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Kategorie szczegółowe BISAC

Developing Inclusive Mobile Apps: Building Accessible Apps for IOS and Android

ISBN-13: 9781484258132 / Angielski / Miękka / 2020 / 342 str.

Rob Whitaker
Developing Inclusive Mobile Apps: Building Accessible Apps for IOS and Android Whitaker, Rob 9781484258132 Apress - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Developing Inclusive Mobile Apps: Building Accessible Apps for IOS and Android

ISBN-13: 9781484258132 / Angielski / Miękka / 2020 / 342 str.

Rob Whitaker
cena 211,90
(netto: 201,81 VAT:  5%)

Najniższa cena z 30 dni: 209,01
Termin realizacji zamówienia:
ok. 16-18 dni roboczych.

Darmowa dostawa!
Kategorie:
Informatyka, Internet
Kategorie BISAC:
Computers > Programming - Mobile Devices
Computers > Programming - Macintosh
Computers > Computer Science
Wydawca:
Apress
Język:
Angielski
ISBN-13:
9781484258132
Rok wydania:
2020
Ilość stron:
342
Waga:
0.50 kg
Wymiary:
23.39 x 15.6 x 1.91
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

Chapter 1: What is Accessibility?

•   Intro to accessibility - great accessibility is a great experience for everyone

•   Intro to disability - ie, its not all visual

•   Why mobile is the best for accessible innovation

 

Chapter 2: What is Digital Inclusion?

•   Brief history of accessible thinking

•   Inclusive design & the persona spectrum

•   Empathy

 

Chapter 3: Accessibility Tools on Android

•   Brief overview of the accessibility features & tools built into Android. What these mean for users, and how to leverage them as developers

•   Including code snippets

 

Chapter 4: Accessibility Tools for iOS

•   Brief overview of the accessibility features & tools built into iOS. What these mean for users, and how to leverage them as developers

•   Including code snippets

 

Chapter 5: Ensuring good accessibility

•   User research

•   Testing with accessibility tools

 

Chapter 6: Visual Impairments

•   Practical tips for improving the experience for people with visual impairments

•   Including code snippets

 

Chapter 7: Motor issues

•   Practical tips for improving the experience for people with motor issues

•   Including code snippets

 

Chapter 8: Deaf & Hard of Hearing

•   Practical tips for improving the experience for people with auditory impairments

•   Including code snippets

 

Chapter 9: Anxiety & Mental Health

•   Practical tips for improving the experience for people with visual mental health issues

•   Including code snippets

 

Chapter 10: Dyslexia, Autism and Learning Difficulties

•   Practical tips for improving the experience for people with learning difficulties

•   Including code snippets

 

Chapter 11: Poor Digital Skills

•   Good accessibility is not just about disability, but ability too

•   What skills are essential for digital life, and how do we measure up

•   Practical tips for improving the experience for people with poor digital skills

 

Chapter 12: Life Circumstances

•   Good accessibility is not just about disability, but people's circumstances too

•   How circumstances such as low income, poor education etc can affect your digital interactions

•   Practical tips for improving the experience for people with with difficult life circumstances

 

Chapter 13: Age, Gender & Sexuality

•   Theres a huge gap in digital use between 18 year olds, and those aged 60+. 

•   How do we make sure we're not prejudicing based on age or experience, gender or sexuality when creating software

 

Chapter 14: Internationalization

Rob Whitaker is an iOS software development engineer at Capital One UK with a passion for improving digital experiences for everyone. He actively observes how people use technology, and considers how we can all make those interactions better. Currently he’s working on a project to make the Capital One UK app the first mobile app certified by the RNIB (Royal National Institute for Blind People).

By failing to consider those with needs different to ourselves, we are telling these people they are not welcome in our app, and therefore that technology as a whole, is not for them. This is not hyperbole—23% of people in the US with a registered disability aren't online at all, that's three times more likely than the general population. When asked why they're not online, disabled respondents say their disability prevents them or that using the internet is too hard.


To combat the issue of online exclusion, this book covers considerations mobile developers, or anyone creating mobile experiences, can use to make mobile work better for those with disabilities—mental or physical—and how to create a better experience for everyone.

Software is not made up of cold, unthinking algorithms. Accessibility really plays down to your skills as a developer. Software is a craft in the truest sense of the word, and one of the greatest tools you can have as a craftsperson is empathy for the people who will be using your app. Each one of whom is an individual with different abilities, experiences, knowledge, and circumstances.


You will:

  • Create mobile experiences that work for as many people as possible
  • Incorporate a worldview of accessibility and customer service into your design 
  • Work with accessibility tools and techniques commonly available for developers



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