ARIA for Web Games, November 13, 2024
Landmark Roles, Interactive Element Roles, State and Property Attributes, Focus Management, Screen Reader Announcements
ARIA Landmark Roles
ARIA (Accessible Rich Internet Applications) landmark roles are a set of predefined roles used to identify the purpose and structure of sections within a web page or application. These landmark roles help screen readers and other assistive technologies better understand the layout and organization of the content, improving the accessibility of the user interface.
Here are key ARIA landmark roles and their uses in web games:
banner
:Represents the header or top section of a web page or application.
In a web game, the
banner
role can be used to identify the game's title, logo, or any other important header content.
main
:Represents the central content of a web page or application.
For a web game, the
main
role can be used to encompass the primary game interface, including the game canvas, controls, and score/status displays.
navigation
:Represents a page section that links to other pages or parts within the same page.
In a web game, the
navigation
role can be used to identify menus, level selectors, or other navigational elements that allow players to move between different parts of the game.
complementary
:Represents a section of the page that is complementary to the main content, but is still meaningful.
In a web game, the
complementary
role can be used for sections like leaderboards, player profiles, or game settings that provide additional information or functionality alongside the main game experience.
contentinfo
:Represents a section of the page that contains information about the parent document, like copyrights or privacy policies.
For a web game, the
contentinfo
role can be used to identify the game's footer, including legal notices, credits, or other supplementary information.
ARIA Interactive Element Roles
Here are common ARIA interactive element roles and their applications in web games:
button
:Represents a clickable button or control that acts when activated.
In a web game, the
button
role can be used for elements like "Start Game," "Pause," "Reset," or any other interactive controls that trigger specific game actions.
link
:Represents a hyperlink that, when activated, navigates the user to a different page or location.
Within a web game, the
link
role can be used for elements like menu items, level selection, or any other navigational links that allow players to move between parts of the game.
checkbox
:Represents a checkable input that allows the user to make a binary choice.
In a web game, the
checkbox
role can be used for options like "Mute Sound," "Enable Tutorials," or other settings that the player can toggle on or off.
slider
:Represents an input control that allows the user to select a value from within a range.
Within a web game, the
slider
role can be used for volume controls, difficulty sliders, or other adjustable game settings.
combobox
:Represents a composite widget that allows the user to either type a value or choose from a list of options.
In a web game, the
combobox
role can be used for elements like dropdown menus for selecting game modes, character classes, or other configurable options.
ARIA State and Property Attributes
Some key ARIA state and property attributes and their applications in web games include:
ARIA State Attributes:
aria-pressed
:Indicates whether a toggle button or checkbox is currently in a pressed or selected state.
In a web game, this can be used to communicate the on/off state of elements like mute buttons or power-up activations.
aria-expanded
:Indicates whether an expandable or collapsible element, like a menu or accordion, is currently in an expanded or collapsed state.
This can be useful for game menus, level selectors, or other expandable UI components.
aria-checked
:Indicates the checked state of a checkbox or radio button.
Within a web game, this can be used to communicate the selected state of game options or settings.
ARIA Property Attributes:
aria-label
:Provides an alternative label for an element, which can be used to override the visible text content.
This can be useful for game elements with limited space or for communicating the purpose of icons or symbols to screen reader users.
aria-describedby
:Associate the current element with one or more descriptions provided by other elements on the page.
In a web game, this can be used to provide additional context or instructions for interactive elements, like game controls or power-up explanations.
aria-valuemin
,aria-valuemax
,aria-valuenow
:Communicate the minimum, maximum, and current values of a range-based input, like a slider or progress bar.
These attributes can be used to provide screen reader users with information about the current state of game progress, health, or other dynamic values.
Focus Management
In web games, focus management involves the following key considerations:
Keyboard Accessibility:
Ensure that interactive elements in the game, like buttons, links, and form controls, can be accessed and operated using the keyboard alone.
Implement appropriate keyboard event handlers (e.g.,
keydown
,keyup
) to respond to user input and perform the desired actions.
Sequential Focus Navigation:
Ensure that the focus order follows a logical and intuitive sequence, allowing users to navigate through the game's interactive elements using the Tab key (or other navigation keys).
Properly manage the focus as users move between different sections of the game interface, like menus, game canvas, and UI controls.
Focus Visibility:
Provide clear visual indicators to show the current focus position, like a focus ring or highlight around the focused element.
Ensure that the focus indicator has sufficient color contrast and is easily distinguishable from the rest of the UI.
Focus Trapping:
Implement focus trapping within modal dialogs, game menus, or other temporary contexts to prevent users from accidentally navigating outside the current context.
When a modal or menu is opened, ensure the focus is trapped within the relevant elements until the user dismisses the modal or menu.
Dynamic Focus Updates:
Update the focus as the game state changes, like when new interactive elements become available or when the user interacts with different game components.
Ensure the focus is moved to the appropriate element when new content is loaded or revealed, keeping the user's keyboard navigation experience seamless.
Assistive Technology Compatibility:
Test the focus management implementation with various assistive technologies, screen readers, and keyboard-only navigation, to ensure a consistent and reliable user experience.
Address focus-related issues or unexpected behaviors that may arise during testing and make necessary adjustments.
Screen Reader Announcements
Providing clear and concise announcements for significant game events is an important aspect of accessibility in web-based games. These announcements help users who rely on screen readers or other assistive technologies stay informed about the current state of the game and important updates.
Here are key considerations for implementing effective screen reader announcements in accessible web games:
ARIA
live
Regions:Use ARIA
live
regions to mark the sections of the game interface where important announcements should be made.live
regions can be set to different update priorities (polite
,assertive
,off
) to control how and when the screen reader should interrupt the user to deliver the announcement.
Meaningful Announcements:
Craft the announcements to be clear, concise, and informative for screen reader users.
Avoid overly lengthy or complex announcements that could overwhelm or confuse the user.
Focus on communicating the most critical information, like level completion, high-score updates, or game-over notifications.
Timing and Frequency:
Time the announcements appropriately, ensuring they are delivered at meaningful moments in the game's flow.
Avoid excessive or unnecessary announcements that could disrupt the user's gameplay experience.
Balance the need for timely information with the risk of interrupting the user's focus.
Contextual Information:
Provide relevant contextual information within the announcements to help screen reader users understand the significance of the event.
For example, include the current player's score, the level number, or the achieved milestone when announcing a high score or level completion.
Consistency and Familiarity:
Maintain consistency in the wording and structure of the announcements throughout the game.
Use familiar language and terminology that screen reader users are likely to recognize and understand.
Customization and Options:
Consider allowing users to customize the verbosity or frequency of the announcements, catering to individual preferences and needs.
Provide settings or options that let users adjust the announcement behavior to their liking.
Testing and Validation:
Test the screen reader announcements with various screen readers and assistive technologies to ensure they are correctly interpreted and delivered to the users.
Gather feedback from users with disabilities to identify areas for improvement or optimization.