Accessibility

Goal: Learn simple ways to make apps easier for more people to use, even when you’re just starting out.

TIP

For a great, timely example of accessibility in action – see this article explaining how to modify the visual appearance of macOS ‘26 and iOS ‘26.

Choose one

Please listen to one of the following interviews:

  1. Swift by Sundell #114 — “Accessibility on Apple’s platforms” (with Sommer Panage) — Practical tips on labels, readable text, and testing with VoiceOver.
  2. Swift by Sundell #16 — “Better than accessible” (with Sommer Panage) — Why “accessible” is the starting line, and how small changes help many users.
  3. More Than Just Code — “Sommer Panage on Accessibility (Swift TO Speaker Series)” — A friendly talk about real-world lessons for making apps more inclusive.
  4. Swift TO Speaker Series — Sommer Panage on Accessibility (YouTube) — A talk with clear examples you can understand on day one.

Before you listen

  • Write one place in everyday life where good accessibility helps everyone (e.g., captions, larger text, good contrast):

While you listen

  • Write 3 specific tips you hear about accessible design in apps:
    1.
    2.
    3.

Afterwards

  1. Spot it: Open an app on your phone. What is one thing it does well for accessibility?
  2. Improve it: What is one small change that would help improve accessibility? Add a screenshot, if possible.
  3. Habit: What simple check will you remember to do when you start making your own user interfaces?

Apply

  • Pick one app you use daily (e.g., Clock, Notes). List two improvements that would help a new user or someone using one hand. Add a screenshot, if possible.

Curriculum alignment

  • A4 — validate your UI: trace behavior with assistive features and fix logic or labeling issues.
  • B2/B3 — design to clear specs (labels, order, targets); plan simple tests for user needs.
  • C3 — relate platform features (OS accessibility APIs, app roles) to how software is experienced.
  • D1 — ergonomics/usability: readable text, contrast, and reachable controls support well‑being.
  • D2 — human‑computer interaction: design for real users, including screen‑reader and low‑vision users.