> For the complete documentation index, see [llms.txt](https://augmented-reality-ux-accessibili.gitbook.io/augmented-reality-storybook-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://augmented-reality-ux-accessibili.gitbook.io/augmented-reality-storybook-guide/contextual-considerations/short-intro-to-context/accessibility-context.md).

# Accessibility context

## What do I mean by accessibility context?

When it comes to AR, **this is a tough topic to write about.** If I'm being honest, accessibility was not the first thing I thought of when I tried to push the startup back in 2018. In fact, it never crossed my mind at that time. Why is it important? Is it even possible? This is where context comes in. We need to step our of our own shoes and think of those who may not be able to easily use an AR experience. Instead of answering the above question for you, I'll ask you this: **If we are creating new and engaging ways to do storytelling, why shouldn't any child regardless of disability be able to use it?**&#x20;

In my comparative analysis, I examined several AR storybooks that I found on Amazon.com. I found common pain points throughout these books, such as:

* No colorblind option for AR books
* No braille option for AR books
* No text-to-speech options for AR apps
* Over emphasis on motion controls
* Limited input/output methods for interactivity
* Limited tactile features within AR books
* Limited or no sound to correlate the visual experience

And these are just a few. The list isn't exhaustive and more research definitely needs to be conducted around accessibility for AR.

## How could AR possibly be made accessible?

**You may be thinking "I can't make an AR Storybook that is accessible to literally everyone."** I encourage you to start small. Take time to research your target audience. Do more research on common pain points that children with certain disabilities may run into. You'd be surprised how much of a difference you could make by doing something as simple as adding in colorblind options or text-to-speech to your app. User context is key.&#x20;

Accessibility is becoming best practice across industries. One of the core reasons to design accessibly first is that it is much easier to incorporate it early rather than come back to a finished product and try to add it in. **Designing broader experiences that are accessible to more users will not only make your book useable by a larger audience, but it will also make it more appealing.**&#x20;

{% hint style="info" %}
**Tip:** AR apps that are on the market right now may not be accessible, but does that mean they never will be? The equitability and inclusiveness of AR is already [being studied](https://itif.org/publications/2021/06/01/current-and-potential-uses-arvr-equity-and-inclusion/), and it's use as an assistive technology has already been proven valuable. But even so, it's hard to say that AR can one day be accessible to all. **It's up to us as designers and developers to come up with creative solutions to address the needs of** **all of our users.** Does AR have to remain within the confines of a visual experience, or can we find other creative ways to augment the user's world around them?
{% endhint %}

{% hint style="warning" %}
**Accessibility Scenario:** Consider a scenario where a young child is legally blind, but wants to experience augmented reality. **What are some creative options that we can build into AR storybooks that could still provide an augmented experience for someone who has low or no vision?**&#x20;

* Tactile options for feeling textures in the book&#x20;
* Options for the app to read the text aloud&#x20;
* Audible image and 3D object descriptions&#x20;

These are just a few ways that we can augment a low vision user's world.&#x20;
{% endhint %}

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