scholarly journals Evaluating the web accessibility of IIT libraries: a study of Web Content Accessibility Guidelines

2020 ◽  
Vol 21 (3) ◽  
pp. 121-145
Author(s):  
Subhajit Panda ◽  
Rupak Chakravarty

PurposeThe purpose of this paper is to investigate and identify the status of Web Content Accessibility Guidelines (WCAG) conformance levels (A, AA, AAA) and accessibility status in terms of Severity (Error, Warning and Review) and Responsibility (Editor, Webmaster and Developer) of Indian Institutes of Technology (IIT) Library websites based on Siteimprove Software-as-a-Service (SaaS) platform.Design/methodology/approachThe library websites of IITs were tested using Siteimprove web-tool to gather details pertaining to W3C's WCAG 2.1 standards. The data thus obtained were then visualized using spreadsheet software for greater insight. A partial correlation test was also done to assess the relationship between the three conformance levels.FindingsThe study could identify significant accessibility-related limitations of the IIT library websites concerning the three WCAG 2.1 conformance levels A (max IIT Bombay), AA (max IIT Dhanbad (ISM)) and AAA (max IIT Gandhinagar and IIT Varanasi (BHU)), Severity and Responsibility. A positive linear relationship exists amongst these conformance levels. The mean value of conformance levels were found to be 18.3 (A), 2.2 (AA) and 3.1 (AAA); Severity scores were found to be 14.4 (Error), 3.9 (Warning) and 5.2 (Review); and Responsibility scores were found to be 6 (Editor), 9.3 (Webmaster) and 8.3 (Developer), respectively.Practical implicationsThe study highlights the comparative picture of accessibility issues and conformance levels of the IITs' library website homepage with the help of results derived/based on Siteimprove Accessibility Checker. The findings of the study reveal that though the library website of IITs' in India possess a well-designed and easily navigable website homepage as far as their accessibility for VIPs is concerned, there are several issues that are still to be resolved.Social implicationsWorld Intellectual Property Organization's (WIPO) Marrakesh VIP Treaty (MVT) and the W3C's WCAG cater to the requirements and rights of the persons with vision-related disability of accessing information and knowledge building a steeper and deeper knowledge divide. Identifying and rectifying the shortcomings in the library websites will bridge the accessibility-divide and make the society more inclusive.Originality/valueNo previous study could be identified evaluating the accessibility issues of the library website of Indian IITs focussed on vision-disabled persons using Siteimprove. The methodology and approach of this paper have value in terms of reusability and reproducibility facilitating future studies.

Author(s):  
Balázs Csontos ◽  
István Heckl

AbstractNew methods of identifying and fixing accessibility issues on websites are presented in this article. The websites taken into consideration by the research are created with content management systems (like WordPress or Joomla!). Our main goal was to develop different methods to improve accessibility that may be used by various user groups (website creators, operators, content editors). Some of our methods are easy to use, some need more proficiency. The three methods we have developed (CSS/SCSS class override, MVC-based extension override, HTML output override) are described in detail. The use of an already existing method (Data entry checking) is also introduced, as well as some development options of this method. Each method is introduced in general, furthermore an example of their usage is also presented. Using the proposed methods, websites can fulfil the recommendations of the Web Content Accessibility Guidelines (WCAG) in order to make the content of the websites more accessible.


Information ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 40 ◽  
Author(s):  
Abdullah Alsaeedi

With the growth of e-services in the past two decades, the concept of web accessibility has been given attention to ensure that every individual can benefit from these services without any barriers. Web accessibility is considered one of the main factors that should be taken into consideration while developing webpages. Web Content Accessibility Guidelines 2.0 (WCAG 2.0) have been developed to guide web developers to ensure that web contents are accessible for all users, especially disabled users. Many automatic tools have been developed to check the compliance of websites with accessibility guidelines such as WCAG 2.0 and to help web developers and content creators with designing webpages without barriers for disabled people. Despite the popularity of accessibility evaluation tools in practice, there is no systematic way to compare the performance of web accessibility evaluators. This paper first presents two novel frameworks. The first one is proposed to compare the performance of web accessibility evaluation tools in detecting web accessibility issues based on WCAG 2.0. The second framework is utilized to evaluate webpages in meeting these guidelines. Six homepages of Saudi universities were chosen as case studies to substantiate the concept of the proposed frameworks. Furthermore, two popular web accessibility evaluators, Wave and SiteImprove, are selected to compare their performance. The outcomes of studies conducted using the first proposed framework showed that SiteImprove outperformed WAVE. According to the outcomes of the studies conducted, we can conclude that web administrators would benefit from the first framework in selecting an appropriate tool based on its performance to evaluate their websites based on accessibility criteria and guidelines. Moreover, the findings of the studies conducted using the second proposed framework showed that the homepage of Taibah University is more accessible than the homepages of other Saudi universities. Based on the findings of this study, the second framework can be used by web administrators and developers to measure the accessibility of their websites. This paper also discusses the most common accessibility issues reported by WAVE and SiteImprove.


2018 ◽  
Vol 46 (3) ◽  
pp. 439-448 ◽  
Author(s):  
Erica Getts ◽  
Katie Stewart

Purpose This paper aims to review existing literature on distance library services for individuals with disabilities with a specific focus on deaf and hard of hearing (D/HH) users and provide strategies for creating an online library that is accessible to this community. Design/methodology/approach The authors reviewed articles covering distance library services for D/HH users and then identified specific parts of the Web Content Accessibility Guidelines (WCAG) 2.0 that are applicable to the D/HH community. By using the literature, strategies for developing and purchasing accessible electronic library resources are presented. Findings While there is a breadth of literature focused on creating accessible resources for online libraries, there is a gap when it comes to D/HH users. Libraries can cater to this community by providing text-based alternatives for all library instructional materials and working closely with vendors to ensure that library databases are accessible. Practical implications The authors present strategies for creating and converting electronic resources and services that are accessible to D/HH users. Originality/value This paper fills a gap in literature by addressing fully online library services for users with disabilities with a particular focus on meeting the needs of D/HH users in a distance-learning environment.


2020 ◽  
Vol 10 (18) ◽  
pp. 6324 ◽  
Author(s):  
Luis Salvador-Ullauri ◽  
Patricia Acosta-Vargas ◽  
Mario Gonzalez ◽  
Sergio Luján-Mora

Nowadays, one of the learning resources in the educational area are serious games, also called training games; they are games designed with a different purpose than fun, whose main objective is to reinforce the new concepts more creatively. However, not all existing serious games are accessible in a way that allows access to a more significant number of users. Therefore, this research proposes to apply a combined method to evaluate accessibility in serious games, considering the Web Content Accessibility Guidelines (WCAG) 2.1. As a case study, we evaluated the accessibility of 82 serious games developed by Physical Education Technology Interactive Simulations at the University of Colorado. We propose to replicate this combined method for users with various types of disabilities, considering the various accessibility barriers. As future work, we suggest generating an accessibility heuristic evaluation focused on serious games, based on the accessibility issues identified. Finally, we believe it is essential to strengthen accessibility policies in each country, as well as implement best practices that generate innovation by incorporating diversity in building and designing more inclusive serious games.


Author(s):  
Maria Alciléia Alves Rocha ◽  
Gabriel de Almeida Souza Carneiro

Web content should suit both a general audience and visually-impaired individuals. Therefore, Web applications should be assessed against accessibility standards as Web Content Accessibility Guidelines (WCAG) and the Brazilian e-Government Accessibility Model (eMAG). This chapter presents MIAV's development process and the obtained results. The MIAV complies with the WCAG and eMAG, combining automated and user-opinion-based assessment approaches. First, a pilot test was run to fine-tune MIAV. Next, participants were asked to identify and report several accessibility issues on IFFluminense's Portal, Q-Academico, and Moodle. They then suggested enhancements for better browsing experience. AccessMonitor was run and tested the same Web pages to generate two indicators: the average accessibility index and the percentage of nonconformities by accessibility level. Results showed that none of the evaluated applications met all the accessibility criteria. These experiments allowed IFFluminense's IT degree students to raise an awareness of the significance of Web accessibility.


2017 ◽  
Vol 9 (2) ◽  
pp. 67-71
Author(s):  
Herru Darmadi ◽  
Yan Fi ◽  
Hady Pranoto

Learning Object (LO) is a representation of interactive content that are used to enrich e-learning activities. The goals of this case study were to evaluate accessibility and compatibility factors from learning objects that were produced by using BINUS E-learning Authoring Tool. Data were compiled by using experiment to 30 learning objects by using stratified random sampling from seven faculties in undergraduate program. Data were analyzed using accessibility and compatibility tests based on Web Content Accessibility Guidelines 2.0 Level A. Results of the analysis for accessibility and compatibility tests of Learning Objects was 90% better than average. The result shows that learning objects is fully compatible with major web browser. This paper also presents five accessibility problems found during the test and provide recommendation to overcome the related problems. It can be concluded that the learning objects that were produced using BINUS E-learning Authoring Tool have a high compatibility, with minor accessibility problems. Learning objects with a good accessibility and compatibility will be beneficial to all learner with or without disabilities during their learning process. Index Terms—accessibility, compatibility, HTML, learning object, WCAG2.0, web


Author(s):  
Christophe Strobbe ◽  
Johannes Koch ◽  
Evangelos Vlachogiannis ◽  
Reinhard Ruemer ◽  
Carlos A. Velasco ◽  
...  

2016 ◽  
pp. 866-884
Author(s):  
Georgios Bouloukakis ◽  
Ioannis Basdekis ◽  
Constantine Stephanidis

Web services are an emerging technology that has attracted much attention from both the research and the industry sectors in recent years. The exploitation of Web services as components in Web applications facilitates development and supports application interoperability, regardless of the programming language and platform used. However, existing Web services development standards do not take into account the fact that the provided content and the interactive functionality should be accessible to, and easily operable by, people with disabilities. This chapter presents a platform named myWebAccess, which provides a mechanism for the semi-automated “repair” of Web services' interaction characteristics in order to support the automatic generation of interface elements that conform to the de facto standard of the Web Content Accessibility Guidelines 2.0. myWebAccess enhances interaction quality for specific target user groups, including people with visual and motor disabilities, and supports the use of Web services on diverse platforms (e.g., mobile phones equipped with a browser). The Web developers can build their own design templates and the users of myWebAccess can create a personalized environment containing their favourite services. Thus, they can interact with them through interfaces appropriate to their specific individual characteristics.


2020 ◽  
Vol 10 (24) ◽  
pp. 8803
Author(s):  
Luis Salvador-Ullauri ◽  
Patricia Acosta-Vargas ◽  
Mario Gonzalez ◽  
Sergio Luján-Mora

Nowadays, serious games have become a beneficial resource in the learning process; they are part of our culture and promote social inclusion. Designing accessible serious games is a complete challenge, even more for non-experts. Most existing serious games do not meet accessibility standards because of a lack of methods that include standards and help create more accessible serious games. For this reason, our research presents a heuristic method with three modifications to Giorgio Brajnik’s barrier walkthrough method and based on the Web Content Accessibility Guidelines 2.1 (WCAG 2.1). We defined 28 barriers for the users with low vision and the related impact and persistence variables by defining severity ranges to evaluate accessibility. This method allows measuring the accessibility of web-based serious games; the method proposed in this article can be a good help for non-experts. As a case study, this heuristic method was applied to 40 web-based serious games. The evaluators concluded that serious games should apply WCAG 2.1 to achieve an adequate and inclusive accessibility level. However, this study has limitations; the heuristic method depends on the evaluators’ experience. This work can contribute to studies related to accessibility heuristics in serious games; it can also help construct a software tool that applies WCAG 2.1 and helps experts and non-experts evaluate accessibility in serious games.


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