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AR Storybook Guide
  • 📕Intro: The AR Storybook Guide
    • Background
  • AR STORYBOOK GUIDE
    • 📗UX Examples
      • Physical book: Traditional vs. lay flat
      • Physical book: Instructions
      • Digital App: Scale of 3D objects
      • Digital App: Too many assets/tasks
    • 📘A11y Examples
      • Digital App: Sound design
  • Contextual Considerations
    • 📙Short intro to context
      • 👥User context
      • 🏠Context of the user environment
      • ♿Accessibility context
  • What's Next?
    • Next steps and feedback
  • References & Appendix
    • 📓Research methods
    • 📓References and sources cited
    • 📓Thesis paper on AR Storybook Experiences
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  1. AR STORYBOOK GUIDE
  2. A11y Examples

Digital App: Sound design

The "problem": AR storybooks are typically limited to visual experiences. The "solution": use audible captions and descriptions for low vision or vision impaired users.

PreviousA11y ExamplesNextShort intro to context

Last updated 2 years ago

Does an AR storybook have to be limited to a visual experience?

The last section (Accessibility Examples) talked a bit about the pain points found in AR storybooks that are available on the market. This piece will focus on the lack of audio text-to-speech options for AR storybooks. When I made my first AR storybook, this was something that came to mind but I didn't prioritize it over other features such as high quality 3D objects, animations, etc. Remember that if you want to build an AR storybook experience for a certain age group, it's incredibly important to make it as accessible as possible within that age group. Not only will you be able to provide value by creating an experience that even more people can use, but you'll also be contributing to the ongoing effort of making AR accessible.

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Video showing a page of the Boy By the Sea where text to speech and audio descriptions are turned on.