Accessibility
Goal: Learn simple ways to make apps easier for more people to use, even when youâre just starting out.
TIP
For a great, timely example of accessibility in action â see this article explaining how to modify the visual appearance of macOS â26 and iOS â26.
Choose one
Please listen to one of the following interviews:
- Swift by Sundell #114 â âAccessibility on Appleâs platformsâ (with Sommer Panage) â Practical tips on labels, readable text, and testing with VoiceOver.
- Swift by Sundell #16 â âBetter than accessibleâ (with Sommer Panage) â Why âaccessibleâ is the starting line, and how small changes help many users.
- More Than Just Code â âSommer Panage on Accessibility (Swift TO Speaker Series)â â A friendly talk about real-world lessons for making apps more inclusive.
- Swift TO Speaker Series â Sommer Panage on Accessibility (YouTube) â 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
- Spot it: Open an app on your phone. What is one thing it does well for accessibility?
- Improve it: What is one small change that would help improve accessibility? Add a screenshot, if possible.
- 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 â validate your UI: trace behavior with assistive features and fix logic or labeling issues.
- B2/B3 â design to clear specs (labels, order, targets); plan simple tests for user needs.
- C3 â relate platform features (OS accessibility APIs, app roles) to how software is experienced.
- D1 â ergonomics/usability: readable text, contrast, and reachable controls support wellâbeing.
- D2 â humanâcomputer interaction: design for real users, including screenâreader and lowâvision users.