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Changes to PDOM

Scene Summary

One CoilTwo Coils

"Faraday's Law‬ is an interactive sim. It changes as you play with it.

At the centre of the play area is a coil connected to a light bulb circuit. There is a also moveable bar magnet.

Grab the magnet to play.

Additional controls that change what is connected to the circuit, flip the bar magnet, and reset the sim. If needed, check out keyboard shortcuts under Sim Resources."

"Faraday's Law‬ is an interactive sim. It changes as you play with it.

At the centre of the play area are two coils connected to a light bulb circuit. There is a also moveable bar magnet.

Grab the magnet to play.

Additional controls that change what is connected to the circuit, flip the bar magnet, and reset the sim. If needed, check out keyboard shortcuts under Sim Resources."

Bar Magnet Description

Remove "Use the W A S D keys to move the magnet in four directions. Use 1 2 3 keys to slide magnet left and right."

Example interaction with Pick-up and Drop

First and Second time interacting (WASD Prompt)

  • Pressed tab.
    • Focus moved to magnet
    • Button label: "Grab magnet."
    • Button description (associated to button w aria-describedby): "Select this to move the magnet."
  • Press enter.
    • Text alert: "Grabbed . (Proximity to coils). (Play area location). W A S D and 1 2 3 keys move magnetin 4 directions. Press Space to release."
  • 1 2 3, or cursor keys pressed
    • Sonification sounds are heard
    • No text alerts are firedBump and Play Edge alerts fired if occurred.
    • Changes to PDOM descriptions occur as interaction proceeds.
  • Press space.
    • Text alert: "Released . (Change Proximity to proximity to coils). (Change in play area location)."
    • Keyboard focus is on magnet button.

After second Third to Fifth time interacting (Slide Prompt)

  • Pressed tab.
    • Focus moved to magnet
    • Button label: "Grab magnet."
    • Button description (associated to button w aria-describedby): "Select this to move the magnet."
  • Press enter.
    • Text alert: "Grabbed try 1 2 3 keys to slide different speeds left and right. Press Space to release."
  • 1 2 3, or cursor keys pressed
    • Sonification sounds are heard
    • Bump and Play Edge alerts fired if occurred.
    • Changes to PDOM descriptions occur as interaction proceeds.
  • Press space.
    • Text alert: "Released. (Proximity to coils). (Play area location)." (shortened alert)"
    • Keyboard focus is on magnet button.
  • If Tab is pressed
    • Text alert: "Released. (Proximity to coils)."
    • Keyboard focus moved to next focusable item.

Sixth time onwards (Shortened Grab Alert)

  • Pressed tab.
    • Focus moved to magnet
    • Button label: "Grab magnet."
    • Button description (associated to button w aria-describedby): "Select this to move the magnet."
  • Press enter.
    • Text alert: "Grabbed. Press Space to release."
  • 1 2 3, or cursor keys pressed
    • Sonification sounds are heard
    • Bump and Play Edge alerts fired if occurred.
    • Changes to PDOM descriptions occur as interaction proceeds.
  • Press space.
    • Text alert: "Released. (Change Proximity to proximity to coils). (Change in play area location)."
    • Keyboard focus is on magnet button.

Proximity to coils values:

  • Above
  • Just above
  • Below
  • Just below
  • Left
  • Just left
  • Right
  • Just right
  • Inside

Play area location values:

  • Top-left
  • Top-centre
  • Top-right
  • Middle-left
  • Middle-right
  • Bottom-left
  • Bottom-centre
  • Bottom-right
  • Note: There is no play area "Middle center" as the coils occupy this space.
  • If Tab is pressed
    • Text alert: "Released. (Proximity to coils)."
    • Keyboard focus moved to next focusable item.

Proximity to coils upon release

The following is used to describe the magnet location when it is released.

Statement Structure:

  • One coil: (Direction) + (Coil Type)
  • Two coils: (Direction) + (Coil Type) (Direction) + (Coil Type)

When there are two coils:

  • There is a lack of punctuation. This prevents AT from pausing too long between statements.
  • The closer coil is first, followed by the further. If both coils are the same distance, then 2 loop coil is first (this is an arbitrary decision).

Examples of coil proximity statements:

  • "Just above 4 loop coil."
  • "Touching 4 loop coil."
  • "Just above 4 loop coil just below 2 loop coil."  (if 2 coils, and 4-loop is closer)
  • "Just below 2 loop coil just above 4 loop coil." (if 2 coils, and 2-loop is closer)

Values:

  • Above
  • Just above
  • Below
  • Just below
  • Left
  • Just left
  • Right
  • Just right
  • Touching
  • Inside

Example Text Alerts

On first grab:

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