuZidir) Accessibility on mobile isn’t about edge cases, it’s about real-world design for real-world humans. #WebAccessibility #Inclusion #a11y #MobileAccessibility #WCAG
Mobile Accessibility Options
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Summary
Mobile accessibility options are settings and features on smartphones that make apps and content easier to use for people with disabilities or situational challenges. These options help everyone interact with their devices smoothly, whether it’s adjusting text size, turning on captions, or using voice commands.
- Test real-world scenarios: Try using your phone with one hand, in bright sunlight, or with accessibility features like screen readers to understand how different users experience your app.
- Design for flexibility: Make sure your app supports adjustable text sizes, clear color contrast, and alternative navigation options like voice control or screen taps.
- Offer multiple choices: Provide different ways for users to communicate, verify their identity, or receive alerts so everyone can interact comfortably, regardless of their abilities or environment.
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Top Barriers in Mobile Accessibility and Best Practices to Fix them. Mobile devices have become an indispensable part of our lives. Yet, many users face significant barriers. A recent survey by Fable reveals key obstacles: Unlabelled Buttons/Links (60%): Navigating a mobile interface becomes a guessing game without clear labels. It's akin to walking in a city with no street signs. 🏙️ Best Practice: Always use descriptive labels for buttons and links. Implement ARIA labels if the visual text is not clear or sufficient. Small Buttons/Links (35%): Imagine trying to hit a tiny target with a dart - that's what small interactive elements feel like for many users. Size matters for accessibility. 🎯 Best Practice: Ensure buttons and links are of adequate size and spacing. The recommended minimum touch target size is 44x44 pixels. Gesture-Dependent Interaction (35%): Relying solely on gestures like swipes and pinches excludes many users with physical impairments 👆 Best Practice: Provide alternative navigation options that don’t rely solely on gestures, like simple taps or voice commands. 4. Screen Blockages (30%): Content blocked by other elements on the screen can be frustrating. Things like a chat widget or a sticky footer or modal. Best Practice: Design layouts that are responsive and adaptable to various screen sizes and orientations. Use CSS and flexible layouts to prevent blockages. 5️. Absence of Error Messages (26%): Without feedback on errors, users are left in the dark, unsure of what went wrong or how to proceed. 🌑 Best Practice: Provide clear and descriptive error messages, and guide users on how to correct them. 6️. Non-Resizable Text (22%): Fixed-size text can be a hurdle for users with visual impairments. The flexibility to adjust text size is crucial. 🔍 Best Practice: Use relative units (like em or rem) instead of fixed units (like pixels) for text size, ensuring that it can be resized according to user preferences. 7️. No Pinch and Zoom (21%): The inability to zoom in for a closer look can render content inaccessible, especially for users with low vision. 🔬 Best Practice: Don't disable zoom functionality in mobile browsers; ensure content can be magnified for users with visual impairments. Source:Insights: Mobile accessibility by Fable https://lnkd.in/gJr765ic #InclusiveDesign #Accessibility #DigitalAccessibility #A11Y #MobileAccessibility
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It is WWDC time! I’m browsing what’s new in accessibility, and this is what I’ve found so far: - Accessibility Nutrition Labels: Session: https://lnkd.in/dYCe3cQx Overview documentation: https://lnkd.in/dF-8KHut These are self-reported (for now) and voluntary, but they’ll eventually be required. You define your app’s primary and fundamental tasks, and report which accessibility settings users can rely on to complete them. You configure this in App Store Connect, and it appears on your App Store page. The session includes great advice: design for everyone, learn accessibility features, and connect with the disability community whenever possible. It’s a great summary of things to look for and settings to support: color contrast, dark mode, Dynamic Type (at least 200%), avoiding color-only communication, Reduce Motion, VoiceOver, Voice Control, and captions and audio descriptions (where applicable). Don’t add features that aren’t applicable. “When you design your app with Accessibility, you open it up to so many more people.” “When you build in support for assistive technologies like VoiceOver and Voice Control, you unblock access to your app.” - Assistive Access: Session: https://lnkd.in/dK6kfbwu New Assistive Access Scene API documentation: https://lnkd.in/dUvz2pPq You can then create a tailored experience by adding an Assistive Access scene. Distill your app down to essential features. Design tips include: avoid timed interactions, use guided step-by-step flows (instead of presenting multiple options at once), ask for confirmation before destructive actions (twice where appropriate), and provide visuals alongside text. It’s also possible to provide an icon for the navigation title when Assistive Access is enabled: https://lnkd.in/daCFE5Mb - Settings: There was already an API to open settings for a given feature: https://lnkd.in/dJnxKU66:). In iOS 26, you can now open: AssistiveTouch, AssistiveTouch Devices, and Dwell Control. - Braille: There’s now an API to translate between print text and Braille:: https://lnkd.in/drq68TQ7
Evaluate your app for Accessibility Nutrition Labels - WWDC25 - Videos - Apple Developer
developer.apple.com
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There's more to accessibility than assistive technologies (AT), such as screen readers and alternative inputs. Companies that want to create inclusive and accessible experiences need to think beyond AT. Examples: - Processes - Motion - Verification options - Communication options - Alerts - Colors - Text formatting Processes refer to interactions with customers. Tech support entered a chat with me. They asked for a phone number in case we got disconnected. I explained I'm deaf and that's not a good option. I suggested they offer choices of an email address or a phone number. The next time I contacted them, they gave me a choice of providing an email address or a phone number. Such a simple change made a huge difference. Another example. I was watching a video from a company that wanted my feedback on captions. I could barely tolerate the video with a lot of fast motion. It's a problem for many folks with and without disabilities. Some have an animated GIF in their email signatures. Every time I open the email, repetitive motion plays endlessly. I can't stop it. Though I have reduced motion turned on, it won't work for this. It also makes the email file size bigger, which affects performance. If the animated GIF is important, then you can work around it by creating a YouTube or Vimeo video and linking to it. It gives people control. Verification options refer to calling someone to verify their identity. Often, the only option is a phone call. Texting needs to be an option. Emailing needs to be an option as not everyone has a phone. It's OK to require verification as long as we have choices. Communication options refer to giving us choices in how we communicate. Often, a company's contact information only lists a phone number. We need another option. Many folks don't like phone calls, not just those who are deaf or hard of hearing. Why can't we sit next to each other and text each other in a noisy room? I've had an entire conversation on an airplane using pen and paper. Sometimes the initial communication may be accessible, but it changes later. For example, I chatted with support. They said they needed to escalate the ticket to a team that only does phone calls. Sometimes, tech support will suggest I have someone call for me. I'm a capable adult. Besides the person who helps me shouldn't have access to my private information. It's a privacy issue. Alerts are how we get notified. Offer options. Android and iPhones do a great job of offering many custom notification options. I still run into hotel rooms with no visual fire alarm. What other ways do we need to consider accessibility aside from keyboards, switches, other inputs, assistive devices, and assistive technologies? Color contrast and text formatting make or break the experience. 🔔 Tap the profile bell 👉 Follow #MerylMots for more ✉️ Want to work together? Contact me. #Accessibility Image: Chase verification form with a choice of being texted or called.
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I bet that you've used accessibility features, even if you haven't realized it. If you have ever... • Turned on subtitles during a noisy commute • Asked Alexa or Siri to turn on the lights when your hands were full • Zoomed in on your screen to read small text more comfortably • Used keyboard shortcuts to fly through tasks • Enabled dark mode to reduce eye strain • Typed a text or email with voice dictation while multitasking ...you've benefited from accessibility. Accessibility is about designing for real-life circumstances - fatigue, injuries, distractions, low lighting, noisy environments, and the occasional fussy toddler in your arms. But here's the thing: While these features are helpful conveniences for many, they're non-negotiable for others. What's optional for some is a lifeline for others, and can be the difference between access and exclusion. That's why accessibility matters. What's an accessibility feature you've used or appreciated lately? #DigitalInclusion #A11y Review the carousel for more information. If you prefer your content as text, read on: Same feature. Different impact. How essential accessibility features benefit everyone. Captions. Essential for D/deaf users to have access to audio information. Convenient for anyone in noisy environments or when playing audio isn't practical. Voice control. Essential for users with limited mobility to access functionality with their voice. Convenient when multitasking or hands are full. Zoom and resize. Essential for users with low vision to make content large enough to read. Convenient for deal with small print or tired eyes. Dark mode. Essential for users with light sensitivity or migraines. Convenient for users to reduce eye strain at night. Keyboard navigation. Essential for users who cannot navigate with a mouse. Convenient for power users who want to work quickly. Accessibility isn't a "nice to have". It's essential for some. And a benefit for all.
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I wrote a bug for this WCAG criterion for the first time, so I thought I'd share! 2.5.1 Pointer Gestures is one of the few WCAG criteria that is primarily targeted toward mobile (and tablet) devices. It says that, if a component uses a path-based gesture to operate it, there has to be an alternative non-path-based way of operating that component. What?? A path-based gesture involves an interaction where not just the endpoints matter, but how the users moves between these two points. Swiping through a carousel is a path-based gesture: your finger starts at the right, and then you have to make a (mostly) straight line to the left to move the carousel. A maze game would be another example: where exactly you move your cursor or finger between the start to end points matters. Not everyone can perform a path-based gesture well, if at all! For example, people with hand tremors, arthritis or who use a head pointer would find the precision required for these movements - on desktop or mobile - difficult. The bug we raised was for an image gallery, where the previous/next buttons only displayed on hover. But there's no hover state on mobile, so users could only swipe to view the gallery. That meant only a path-based gesture option was available. The solution? Make the pagination buttons permanently visible. Users who want to swipe still can, but those who can't or would prefer not to, have a single-pointer option available. Accessibility improvements are often as simple as this. And they have a huge impact on many users' ability to navigate, operate and understand digital content. What accessibility win have you accomplished recently? Don't forget to book your slot for free accessibility advice for Aleph Accessibility's birthday next week: https://lnkd.in/gVHNbXDt #webAccessibility #UX #code
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The W3C’s new draft guidance on applying WCAG 2.2 to mobile apps, WCAG2Mobile, is a big step forward for mobile accessibility. This isn’t a new standard. It’s a clarifying resource to help developers and accessibility professionals interpret WCAG success criteria in the mobile context, where factors such as native gestures, hybrid apps, and diverse assistive technology support create real challenges. The draft offers: - Mobile-specific terminology to align accessibility language with mobile development - Criterion-by-criterion guidance tailored for mobile apps - Platform-specific insights to account for differences across iOS, Android, and web For teams building mobile experiences, this guidance makes accessibility more achievable — not more complex. It’s early days. The draft is open for feedback, and the accessibility community’s input will shape its future. If mobile accessibility is part of your roadmap, this is a must-read: https://lnkd.in/eJmXYNin #WebAccessibility #WCAG #W3C
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Day 16 of the Mobile Accessibility Advent Calendar! Let's talk assistive technology! One mindset we tend to get into in mobile application accessibility is testing only with screen readers. In theory screen reader testing SHOULD catch most of the issues in your application, however to get a full picture of the accessibility of your app you need to test with multiple assistive technologies. The truth is there is a load of different assistive technologies that users use that you should be testing with to ensure you content is accessible. For this post, we will cover iOS! What you should be testing with: Voiceover - The standard default screen reader with iOS, that should be at the core of the testing you are doing. Switch Control - Allows users to use an adaptive accessory to interact with their phone by highlighting each item sequentially. More on Switch Control: https://lnkd.in/g6uKPrnq Voice Control - Allows users to use voice to control iOS device. One of the common testing methodologies I suggest with this is saying "show numbers" and ensuring all the actionable items on the screen are accounted for AND function. More on Voice Control: https://lnkd.in/giyt4NDH Keyboard - Yes, you read this correctly. No it isn't an assistive technology per say, however keyboard users exist in iOS. To say that they don't would be a mistake, testing your application with keyboard and Voice Over on (and off) will ensure that multiple inputs can work with it. Follow #MobileA11yAdventCalendar all month for tips and tricks on #Mobile #Accessibility ! #A11y #iOS #Android
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Apple's accessibility features generate billions in revenue. Yet many product teams still haven’t seen the light. I’ll show you what I mean… ➜ Apple’s Dynamic Text feature was built for people with low vision. But older users (the fastest growing demographic with the most disposable income, by the way) use it constantly. They can finally read apps without squinting like they're trying to decipher ancient hieroglyphics, so they stay longer and they buy more. ➜ VoiceOver was built for users with vision impairments. Yet surgeons use it for hands-free navigation during procedures. Parents use it while holding babies. And drivers use it with CarPlay. ➜ Live Speech and Personal Voice use AI to let non-verbal users communicate. But anyone who's temporarily lost their voice benefits. ➜ Focus Mode helps users with ADHD or anxiety concentrate without distractions. But professionals in open offices use it. Parents trying to focus while kids run around like tiny chaos agents use it. Anyone who needs to block out the world benefits. Here's what's actually happening… Features built to solve specific accessibility problems end up benefiting far more users than originally intended. So if you’re still thinking about accessibility like a compliance tax, you’ve got it all backwards. It's a product strategy that improves the core experience AND expands your market. Our “WCAG Compliance Guide” covers what Microsoft, Apple, Google, Airbnb, Kaiser Permanente and CVS Health do differently, plus practical frameworks for audits, design and implementation. Link in comments below.
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Many people assume you need specialist tools to check mobile accessibility. In reality, some of the most effective checks start with features already built into every device. Most accessibility issues come from simple things being missed. Buttons without clear labels. Navigation that jumps unpredictably. Interactions that only work if you can see the screen. Turning on a screen reader, increasing text size, or using high-contrast modes can reveal these problems straight away. The article linked in the comments is part of my Accessibility In Practice series on BBEB.com. It explores how everyday checks can surface issues long before formal testing begins, and why these steps are essential for building more inclusive mobile experiences. Accessibility in practice doesn’t need to be complicated. It starts with curiosity and using the tools that people already rely on. What simple checks do you use when reviewing mobile experiences? Link in Comments #Accessibility #Inclusion #InclusiveDesign #DigitalAccessibility #MobileAccessibility #UserExperience #AccessibilityInPractice
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