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Inclusive XR: accessible augmented reality experiences

Posted on by Joe Lamyman

In our second post about creating accessible experiences within Extended Reality (XR), we highlight some key considerations for designing accessible augmented reality (AR) experiences with our AR TetraLogical principles cube.

You can also explore Inclusive XR: accessible 3D experiences.

Foundations: pointer gestures

Posted on by Graeme Coleman

A pointer gesture is an action a person performs using their finger, mouse, or an assistive technology like a head pointer or eye gaze system to operate a functional control. Some pointer gestures can be difficult or even impossible for certain people to perform, so an accessible alternative may be required.

This post introduces the different forms of pointer gestures and covers how and when to provide alternatives for people who can't perform them.

Meet the team: Graeme Coleman

Posted on

Meet Graeme Coleman. Single-handedly propping up the Scottish arm of TetraLogical, Graeme has been tirelessly working towards better accessibility with us since the very beginning.

Adding sign language to videos

Posted on by Henny Swan

As part of our ongoing effort to meet the Web Content accessibility Guidelines (WCAG) 2.1 and 2.2 Level AAA, we've created British Sign Language (BSL) versions of our video and created BSL playlists in our TetraLogical YouTube channel.

In this post we explore our process for adding BSL to videos and share some tips.

Foundations: introduction to WAI-ARIA

Posted on by Henny Swan

The Web Accessibility Initiative Accessible Rich Internet Applications specification 1.2, or WAI-ARIA or ARIA for short, is a technical specification written by the World Wide Web Consortium (W3C).

In this post we explore what WAI-ARIA is, and how it can enhance the user experience for people using screen readers.

Meet the team: Joe Lamyman

Posted on

Meet Joe Lamyman, an accessibility specialist at TetraLogical and lover of all things interactive media.

Inclusive XR: accessible 3D experiences

Posted on by Joe Lamyman

In this series, Inclusive Extended Reality (XR), we will be delving into ways to design accessible experiences when interacting with 3D objects, augmented reality, and virtual reality.

In our first post about creating accessible experiences within Extended Reality (XR), we highlight some key considerations for designing 3D model viewers by introducing our 3D TetraLogical principles cube.

You can also explore Inclusive XR: accessible augmented reality experiences.

Foundations: visible focus styles

Posted on by Joe Lamyman

Visible focus styles help us to understand which part of a web page we may be interacting with. You may have seen visible focus styles appear as an outline around a link or a button for example.

For people who only use a keyboard to navigate the web, visible focus styles may be one of the few ways to understand where they are in a page and what it is that they are interacting with.

Foundations: target sizes

Posted on by Joe Lamyman

A target size is the area that can be activated in order to interact with an element. For people who have dexterity issues, the smaller a target size is, the more difficult it may be to use the website.

This post explores how to create usable, consistent, and well-spaced target sizes.

Meet the team: Henny Swan

Posted on

Meet Henny Swan, one third of our trio that makes the TetraLogical directors, and accessible user experience and design lead.

Contact us

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hello@tetralogical.com