Accessibility
Designing so that people with disabilities can use a thing, and the standards that make it checkable.
Accessibility is the practice of building so that disabled people can use what you build. On the web the reference standard is the Web Content Accessibility Guidelines, organized around four principles: content must be perceivable, operable, understandable, and robust.
Most of it is not exotic. Correct Semantic HTML delivers a large fraction for free: real buttons are focusable, keyboard-activatable, and announced correctly, while a styled generic element is none of those unless every behavior is reimplemented. The remainder is mostly Keyboard Navigation, Focus Management, Color Contrast, text alternatives, and respecting stated preferences such as Reduced Motion.
The thing worth internalizing is what automated checking can and cannot do. Tools like axe reliably catch missing labels, insufficient contrast, invalid ARIA, and duplicated landmarks. They cannot tell whether alternative text describes the image, whether a focus order makes sense, or whether an interaction is comprehensible. An automated pass is a floor.
Automated checks also produce characteristic false signals: a burst of violations across an entire suite usually means the pages failed to load and the tool is scanning an error overlay; a contrast violation on a mid-transition element means the check ran too early. Diagnosing those before treating them as regressions saves a great deal of time.
See also8
ARIA
Attributes that describe roles, states, and relationships to assistive technology when HTML cannot.
Design & Interface31 connections
Plain Language
Writing so that the intended reader can find, understand, and use the information the first time.
Meaning & Society28 connections
Document Object Model
The live tree of objects a browser builds from a document, and the surface every UI framework writes to.
Web Platform27 connections
Portal
Rendering an element into a different part of the document than its logical parent.
Web Platform18 connections
Headless Component
A component supplying behavior and accessibility with no styling of its own.
Design & Interface16 connections
Text-to-Speech
Turning text into spoken audio, from robotic formant synthesizers to neural voices that clone a speaker from seconds of audio, and the latency and consent questions that come with them.
Agents & Language Models7 connections
Alt Text
The short text that stands in for an image for people who can't see it, read aloud by screen readers and shown when images fail, which works best when it describes what the image is for rather than what it looks like.
Design & Interface10 connections
Input Method
The software layer that turns keystrokes into text for writing systems with far more characters than a keyboard has keys, such as Chinese, Japanese and Korean, by letting people type sounds or shapes and choose from candidates.
Systems & Tooling8 connections
Linked from43
- Accessibility TestingTesting & Verification
Checking that people using screen readers, keyboards, magnification, or other assistive technology can actually use an interface, through a mix of automated scans and hands-on testing.
- Alt TextDesign & Interface
The short text that stands in for an image for people who can't see it, read aloud by screen readers and shown when images fail, which works best when it describes what the image is for rather than what it looks like.
- ARIADesign & Interface
Attributes that describe roles, states, and relationships to assistive technology when HTML cannot.
- Assist ModePlay & Games
Difficulty and accessibility settings offered as separate, combinable toggles instead of one difficulty slider.
- AutocompleteData & Content
Suggesting completions while someone types, which needs prefix-friendly indexes, ranking by likely intent, and careful handling of latency, typos, and accessibility.
- Color ContrastDesign & Interface
The measured luminance difference between foreground and background, and the accessibility floor it must clear.
- Command-Line InterfaceSystems & Tooling
Operating a computer by typing commands and reading text replies, the interface inherited from teletypes that remains the fastest, most scriptable, and least discoverable way to control software.
- Component StoryTesting & Verification
An isolated rendered instance of a component, usable as documentation, a workbench, and a test.
- contenteditableWeb Platform
The HTML attribute that makes an element directly editable, and the surface behind most rich-text editors.
- Dark PatternDesign & Interface
An interface deliberately designed to steer users toward a choice that serves the business rather than the user.
- Diegetic InterfacePlay & Games
An interface that exists inside the fiction, readable by the character as well as the player.
- Direct ManipulationDesign & Interface
Ben Shneiderman's 1983 name for interfaces where people act on visible objects with immediate, reversible feedback, such as dragging a file or resizing a shape, instead of typing commands that describe the change.
- Document Object ModelWeb Platform
The live tree of objects a browser builds from a document, and the surface every UI framework writes to.
- EasingDesign & Interface
The curve mapping elapsed time to progress, and the main reason motion feels right or wrong.
- End-to-End TestTesting & Verification
A test that drives the whole running system the way a user would, from the interface down through every real dependency, buying the most confidence at the highest cost.
- Focus IndicatorDesign & Interface
The visible outline or highlight showing which element on a screen will receive keyboard input, essential for anyone who doesn't use a mouse, and for years routinely removed by designers who found it unattractive.
- Focus ManagementDesign & Interface
Deliberately controlling which element receives keyboard focus as an interface changes.
- Focus TrapDesign & Interface
Confining keyboard focus inside a modal surface so it cannot wander behind it.
- Form ValidationWeb Platform
Checking what people type into a web form before accepting it, done in the browser for fast feedback and on the server for safety, and harder than it looks because real names, addresses, and numbers break simple rules.
- Game FeelPlay & Games
The perceptual layer between input and simulation, and the tuning that makes a control scheme read as responsive.
- GlassmorphismDesign & Interface
An interface style of translucent, blurred panels that let the content behind them show through like frosted glass, recurring across operating systems since the 2000s and repeatedly criticized for hurting legibility.
- Headless ComponentDesign & Interface
A component supplying behavior and accessibility with no styling of its own.
- HSL and HSVGraphics & Rendering
Two rearrangements of the RGB color cube into hue, saturation, and lightness or value, made in the 1970s so people could pick colors intuitively, which are convenient for color pickers but don't match how bright colors actually look.
- Input MethodSystems & Tooling
The software layer that turns keystrokes into text for writing systems with far more characters than a keyboard has keys, such as Chinese, Japanese and Korean, by letting people type sounds or shapes and choose from candidates.
- Keyboard NavigationDesign & Interface
Making every interactive affordance reachable and operable without a pointer.
- Motion DesignDesign & Interface
Using movement to communicate change, continuity, and hierarchy rather than to decorate.
- Opponent Process TheoryDesign & Interface
Color is recoded after the cones into red-green, blue-yellow and light-dark opponent channels.
- Optical Character RecognitionAgents & Language Models
Turning images of printed or handwritten text into machine-readable characters, from template-matching machines for the blind to neural models that read whole documents, and why it still fails on the hard cases.
- Plain LanguageMeaning & Society
Writing so that the intended reader can find, understand, and use the information the first time.
- Progressive EnhancementWeb Platform
Building so the core experience works without scripts, with richer behavior layered on top.
- Reduced MotionDesign & Interface
An operating-system preference signaling that animation should be minimized, for real medical reasons.
- Rhythm GamePlay & Games
a genre that judges player input against a musical beat, where calibration is a fairness problem, not a preference.
- Screen ReaderDesign & Interface
Software that turns an interface into speech or braille for people who can't see the screen, which navigates by structure rather than reading top to bottom, and exposes every shortcut a sighted design took.
- Seed DataData & Content
Initial content created programmatically to make an empty system usable or demonstrable.
- Semantic HTMLDesign & Interface
Using elements for their meaning, so the document conveys structure without extra description.
- SoulslikePlay & Games
A design lineage in which high difficulty is a deliberate authorial position, sustained by making every death legible.
- Staggered AnimationDesign & Interface
Offsetting the start of sibling animations so a group reveals in sequence.
- SubtitlingMeaning & Society
Timed text accompanying video, with conventions that differ deliberately from written prose.
- Text-to-SpeechAgents & Language Models
Turning text into spoken audio, from robotic formant synthesizers to neural voices that clone a speaker from seconds of audio, and the latency and consent questions that come with them.
- Tiling Window ManagerDesign & Interface
A window manager that arranges windows automatically into non-overlapping tiles and is driven mainly from the keyboard, trading freeform placement for zero layout effort.
- Touch Target SizeDesign & Interface
How large a tappable element needs to be for fingers to hit it reliably, roughly 44 to 48 points, and why the visible icon can be smaller than the area that responds.
- UI PrimitiveDesign & Interface
The small set of typed components through which all interface markup is expressed.
- Visual HierarchyDesign & Interface
Arranging elements so their visual weight matches their importance, telling the eye where to look first, second, and last.