Feedback and assistance

Should

Non-critical feedback or assistance should be provided when appropriate.

Description

Occasional feedback and assistance can help people learn how to use something unfamiliar. It can be especially helpful for young children and people with cognitive impairments.

When someone is not completing an objective correctly and/or does not progress multiple times, support and encouragement can motivate them to continue or keep trying. For example, in a game or other interactive content this could include hints, tips or the option to pass and move on to other content.

IOS

Don't rely on a single form of feedback, use visual cues, sounds and haptics, and avoid overwhelming the user with too much feedback. There are many ways this could be done, but try not to use an alert as the user must acknowledge it. Refer to Human Interface Guidelines - Feedback.

iOS example

Add a label to the bottom toolbar:

// In a ViewController that is hosted in a UINavigation controller provide feedback on the bottom toolbar as follows
UILabel *aLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 50, 44)];
aLabel.text = @"Some helpful info";
// Configure the label with font, size etc.

UIBarButtonItem *labelBarButtonItem = [[UIBarButtonItem alloc] initWithCustomView:aLabel];
self.toolbarItems = @[labelBarButtonItem];                        

ANDROID

Don't rely on a single form of feedback, use visual cues, sounds and haptics, and avoid overwhelming the user with too much feedback. Refer to Material Design - Help & Feedback.

Android example

For simple feedback you could use a Toast or a Snackbar:

// Example 1 - a toast
Toast.makeText(context, "Hello, I'm a hint!", Toast.LENGTH_SHORT).show();

// Example 2 - a snackbar
Snackbar.make(parentView, "Hello, I'm a hint!", Snackbar.LENGTH_SHORT).show();                        

HTML

Don't rely on a single form of feedback, use visual cues supported by text that assistive technology can perceive, and avoid overwhelming the user with too much feedback.

TESTING

 

Procedures
  1. Start the screen reader.
  2. Activate the app or game.
  3. Locate or activate any feedback, hints or help.
  4. Verify that this assistance is both visual and available to the screen reader.
  5. Verify that this assistance is appropriate and not over-bearing.
Results

The following check is true:

  • Assistance provided is appropriate and inclusive.