How it works: in Apple’s Accessibility settings, there’s a text size slider. Theres also a “show me even larger sizes!” witch that extends the slider’s rangepic.twitter.com/yIX9ynNGz2
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How it works: in Apple’s Accessibility settings, there’s a text size slider. Theres also a “show me even larger sizes!” witch that extends the slider’s rangepic.twitter.com/yIX9ynNGz2
Of course the largest size is comically large, but Apple’s first-party apps respect it remarkably consistently.pic.twitter.com/VckUNlAx41
Many apps flat-out didn’t adjust their font size at all. Also, literally every game I tried. This sucks!pic.twitter.com/OJ8hAlV8Ez
A lot of 3rd party apps increased the font size, but not as much as they were supposed to. My guess is they go up to the top of the normal range, but not the “Larger Accessibility Sizes” rangepic.twitter.com/mqtpiGOq9f
But a few third-party apps scaled correctly! It makes sense that text-based communication apps tended to be in this bucket.pic.twitter.com/O0EOsMHr35
Accessibility features don’t just improve the lives of people with long-term impairments. They impact nearly 100% of your users at some point in their lives. You shouldn’t need any additional justification to build a11y into your software, but it’s worth remembering.pic.twitter.com/DcG46luisx
I have an eye condition and use a slightly larger font at all times. I can’t believe how bad support for this is.
Woo! a11y This works if devs support dynamicType and TEST. They should also complete tests using VoiceOver, especially if they're creating custom views and not just standard UIkit. Use accessibility inspector in xCode for testing. devs dm me if you want me to share more .
I wonder how many of the failings can be contributed to cross-platform/write-once-run-anywhere promises. Sounds like a bargain, but comes at a cost to users.
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