UID 07 - Principi e strumenti per l’accessibilità con Marianna Cerato
Source: transcript Part 1 + Part 2 + slide deck
Speaker: Marianna Cerato
Related: UID 07 - Course Map, Accessibility, WCAG, Assistive Technology, Accessibility Testing, Cognitive Accessibility
One Sentence
This lesson frames Accessibility as a design framework: digital products should let as many people as possible act autonomously, regardless of permanent, temporary, or situational ability.
Core Thesis
Accessibility is not a final checklist or a legal patch at the end of a project.
It is a way of designing:
- for autonomy
- for dignity
- for different bodies and minds
- for different contexts of use
- for legal compliance
- for better usability
- for stronger product quality
Marianna’s central point is that disability is part of human experience. Everyone’s body, attention, memory, vision, hearing, voice, and motor ability can change across a day or across a lifetime.
Lesson Map
flowchart TD A["What accessibility means"] --> B["Disability and context"] B --> C["Adaptive strategies and assistive technology"] C --> D["Legal framework"] D --> E["WCAG and POUR"] E --> F["Accessible UI guidelines"] F --> G["Tools, handoff, design systems"] G --> H["Testing with tools and people"]
Speaker Context
Marianna Cerato is an Experience Designer and Team Manager at Tangible.
Tangible’s design vision is to create digital products and services that generate positive impact for business, for the people who use them, and for the ecosystem around them. This matters because the lesson connects accessibility with ethics, business, law, research, design practice, and implementation.
What Accessibility Means
Accessibility is the possibility of accessing a place, resource, product, service, or technology.
In digital design, a product is accessible when it is designed and built so that it can be used effectively by as many people as possible, independently from their abilities or disabilities.
Two important ideas:
- access is a right
- autonomy is a right
So accessibility is not only about “helping disabled users”. It is about removing barriers that stop people from doing what they need to do.
A11y
a11y is a numeronym for accessibility.
The number 11 represents the letters between the first a and the final y. Similar numeronyms include i18n for internationalization and l10n for localization.
Disability Is Contextual
The lesson avoids treating disability only as a permanent medical category.
Marianna uses everyday examples:
- using dark mode because the screen is tiring
- using subtitles in a quiet place
- dictating notes instead of typing
- zooming text because it is too small
- increasing brightness under sunlight
- carrying a child and losing normal hand mobility
- being tired, medicated, stressed, or sleep-deprived
These situations show that ability changes with context.
This is useful for design because a product can disable a person when it assumes only one ideal condition: perfect vision, quiet context, full attention, both hands free, strong memory, stable connection, and comfortable posture.
Types Of Disability
The slide deck groups disabilities into five main areas.
| Area | Examples | UI consequences |
|---|---|---|
| visual | color blindness, low vision, blindness | contrast, text size, screen reader support, non-color cues |
| cognitive | ADHD, autism spectrum, memory issues, mental health, aging | clear writing, predictable flows, reduced memory load |
| hearing | partial hearing loss, deafness | captions, transcripts, alternatives to audio-only content |
| motor | tremor, paralysis, arthritis, missing limbs, repetitive strain | keyboard access, target size, voice input, alternative gestures |
| speech/language | mutism, stutter, Tourette, degenerative disease, temporary voice loss | alternatives to voice-only interaction |
The important design question is not “what diagnosis does this user have?”
The better question is: “what barrier does my interface create, and what alternative can I provide?”
Scale Of The Topic
The slides mention that disability affects a large part of the population: millions of people in Europe, a significant share of the Italian population, and more than one billion people globally.
The lesson also notes that many people use at least one accessibility setting on their device, such as dark mode, larger text, bold text, zoom, or live captions.
Accessibility is not a niche edge case. It is normal use.
Adaptive Strategies
Adaptive strategies are the techniques people use to make digital environments fit their needs.
Examples:
- increasing text size
- changing screen contrast
- using dark mode
- zooming
- enabling captions
- navigating by keyboard
- using voice input
Designers should respect these strategies. A layout that breaks when text is enlarged is not robust. A component that only works with drag gestures is not operable for everyone.
Assistive Technology
Assistive Technology includes tools that help people access digital content and controls.
Examples from the lesson:
- screen readers such as VoiceOver, TalkBack, JAWS, NVDA, Narrator, ChromeVox, Orca
- speech input and voice control
- screen magnification
- virtual keyboards
- switch controls
- eye control
- text-to-speech and speech synthesis
The key point: when we design interfaces, we are also designing what assistive technologies will read, announce, focus, skip, and activate.
Keyboard Access
Keyboard access is one of the simplest ways to test whether an interface is operable without a mouse.
A usable keyboard flow needs:
- every interactive element reachable by
Tab - a logical focus order
- a visible focus indicator
- no hidden traps
- no focus hidden behind sticky headers, cookie banners, or chat widgets
- controls that can be activated without pointer-only gestures
Keyboard navigation is important for blind users, motor-impaired users, power users, and anyone using alternative inputs.
Accessibility As A Legal Issue
The lesson emphasizes that accessibility is also law, not only best practice.
Main legal references from the slides:
| Reference | Role in the lesson |
|---|---|
| Italian Constitution, Article 3 | equal dignity and removal of barriers |
| UN Convention on the Rights of Persons with Disabilities, Article 9 | access to physical, transport, information, and communication environments |
| EU Directive 2016/2102 | accessibility obligations for public administration websites and mobile apps |
| European Accessibility Act, Directive EU 2019/882 | minimum accessibility requirements across EU member states |
| D.Lgs. 82/2022 | Italian implementation of the European Accessibility Act |
| Legge Stanca | Italian accessibility law connected to public-sector digital accessibility |
| UNI EN 301 549 | European technical standard for ICT accessibility |
| WCAG 2.2 AA | practical web criteria used as the current reference for web content |
For study purposes, the practical message is:
Designers need to know whether their client and product fall under accessibility obligations, because this affects scope, testing, documentation, risk, and budget.
Accessibility Declaration
The slides discuss the accessibility declaration as a public document that states the accessibility status of a website or app.
It should communicate:
- whether the product is conformant, partially conformant, or non-conformant
- which content is not accessible
- why it is not accessible
- what accessible alternatives are available
- how users can report problems
- when the declaration is updated
The important design lesson: if accessibility is part of legal accountability, it must be planned from the beginning. It cannot be hidden in the final QA phase.
Avoid Accessibility Overlays
The lesson warns against accessibility overlays.
An overlay is usually a widget added on top of an inaccessible product to claim accessibility. Marianna’s position is that this is not a real solution because the underlying interface, code, content, and interaction problems remain.
Accessibility must be inside the product, not pasted over it.
WCAG And POUR
WCAG stands for Web Content Accessibility Guidelines.
The WCAG framework is organized around four principles, often remembered as POUR.
| Principle | Meaning | Design question |
|---|---|---|
| Perceivable | information must be visible or audible to users | can the user perceive the content? |
| Operable | controls and navigation must be usable | can the user interact without barriers? |
| Understandable | information and operations must be clear | can the user understand what to do? |
| Robust | content must work with current and future technologies | can assistive technologies interpret it reliably? |
POUR is useful because it turns accessibility from a list of isolated checks into a thinking model.
WCAG 2.2 Changes
The lesson highlights that WCAG 2.2 keeps the previous structure but adds criteria focused especially on cognitive disability, low vision, input methods, and mobile-like interactions.
Important examples:
| Criterion | Meaning for UI design |
|---|---|
| Focus Not Obscured | focused elements should not be covered by sticky headers, banners, or chat widgets |
| Dragging Movements | drag actions need a single-pointer alternative |
| Target Size Minimum | clickable targets need enough size or spacing |
| Consistent Help | help should appear consistently across pages |
| Redundant Entry | do not ask users to enter the same information again in the same flow |
| Accessible Authentication | login should not rely on cognitive tests without alternatives |
This is especially relevant for forms, checkout, login, and service flows.
Example: Paying A Bill
The slides use the example of Marco, a low-vision user paying a postal bill.
Common barriers:
- visual-only CAPTCHA
- fields with only placeholders
- vague error messages
- session timeout without warning
- scanned PDF as image
- errors shown only in red
- impossible keyboard navigation
Accessible corrections:
- audio CAPTCHA or alternative verification
- persistent labels
- specific error messages
- timeout warning and extension
- tagged PDF with selectable text
- icon plus text plus color
- logical focus order and visible focus indicators
This example is useful because it shows that accessibility is not one feature. It is the result of many small design and implementation decisions working together.
Practical A11y UI Guidelines
The slide deck gives a compact checklist for UI design.
| Area | Guideline |
|---|---|
| color | minimum 4.5:1 contrast for text |
| color | minimum 3:1 contrast for UI components and focus rings |
| color | do not use color as the only carrier of information |
| typography | define a complete type scale |
| typography | use line-height around at least 1.5x for reading text |
| typography | avoid justified text for readability |
| layout | use sequential structure |
| layout | use a coherent heading hierarchy from h1 to h6 |
| layout | provide skip links where useful |
| navigation | keep focus visible |
| navigation | make focus not obscured |
| navigation | keep patterns consistent across pages |
| forms | use permanent labels, not placeholders as the only label |
| forms | avoid redundant entry |
| forms | use clear error and success feedback |
| content | add alt text where images communicate meaning |
| content | provide transcripts and captions for multimedia |
| content | expand acronyms the first time they appear |
Color
Accessible color design is not only about passing a contrast checker.
Main points:
- text should have enough contrast against its background
- UI controls and focus rings also need contrast
- information should not depend only on color
- charts should use labels, patterns, shapes, or direct text, not only color legends
- color palettes should be built as a system, not adjusted randomly screen by screen
The lesson connects this to Design Tokens: accessible color decisions should become reusable tokens, so the system stays consistent over time.
Typography
Typography affects accessibility because it shapes reading effort.
Important design decisions:
- define complete heading and body styles
- create a coherent type scale
- keep hierarchy clear
- use readable line-height
- avoid walls of text
- avoid fully justified text when it damages rhythm and spacing
- chunk content into understandable units
This is especially relevant for Cognitive Accessibility. Clear text helps everyone, but it is critical for people with attention, memory, reading, or comprehension difficulties.
Headings And Structure
Headings are not only visual style.
A coherent heading structure helps:
- sighted users scan the page
- screen reader users navigate by sections
- users understand hierarchy
- search and assistive technology interpret structure
Do not use headings only because they “look bigger”. Use them because the content structure requires them.
Focus Indicators
Focus indicators show where the user is while navigating by keyboard or assistive technology.
A good focus indicator should be:
- visible
- high contrast
- not covered by floating UI
- consistent
- present on every interactive element
Removing the focus ring for aesthetic reasons damages accessibility.
Link And Button Labels
Labels should describe the destination or action.
Avoid vague labels such as:
- click here
- read more
- more details
- continue
Better labels explain what will happen:
- Download accessibility report
- Open billing details
- Contact customer support
- View course calendar
This improves accessibility, usability, and SEO.
Forms And Feedback
Forms are one of the highest-risk areas.
Accessible forms need:
- persistent labels
- visible required-field information
- text error messages
- not only red borders or icons
- logical DOM order
- visible focus
- meaningful disabled states
- accessible names, roles, and values
- no unnecessary repeated fields
The lesson’s practical reminder: placeholders are not labels.
Alternative Text
Alt text should describe images that carry meaning.
Decorative images should usually be ignored by screen readers. Functional icons must have accessible names. Interactive icons need both a clear visual state and a meaningful accessible label.
Good alt text depends on context. The same image might need a detailed description in one page and no description in another if it is purely decorative.
Accessible Content
The content layer also needs accessibility.
Important practices:
- use real lists instead of fake bullets typed manually
- expand acronyms the first time they appear
- keep accents in uppercase letters
- avoid autoplay
- provide controls for moving content
- provide captions, transcripts, and alternatives for audio/video
Content accessibility is not separate from UI. It affects comprehension, navigation, screen reader output, and user confidence.
Tools And Deliverables
The lesson gives tools for different phases.
During Design
Useful checks:
- color contrast
- color blindness simulation
- accessible palette generation
- type scale generation
- focus-ring visibility
- target size
Examples mentioned in the slides include Stark, A11y Color Contrast Checker, Color Blind, Polychrom, Contrast Grid, WebAIM Contrast Checker, and type scale plugins.
During Handoff
Accessibility handoff should make design decisions explicit.
Annotate:
- heading levels
- alt text needs
- form labels
- button and link behavior
- focus states
- keyboard order
- ARIA or semantic expectations when relevant
- multimedia alternatives
- error and success messages
This connects directly to Handover: the designer is responsible for making accessibility decisions understandable to developers, and developers should return with questions when implementation constraints appear.
In The Design System
A Design System can make accessibility sustainable.
If tokens, components, forms, states, and documentation are accessible from the beginning, the product ecosystem becomes easier to maintain.
This connects the accessibility lesson with Francesco’s design-system lesson: accessibility should live inside components and system rules, not only in final page checks.
Accessibility Testing
Accessibility Testing has two sides.
| Type | What it can do | Limit |
|---|---|---|
| instrumental / automated testing | scans code, headings, contrast, missing labels, obvious WCAG issues | cannot judge whether content truly makes sense |
| qualitative testing | tests with keyboard, screen readers, and real users | takes time and planning, but reveals real barriers |
Automated tools are useful, but they cannot prove that the experience is accessible.
For example:
- a tool can detect that an error message exists
- a real user can tell whether the message is understandable
- a tool can detect that a label exists
- a real user can tell whether the label helps them finish the task
Testing Checklist
Start with simple actions:
- navigate by keyboard
- check visible focus
- zoom text and check whether layout still works
- use a screen reader
- check text contrast
- check link and button labels
- check heading hierarchy
- check form errors
- test with people with real disabilities when possible
The lesson’s practical advice is to start now, one step at a time.
Cognitive Accessibility
The Q&A returns to cognitive disabilities, which are especially relevant for my own research interests.
Marianna stresses that cognitive accessibility is important and often underestimated. It includes attention, memory, learning difficulties, comprehension, ADHD, dyslexia, autism spectrum, aging, dementia, and many other conditions or contexts.
Design implications:
- clear content helps everyone
- predictable flows reduce cognitive load
- chunked text is easier to process
- left-aligned text is often easier to scan
- repeated input should be avoided
- OTP and CAPTCHA can create memory and comprehension barriers
- alternatives should always be considered
- the interface should be understandable at a glance where possible
This connects accessibility with everyday UI quality. Good cognitive accessibility often looks like good design: clear, structured, predictable, forgiving, and respectful of attention.
AI And Accessibility
In the closing discussion, Marianna mentions that AI can help designers study, connect ideas, and simulate some user scenarios.
But she is careful about the limit: the only real user who can confirm whether something works is a human being.
So AI can support accessibility work, but it cannot replace Accessibility Testing with real people.
Main Takeaways
- Accessibility is a right, not a bonus.
- Autonomy is central: people should be able to complete tasks independently.
- Disability can be permanent, temporary, or situational.
- Accessibility improves usability for everyone.
- Legal compliance matters, but law is the minimum, not the goal.
- WCAG and POUR give a practical thinking model.
- Designers influence accessibility through color, type, layout, labels, content, focus, forms, and handoff.
- Automated checks are useful, but testing with people reveals real experience.
- Accessibility should be embedded in the design system.
- Inclusion is a design choice made repeatedly during the process.
How I Can Use This In My Own Work
For each UI project:
- add accessibility to the brief
- identify possible legal and product obligations
- design color, type, and layout with accessibility from the start
- test contrast and focus before high fidelity is finished
- make forms predictable and forgiving
- avoid placeholder-only labels and vague errors
- write alt text and content rules during design, not after development
- annotate accessibility decisions for developers
- test with keyboard and screen reader
- plan qualitative tests with real users when possible
Personal Study Questions
- Which accessibility barriers could appear in my thesis project about dementia?
- Where does my interface ask the user to remember something unnecessarily?
- Does each form field have a permanent, clear label?
- Can the interface be completed without a mouse?
- Does the page still work when text is enlarged?
- Are errors explained in text, not only with red color?
- Which design-system tokens or components should include accessibility rules?
- What can an automated tool check, and what must be tested with real people?