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Thoughts

Advantages:

  • current design has alerts fired when certain events occur. There can be multiple alerts per interaction which can cause a number of issues:
    • alerts can pile up especially if user interacts rapidly
    • may not be relevant by the time alerts are delivered
    • sonification and screen reader responsiveness may not be in sync
  • Using a pick-up and release interaction would simplify text alerts:
    • there would only be 2 alerts per interaction
    • better control over relevance as the alerts occur at predictable times

Disadvantages:

  • Adds another step to the interaction.

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 W A S D keys move in 4 directions. 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)."
    • Keyboard focus is on magnet button.

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)."
    • 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. (Proximity to coils)."
    • Keyboard focus is on magnet button.
  • 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:

"Grabbed. Magnet above 4 loop coil; just above 2 loop coil. At top-centre of play area. W A S D and 1 2 3 keys move magnet. Press Space to release."

On release:

  • "Released. Magnet left of 4 loop and 2 loop coil. At middle-left of play area."
  • "Released. No change."

On subsequent grab:

  • "Grabbed. Magnet left of 4 loop and 2 loop coil. At middle-left of play area."
  • "Grabbed. Magnet above 4 loop coil, and inside 2 loop coil."


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