Closed jessegreenberg closed 7 years ago
I took a quick look through the codebase, and it looks like this sim uses standard UI components (push buttons, radio buttons, spinners, accordion box) wherever possible. And I don't see any custom UI components.
Great, thanks @pixelzoom, we will proceed with this sim.
Now that phetsims/scenery#669 is done, the only thing that needs to be done for this is specify focus order.
In a meeting 9/19/17, it was requested that we make a best guess for keyboard navigation order and deploy a version for design team to review.
We also decided that to avoid mega github issues we would start design docs for a11y discussions, @terracoda could you please start one for Reactants Products and Leftovers?
My "best guess" for keyboard navigation would be something like this. @zepumph would you please give this a shot? Feel free to change order if you think something else would be more intuitive. But I would also suggest if it looks like this will take more than a few minutes we should ask designers for an explicit order before spending much time.
Sandwiches Screen:
Molecules screen
Game screen
@jessegreenberg said:
We also decided that to avoid mega github issues we would start design docs for a11y discussions, @terracoda could you please start one for Reactants Products and Leftovers?
For specific issues, I find that having a GitHub issue is superior. With one Google doc for all discussions, trying to find the history and decisions related to a specific issue is often like trying to find a needle in a haystack. I'd rather have a few big GitHub issues than 1 giga Google doc. My 2 cents...
For specific issues, I find that having a GitHub issue is superior.
@pixelzoom I think that you are correct for specific problems, but the thought here is for the general design, paralleled to our design docs for PhET Sims (both ports and from scratch).
As a team, accessibility + designers + @ariel-phet + @oliver-phet discussed it this morning and came to a conclusion about how we want to proceed with designing accessibility in sims. I think it largely aligns with your thoughts where github issues are good for individual topics, and leaves the docs for the broad strokes.
It would also be good for you to know that in a11y there is often much more than 1 design doc (keyboard nav doc, sonification doc, descriptions doc, other assets), so I wouldn't be too worried about a huge design doc.
Thanks @pixelzoom, agreed for specific issues. For a11y, we have seen issues like https://github.com/phetsims/john-travoltage/issues/222 which grew over general a11y design discussions and many iterations, so we we thought it was best to have a design doc(s) that track a11y considerations for each sim.
Note this sim also has this issue: https://github.com/phetsims/sun/issues/316
@jessegreenberg, I started a design document called RPAL: A11y Design Main
@terracoda here is a dev version to help guide you in the design. @jessegreenberg and I worked this week to get things pretty good. I didn't mess with the game screen at all, but it seems pretty good out of the box (although it is a bit weird for the start over button to be first).
Hopefully it will do as a first pass and will help guide feedback. I'm going to close this issue now, to be taken over by the design doc.
@pixelzoom this was another sim that came up as a potential sim for keyboard navigation. Unlike https://github.com/phetsims/balancing-chemical-equations/issues/125, this sim does use AccordionBox, and it looks like most of the UI leverages common components. Do you have any thoughts or concerns about adding keyboard navigation to this sim?