Transcript
[ Background Sounds ]
[ Applause ]
>> Hi, everyone.
My name is Carolyn Cranfill and
I'm a designer on the Human
Interface Team, here at Apple.
And I also lead the inclusive
design efforts.
Thank you for joining us today.
We released a series of seven
videos last month highlighting
people who feel empowered to do
what they love.
And I'd like to share with you
one right now.
>> At first, my motivation was
proving people wrong.
>> Accessibility.
Vision. Voiceover.
Font.
Scheduled arriving.
Second location.
>> We don't want our first album
to sound like a local band.
>> ETA 10 minutes.
>> We wanted our first album to
sound like a professional band
that's been doing it for years.
>> Requesting a ride and
connecting to nearby drivers.
Finding a ride.
>> [Drumming] We're called
Distartica and we play heavy
metal.
[ Music ]
>> Turn left onto Empanada
Drive.
>> Empanada?
>> Empanada Drive.
>> That makes me hungry.
>> I ended up becoming the PR
manager in the band.
Like I didn't get what it was
before.
Yeah man, like oh, dude.
Like hashtag why?
Like What?
Hashtag metal.
Hashtag new music.
Or, you know on this case like
hashtag like debut album.
>> Messages.
ReverbNation.
Double tap to open.
Text field.
Dictate.
>> Album will be dropping
worldwide on April 14, 2017!
Follow our ReverbNation page.
>> Done. Successfully shared.
[ Music ]
[ Applause ]
>> So, this film, along with the
others beautifully depicts the
impact accessible tech has on
people's lives when you design
for everyone, including people
with a range of disabilities.
I'm here today to ask you to
join the campaign with us in
designing your apps and games to
work for everyone too.
Because we inherently design for
ourselves, because we design to
what we know, our own world
view.
We have wants and needs, and
passions.
We think of features, make an
app, join a company to put those
ideas out there for others too.
But regardless, the next step of
reaching more people is putting
yourself in their shoes.
We need to figure out who we
might be excluding.
Have you thought about how there
might be other people out in the
world with the same passions,
needs and wants as you, but
can't use your app?
If we think about how there are
more than one billion active
Apple devices out there, which
is a lot of potential customers,
and knowing that one in seven
people in the world have a
disability, we can be sure that
people who may want to use our
apps and platforms will lie
everywhere across a spectrum of
abilities and capabilities.
Human abilities vary greatly
across cognition and social
abilities; dexterity, mobility,
vision and hearing.
And in order to understand and
comprehend information, our
perception through sight, sound
and touch are essential.
What happens if you inhibit one
of those senses, or take one
away?
That could happen to you or I in
our lifetime, gradually or
instantaneously.
People with physical
disabilities will include
extreme cases, like cerebral
palsy and paralysis, but also
include conditions like carpal
tunnel syndrome, or temporary
conditions such as a broken
wrist.
People with vision loss will
include blindness, low vision,
and colorblindness.
But also, situational
disabilities like screen glare
and temporary day blindness that
we all experience when emerging
from a dark movie theater.
Hearing loss is one of the
leading types of hearing
disabilities.
Whether it's from birth or it's
prevalent with age, made for
iPhone hearing aids are changing
people's quality of life.
And as we extend our
notification queues to having
all visual, oral, and tactile
feedback, we're enabling
everyone to get their
notifications.
And you may have heard the
statistic that 1 in 68 children
in the United States have been
identified with the autism
spectrum disorder, according to
the CDC.
Autistic individuals can be
sensitive to unexpected sounds
and distracting graphics.
And there are also many adults
and children with dyslexia.
Having multiple visual and
auditory options help people
with dyslexia and is also widely
used by the blind and people
with low vision.
So, if we think about how
everyone in the world will have
a range of abilities and
capabilities, the next step of
reaching more people is making
your apps accessible.
But the word accessible wasn't
invented to describe
accommodating those with
disabilities.
It's about access, whoever we
are.
Easily reached or obtained.
Easily used.
Easily understood.
Everyone. Whether you have a
permanent or situational
impairment, young or old, new or
pro to technology.
Whatever language you sign,
speak, or read would love access
to great apps.
Together, we can design better
apps for everyone.
To help you do this, we're going
to talk about some design
considerations and workflow
techniques to keep in mind when
making your apps work for more
people.
By being inclusive, not only can
we help everyone function in
their daily life.
But we can also create new
possibilities throughout
society.
So, today, we're going to talk
about three areas of designing
for everyone.
Striving for simplicity, making
our apps effortless and easy to
learn.
Accessing perceivability.
Making sure our apps are
understandable through sight,
sound, and haptics.
And designing with integrity.
Holding ourselves accountable
for ethically making sure we
include everyone.
These are principles applied to
making great experiences,
period.
So, first if we think about
something that is simple to do,
we think of it being effortless
without difficulties, hurdles,
or cognitive strain.
But for something to feel simple
that does mean it can't do
complex things.
It just means trying to achieve
desired outcomes in the most
effortless and elegant way
possible.
Things that aren't simple create
barriers of entry to everyone.
As we go through our day, the
requirements of work and life
slowly drains our energy.
And when we are low on energy,
we have less energy to
troubleshoot tech and less
patience for navigating
something that should be quick
and easy.
At night, we rest and recharge.
However, were you aware that one
in six children in the United
States have a developmental
disability?
It ranges from mild
disabilities, such as speech and
language impairments to serious
developmental disabilities, such
as intellectual disabilities and
autism.
For people who have cognitive
disabilities and/or chronic
illnesses, they might start out
the day at three-quarters of a
tank.
And tasks take extra effort
throughout the day.
Plus, if you exert yourself all
the way to empty on one day, you
might start out the next day,
extremely low.
So, the apps that we make do a
great job at helping us through
our day.
Whether it's a convenience or
helping us to recharge.
They provide quick and easy
access to services, which is
extremely important for those
who may have difficulty
traveling outside of the home,
speaking a hearing on the phone,
or juggling work and home life.
For example, convenience apps
like Instacart, you can have
groceries delivered to your door
which alleviates the stress of
the supermarket, or allows you
to rest at home.
Or maybe it just gives you time
back with your family.
With education apps like
Doulingo it's incredible that we
can learn from the comforts of
our home, on our own time, at
our own speed, and with health
apps like Calm, they help us
nurture our mental and physical
well-being.
And with content creation apps
like iMovie, we can create and
share our artistry with friends,
family and the world.
So, apps play a key role in our
daily lives now.
And we can make even more impact
in people's lives by reducing
the amount of effort that we
require to use our apps, which
reduces barriers and provides
more access.
But this is easier said than
done.
So here are some ideas.
We should strive for our apps to
be easy to navigate by having
them similarly structured.
We need to be able to get
started and complete common task
without encountering any
barriers or issues.
And we should use UIKit as much
as possible to achieve the
consistent behaviors within each
app and across apps.
Because UIKit wasn't made for
just developers.
It's a design language for the
platform that everyone is
familiar with and knows how to
use.
And there are design resources
on human interface guidelines to
help you use the standard UIKit
components in your apps during
the design phase.
It's important to remember that
these toolkits support many
accessibility accommodations.
And if we can consistently use
standard UIKit interaction
patterns and components for more
task of our apps like basic
structure and navigation,
sign-up flows, account settings,
and sharing then you can spend
the majority of your time on the
parts of your apps that make
them special.
And making sure those parts are
accessible too.
Consistent use of our design
language is beneficial because
if you learn one app you have a
serious head start on learning
another because repetition
creates cognitive ease and a
comforting feeling of
familiarity.
But we know it's not always
possible, to solely use UIKit.
There are times when you need to
do something unique and
original, but don't forget about
accessibility.
It makes you think more
holistically about the products
that you're putting out into the
world.
So, simplicity.
Building on what I know.
Making use of standard
components and familiar
interaction patterns to help
make apps easy to navigate.
Be laser focused in your
objectives.
Reduce any hurdles.
Help me get started quickly.
And it just works like I
expected it to consistently.
So, our products need to be
understandable and perceivable
to everyone.
This means that information
needs to be available to at
least one sense; sight, sound or
touch that is available to each
person.
And we can look at our apps and
ask ourselves is it legible?
Is it audible?
And is it tactile?
But before we look at
legibility.
Let's escape for a moment to
this beautiful beach and
experience it in a few different
ways.
Relax, watch the waves roll in
and out.
Soak up that sunshine for a
second.
And if you have vision loss, you
might not get to see this in all
of its glory, but you're hearing
would be more sensitive to these
beautiful sounds.
[ Ocean Sounds ]
Or if you're colorblind, you
might see the world more like
this.
Or if you're blind, you're
likely even more in-tune to the
sound.
And these situations are very
real.
In the world, 285 million people
are estimated to have moderate
or severe vision loss.
And 39 million of those are
completely blind.
And one in 12 men are
colorblind.
And best estimates are around
360 million people in the world
have disabling hearing loss.
Not only can hearing and vision
loss limit people from
distinguishing information, but
they will also be seeing and
hearing your brand in different
ways than you expected.
For example, someone with low
vision may see their phones like
this.
And if you aren't low vision
yourself, you can simulate low
vision by using a small blur in
your design software.
Now, people with low vision will
often learn the location of
icons as long as they don't
move.
But content areas are different.
So, they need to maintain high
visual contrast to increase
legibility.
So, if you get started, you
should ask yourself is your app
legible?
Because maximizing legibility is
the highest benefit on being
able to comprehend information
because it's less work on us to
interpret.
For example, when we have key
information that is low in
contrasts because of small fonts
and low color contrast ratios,
or thin fonts.
It may be painful to read and
you experience cognitive strain.
So, a good place to start to
correct low contrast is to use
the default textile body for
your main content and a high
color contrast with your
background.
And then you can use bolder font
weights to emphasize text or
titles, rather than thin fonts.
And you can use filled in button
shapes so that the text contrast
is high, and the way forward in
your app is really clear.
And if you don't use textiles or
system fonts in your app, it
would be ideal to support the
accessibility bold text
settings, which requires you to
increase your font weights by
two weights thicker when the
setting is on.
Now, this is built-in with
system fonts and textiles.
The new App Store design does an
excellent job at maximizing
legibility through its bold
typography, prominent buy
buttons, large fonts, and high
color contrast colors.
Great job guys.
On macOS, there are increased
contrast settings as well, that
when on all active controls
become higher contrast by making
backgrounds opaque, button
outlines becomes thicker and
darker and system colors become
darker to create high color
contrast ratios.
So now that you know to look
for, let's look at the before
and after again.
Before.
After.
And even the ruled lines and the
color values of gray text
becomes darker.
You will need to supply these
same alternate designs, if you
do not use standard AppKit
because they will not come for
free in custom UI, but they're
extremely important for
maximizing legibility.
Now, the next suggestion to
increase legibility maybe the
most important thing to take
away today.
And that's to support dynamic
type, or the text size setting
because this feature increases
legibility by allowing each
person to personalize their
experience by increasing the
font size.
Or, maybe you need a farther
viewing distance if mounted on a
chair or propped on a table.
Because when our fonts don't
scale, people with low vision
need to use screen zoom windows
to read the content.
That's like having to turn your
light on, or your magnifier in a
dimly lit restaurant to read the
menu.
But except this is all day and
every day.
And some people don't bother
with zoom windows at all.
They painfully read the small
type or use their phones for
short periods of time.
And that's not a great
experience.
So, if you adopt dynamic type by
using textiles and use the new
standard spacing constraints, we
can offer a larger reading
experience without needing zoom
windows.
And new this year in iOS 11 is
dynamic type support for custom
fonts.
Additionally, if you access
larger text setting via the
general settings, there's a
switch that enables even larger
accessibility text sizes.
And this year, in iOS 11, all
textiles will support these
larger settings.
So, this means that we need to
design responsive layouts to be
able to handle these large font
sizes.
To do this for our own platform
apps this year, a team of us
took a step back and developed a
few simple principles that
helped guide us through a
system-wide audit.
The first principle was to make
as much text dynamic as possible
and to support these
accessibility text sizes.
Next is make good use of the
screen width by wrapping lines
of type, rather than truncating.
And then, displaying the same
amount of text at the larger
sizes as with the default UI.
And lastly, scaling glyphs that
appear next to text in content
areas so that the glyphs scale
with the text in harmony.
And when we look at all of these
together in practice it really
gets magical.
The mail screen now grows the
whole mail message to a zoom
level of 315% from the default
size.
And in custom layouts, like
calendar, this year we made even
more content scale like the
month grid increase in size,
where it didn't support dynamic
type it all before.
And at the larger accessibility
sizes, we re-laid out the event
row similar to the watch layout.
Because in the end, the
character count per line was
about the same.
And it allowed maximum screen
width for text.
So, now if we turn on the bold
text setting and simulate low
vision with the blur, and
compare it next to the largest
currently shipping screen on the
left, now people with vision
loss will be able to use this
app more.
Thanks.
[ Applause ]
We've designed these responsive
layouts in most native UIKit
controls.
For example, like action sheets,
edit menus, and a keyboard auto
correction bar.
For elements like navigation
bars, toolbars, and tab bars
that would take up too much
space if we scaled them.
We added a larger representation
of the Fortis in a central hub
that you can get via Long Press.
And we also added larger
popovers for segmented controls.
And we've also extended larger
tech support to system spaces
like home screen app labels, and
notifications.
Now, there are a few we missed
this year, but we have plans for
more and if you support iKit,
you will get these updates for
free as we make them.
So, maximizing legibility and
providing scalable dynamic type
improves visual experience for
everyone.
And alongside text that is clear
and understandable, same applies
for media and games.
All dialogue should support
captions because captions
display what is being spoken,
which gives more access to
people, whether you have hearing
loss, in a public setting, or
maybe even learning a new
language.
It's like trying to watch a
video or a game intro with the
volume turned all the way down,
or trying to read someone's lips
that aren't looking at you.
It feels like you only get about
half the story.
So, apps like Kitchen Stories
have added captions to all of
their cooking videos, which is
great.
OK so along with sight is sound.
You can ask yourself, are your
apps audible?
So, let's listen to a clip of
the intro design for Carlos V.
video again and listen to the
significance of the audible cues
of the app along with VoiceOver
that he's using to navigate.
Now, VoiceOver is a built-in
screen reader that speaks the
content on screen for people who
may be blind or have low vision.
>> Messages.
ReverbNation.
Double tap to open.
Text field.
Dictate.
>> Album will be dropping
worldwide on April 14, 2017!
Follow our ReverbNation page.
>> Done. Successfully shared.
>> So, we can hear VoiceOver
navigating the app.
The custom sounds of the apps
messaging feature, and dictation
to input the message.
Altogether, this creates an
experience that is accessible to
Carlos.
So, adding thoughtful sounds to
app interactions helps you know
where you are, what you've done,
what you can do.
Plus, it's just delightful.
So, checking out VoiceOver in a
system is as easy as asking Siri
to turn VoiceOver on and off.
But if you don't know the
VoiceOver's like I have a quick
demo here.
I'll be swiping across the
screen to advance the selection
through some apps.
But then since I know that the
phone app is in my dock, I'm
going to tap the lower left hand
corner of the screen and then
double tap to open.
>> VoiceOver on.
Mail. No unread emails.
Calendar. Monday, June 5.
Photos. Camera.
Dock. Phone.
Phone. Add.
Favorites.
Edit button.
Amy Frost iPhone button.
>> So, and there are tutorials
and documentation on Apple's
developer site to help you
become even more familiar and to
be able to support this in your
apps.
Additionally, if you have
image-based apps, we need to
allow image descriptions to be
added at share time by the
poster so that VoiceOver can
have something personalized to
describe the photo with.
Otherwise, new in VoiceOver this
year is image analysis to
describe the image contents or
composition, or if type is
overlaid on images.
But a handcrafted description
will always be preferred.
Twitter has done a great job at
adding image description options
to their Tweet sheets.
So, another area that reduces
hurdles and barriers for apps is
integrating with Siri.
Siri is the ultimate quick
access to your app that doesn't
even require looking or holding,
or touching the screen, with
this voice activation and speech
input.
It's hands-free and eyes free.
I can control my home, send
messages, and even start
workouts quickly with apps like
Zova.
And also, new this year is being
able to type to Siri that is
available in accessibility
settings.
This gives quick access to
someone who may not be able to
speak.
Or maybe you're just in a public
setting.
So, lastly, along with sight and
sound, is touch.
You can ask yourself, are your
apps tactile?
On supported devices adding
haptics provides a way to
physically engage people through
feel.
It gets your attention if sight
and sound are not an option.
But also, provides an
enhancement for everyone.
For example, some
system-provided interface
elements such as switches,
sliders, pickers, index
scrubbers provide haptic
feedback when we interact with
them to reinforce the action
that we're doing.
And a haptic on pull to refresh,
let's you know that you've
reached the critical threshold
between scrolling and refreshing
that shares a continuous
gesture.
And likewise, with swipe to
delete.
The haptic provides the critical
threshold of the accelerated
delete swipe.
And then another example is
Siri.
It uses a success haptic as a
confirmation that she heard what
you said.
Or Apple Pay uses visuals
haptics and sound with the
confirmation for the successful
purchase.
It feels the way it looks and
sounds, leaving me with a
confident purchase or payment
[ding].
Now, that's clear.
So, to see if your apps are
perceivable, ask yourself is it
legible?
Can I read it?
Is it audible?
Is it usable without site?
Is it tactile?
Can I feel it?
Take one away, or even two of
these can I still understand it.
And so, now my colleague AJ is
going to talk about what they
did in the Maps Team this year,
applying some of these methods.
[ Applause ]
>> Thank you Caroline.
Good morning, everyone.
In Maps we collaborated closely
with Caroline and the platform
team.
And this year we put into
practice a lot of what she's
covered today.
Now, before we get into a few of
those examples, and think about
how to design with integrity,
we're going to take a short
diversion.
It's going to add a couple of
minutes to our ETA.
We've used maps for thousands of
years to plan, direct, to travel
and to help us explore the
world.
And maps of the past, like this
one, beautiful as they remain,
were not accessible at all.
You can't zoom on this map
without a magnifying glass, and
you couldn't orient yourself
upon it without a compass.
In face the only manipulating
you could do would be to fold
it.
So, as our understanding of the
world has improved, so have our
maps.
Today, your map understands
where you are.
It knows the direction you're
facing.
It knows the device you're
using, and it's equipped with
your individual preferences.
It's updated every day with new
information.
And you can search it.
You can mark it indestructibly
and make it your own.
It can take you places in real
time, avoiding traffic,
hopefully.
And in iOS 11, you can even see
inside venues.
The point is, today our mediums
are so versatile, they provide
us with the incredible
opportunity.
So, when I joined Maps, I
remember thinking a lot about
how crazy it felt to see inside.
Like looking through a keyhole
and stepping through this icon,
I cannot have imagined the
operation I saw behind it.
I took it almost completely for
granted.
And everyone who uses our apps
are the same way.
They don't care how hard it was
to build.
It's not important that it works
for Johnny Appleseed or Jane
Doe.
What's important is that it
works for me.
Can I use it?
Imagine going to the movies.
You bought your ticket and your
excited to watch the film.
The theater's packed.
You get to your seat and there's
a pillar in front of it,
completely blocking your view.
I'm pretty sure I'm not going to
come back to that cinema.
And I'm no longer just a regular
Maps user, not that there's any
such thing.
We're trying to build a map of
the entire world and it's a big
and diverse place.
Like you, I'm on a team
responsible for everyone's
experience.
So, coming back to simplicity
and perceivability.
Maps are not exact replicas of
environments.
Sometimes photographic detail is
useful.
But most people don't find the
satellite view practical in
everyday life.
We use simplified abstracted
representations, designed to be
easy to understand and faster
for us to process to help us
orient ourselves more quickly.
And it's why we provide a
transit map too.
Where we suppress some elements,
like places or minor roads,
which aren't as relevant to you
once you're using transit.
And we do all this for
simplicity.
And we make sure our maps are
understandable.
Visually, audibly, and through
haptic feedback.
We put a lot of care into
keeping the navigation screen as
simple as possible.
The most important information
available at a glance.
So, you can understand quickly
and stay focused on the road.
And while you're walking or
taking transit, audible
directions spoken clearly.
>> Starting route to San Jose
McEnery Convention Center.
>> Imagine if Siri mumbled these
instructions incomprehensibly.
Because isn't that kind of the
equivalent to small, blurry
information.
And on your wrist, while your
phone is in your pocket,
different tactic sensations to
inform which way to turn and
when.
Altogether for perceivability.
It's legible, audible, and
tactile.
And you can use any one of these
distinctly.
Integrity is something different
conceptually.
We do things for simplicity and
to improve perceivability.
But we do things with integrity.
The state of being whole and
undivided.
When we say someone has
integrity with think of them as
being honest with an admirable
moral compass.
So, when we consider that the
people who need our services the
most, might be the ones who find
them the hardest to use, how do
we design with integrity.
Well, as designers and
developers, we take
responsibility.
When architects build spaces
today, they make sure they're
accessible for everyone because
it's a human right.
And when designer draw beautiful
cars, they still have to adhere
to regulations created for human
safety.
So, when we design digital
products, we have to hold
ourselves accountable for their
accessibility too.
Because when we don't we're
deciding who's important.
Last year for iOS 10, we
redesigned Maps from the ground
up.
Making it clearer, simpler, easy
to use, and faster.
And it was a big undertaking.
We opened the door on
accessibility, but we didn't go
that far along the corridor.
It was a busy year.
But in iOS 11 we did take
responsibility, and we made it a
priority, leveraging the new
UIKit frameworks and following
the principles that Caroline
outlined today.
Making as much text dynamic as
possible, displaying the same
amount of text as the default
UI, using as much of the screen
width for text.
Search is a core component of
Maps and now it's easier for
everyone to use.
But it's not always just as
simple as increasing the font
size.
And you might be thinking, hang
on, I can see some truncation in
these screenshots.
This breaks the principles we're
talking about, and you're right.
But sometimes we have to make
choices based on context.
Like, on the right screen here
the top of the card has a fixed
header.
So, if we didn't truncate, the
route options beneath would not
be scrollable.
Now, this is the card for a
place.
They're used in different
context across iOS, including
Spotlight, Safari, and Siri.
And from here you start
navigation, make a call to check
on your reservation.
Or even have a look at what's
inside.
Things everyone might like to
do.
So, let's take a closer look at
some of the components of this
design, like the title block.
We use this with search results
too and last year we truncated
the title for long place names
instead of wrapping.
But with a big of UIKit magic,
this year, now it does this.
Which is actually pretty cool.
And the component is more
effective and robust because of
it.
And we made some changes to the
place card this year to improve
hierarchy including this
secondary row of actions.
And we need to accommodate a
maximum of five options here.
Like these.
So, on an iPhone 7, in English,
hang on a sec.
That was such a cheap joke.
On iPhone 7, in English this
works and we can fit five in a
row.
But how do we handle it with
dynamic type?
Because we can't just increase
the font size.
But we could stack the UI
elements smartly.
And all the way up the scale.
Internationalization is a form
of accessibility too.
And it brings its own
challenges.
So, how about these labels in
Italian.
OK, they're a bit longer.
So, if we go back down to
default size, oh, but the label
is truncating.
And the label is important.
We should try not to truncate it
at any size.
But we could apply a similar
technique like this.
And now, they remain clear and
uncompromised.
Adaptive design based on a
user's language and UI settings.
And now it works better across
different device sizes too.
And for these actions at the
bottom of the card, as well as
all of the content, we reflowed
the labels and scaled the icons.
Using vector assets, so there's
no pixilation.
And of course, we made all the
labels VoiceOver enabled.
And in Maps, we hung out with
Siri as well.
So, there are more complex
challenges than the ones I just
illustrated.
And it's easier not to take
responsibility.
But challenges are rewarding.
And that's how I ended up;
challenges are fun and
rewarding.
And that's why I ended up
standing here today.
Designing for everyone is a
process that can bring a deeper
understanding of your product
and its purpose.
One of the few effective keys to
the design problem.
The ability of the designer to
recognize as many of the
constraints possible, their
willingness and enthusiasm for
working within these
constraints.
Because out of constraints come
great solutions.
And if we're designing just for
default settings, we're not
doing it right.
By trying to do better than
that, we make ourselves better.
And we really learned an awful
lot this year.
So, secondly after we decide to
take responsibility, we need to
think about empathy.
The ability to understand
people.
To recognize their wants,
desires, and feelings.
People that are not you --
because nobody else is.
So, let's take a look at a few
made-up examples that might be
closer to home.
Newspapers.
Never been accessible.
There's something nice to
sitting down with a newspaper,
but not if you can't read it.
If your vision isn't perfect,
reading one of these has always
been a challenge.
And a lot of you create
platforms for content that's
consumed the world over.
Platforms with the capabilities
to improve the readability of
our content, relatively and
automatically.
And platforms, which can be
navigated and understood through
sound for those who can't read
visually.
And we read a lot on our iPhones
or iPads.
Sometimes it's good news, other
times it's bad news.
Or, depending on where you look,
it could be fake news, like
these revelations about Lorem
ipsum.
So, here's the same article with
some visual considerations for
dynamic type.
The headline is moved outside
the hero image for better
contrast and for practicality.
And the content is readable at
my preferred size.
And it still looks great.
But what if you couldn't read a
price tag?
What would the experience of
buying things be like?
You can't tap on a price tag to
hear an audio cue, but on an
iPhone, iPad, or Mac you can do
exactly that and more.
So, here we are shopping for
fresh, delicious, emoji-fied
fruit.
And there's a two-column layout
at default settings.
So, if we turn up dynamic types
a bit, we could reflow the
content into one linear list.
Similar to how you would on a
responsive website between
desktop and mobile breakpoints.
Giving enough space to elements
to make them simpler and easier
to pass.
And here's our product page for
this pineapple.
Adapting your layout
appropriately makes sure the
most important actions are
available immediately.
So, again if we bump up the
dynamic type that's working
pretty well.
But, let's turn it up to the
maximum.
Nice, but is there more we can
do here?
If we scroll the card, we can
see the most desired actions are
a little bit far way.
So, maybe we'd consider swapping
them in this context.
Yes. And that's definitely
better.
Well, what about music,
podcasts, stories, sound?
Audio content is great because
it plays over the air, or your
headphones.
You don't need a UI to be
entertained by it.
But you do need a UI to be able
to discover it.
And in the new podcast and music
apps on iOS 11, the content
adapts to your preferences and
can be used with VoiceOver, so
everyone can access it.
Now, finally potential energy.
Unlocking potential.
If we make more things possible
for more types of people, more
things can happen.
Awesome things like iconic
albums or pioneering science.
Or miraculous things like
remembering your friends'
birthdays.
Simple things like sending a
gift or a message to a loved
one.
Can anyone read that?
We're reliant on language and
our remarkable use of it is
perhaps the primary reason for
our success as a species.
Be it through colors, text,
sound, or signs.
And what about now?
German speakers in the room are
one step ahead of us.
If we don't communicate in
everyone's language, how can we
help them accomplish things?
Without understanding, we can't
create any value at all.
I read an amazing article
earlier this week called, "The
Thoughts of a Spider Web" by
Joshua Sokol.
And in it there was an example
about how bees use ultraviolet
vision to find flowers that have
also evolved ultraviolet
markings.
And beside it a quote which
said, "if you don't have those
receptors that part of the world
simply doesn't exist."
Design that includes everyone is
not good design, it's great
design.
So, design with integrity.
Take responsibility, caring
about everyone's experience, not
just your own.
And be empathetic considering
the perspectives of others who
interact with the world in
different ways than you do.
And understand that by doing so
we can help unlock potential, in
tiny and huge ways.
[ Applause ]
>> So, together we can strive
for simplicity and
perceivability in our apps.
And do it all with integrity for
making good apps great.
I encourage you to start now.
Go home and audit your apps.
Start conversations with your
team and people who use your
apps.
And most importantly schedule
time to see it all the way into
customers' hands.
And lastly do it proudly.
We can give everyone the chance
to be surprised, delighted, feel
good, and empowered.
We especially as designers would
always like things to line up
just right, but you can't
control every line break.
You can't control how someone
will need to personalize their
experience because everyone is
different.
And let's celebrate that.
>> We're really proud of what
we've achieved in Maps this
year, but there's more to do and
we're going to keep going,
because a map is never finished.
And everyone wants to find their
way.
So, we're designing for everyone
and we really hope you'll join
us on this mission.
[ Applause ]
Now, there's a lot of great
features that we couldn't cover
today, so please check out
Apple's accessibility website
for many other great ways to
make your apps accessible for
everyone.
And you can watch this talk
again at this URL at the Apple
developer site, or on the WWDC
app.
And later today in this same
room check out "Design Across
Platform" session for details on
how your app is best presented
on each platform and for
implementation details on all
the new iOS 11 dynamic type APIs
we spoke about today, please
check out the "Building Apps
with Dynamic Type" tomorrow
afternoon.
Otherwise, please check out
these other great talks on
developer.apple.com or the WWDC
app.
Thank you.
[ Applause ]