General Kiosk Guidelines (11)
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Spoken text should match or include onscreen text wherever possible.
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Each screen must have a title which is announced when the user lands on that screen.
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Instructions for a screen should be a separate message from the title, so that users can repeat instructions easily without having to repeat the title.
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The user should be able to navigate to screen instructions with the keypad.
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Spoken messages should front-load the most important information in each spoken utterance. This allows the user to interrupt the message as soon as they have heard the most important information, thereby reducing the overall time to complete a task.
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All spoken messages must be repeatable through user interaction.
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Buttons or features which are at the bottom of the screen should also be available at the top of the screen on longer screens. For example, if a user lands on a long screen and realizes they have made a mistake on the previous screen, there must be a quick way of getting to a "Go Back" button without having to go through all the screen.
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Keys must be referred to as "the Down key", "the Up key", etc. However, "the Enter key" can be shortened to "Enter", since it is a common action and is not liable to cause confusion in the way that "press Down" can do.
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Selecting or operating an on-screen control should announce what change has been made by the control. In the case of a button which takes the user to a new screen, the announcement of the title of the new screen indicates the change.
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Any noticeable delay after the operation of a control before there is speech indication that the operation has happened should be indicated by intermediate speech, such as "Please wait" (this will typically be accompanied by a visual indication of the delay, such as a "spinner"). Without this intermediate speech, a user may think they have not pressed the button, and may press it again, potentially activating a different control unintentionally.
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The screen should scroll automatically to keep the visible content synchronized with what is being spoken.
Focus Indicators (2)
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When a user activates speech mode, the UI element that has "focus" is made known to the user.
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Focus indicator is discernable without color perception, and has sufficient contrast with background items.
Color & Contrast (3)
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Ensure that color is used as an enhancement and not as the only way to convey meaning.
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All UI elements have adequate color and contrast so text labels, icons, and other symbols can be perceived under a variety of conditions
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Foreground elements (e.g. text, icons, symbols) must contrast with their background with a minimum luminosity contrast ratio of 3:1
Font Size & Style (3)
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Characters displayed on the screen must be in a sans serif font.
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Characters must be 3/16 inch (4.8 mm) high minimum based on the uppercase letter "I"
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Characters must contrast with their background with a minimum luminosity contrast ratio of 3:1.
Activation of Speech Mode & Adjusting Volume (3)
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Activation of the kiosk’s speech mode should be able to be done by the user at any time during the transaction process.
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When speech mode is activated, a short orientation should be spoken aloud to orient the user to what the kiosk’s purpose is, what hardware components exist, and how to navigate the app using speech.
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Immediately following the brief orientation, the active screen title should be spoken, and the focus automatically moved to the first active UI element on the active screen, usually the instructions.
Initial Orientation (3)
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When screen speech output is activated on, a short orientation should be spoken aloud.
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This orientation should not be too long, but should briefly orient the user to what the kiosk’s purpose is, what hardware components exist, and how to navigate the app using speech.
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Immediately following the brief orientation, the active screen title should be spoken, and the focus automatically moved to the first active UI element on the active screen, usually the instructions.
Navigation & Focus Indicators (5)
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Once speech is activated, the item that has current focus will be indicated by an on-screen focus indicator surrounding the focused object, that has sufficient contrast and which is perceivable without color perception.
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The user will navigate active UI elements on the screen by pressing the DOWN arrow key on the uNavTM Keypad to move the focus forward in a linear sequence of items that can receive focus.
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Pressing the UP arrow key on the uNavTM Keypad will move the focus backwards in the same linear sequence.
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Pressing any key at any time will interrupt the speech output and immediately move the focus to the next requested item.
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On some or all screens, it may be helpful to enable the user to jump up to the first UI element that can receive focus, as well as the last UI element, so as to make the speech user’s transaction more efficient.
Top & Bottom of Screen Indicators (2)
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Landmarks are provided to let speech output users understand when they have reached the "top" and "bottom" of the screen they are currently on.
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The technique used should be consistent throughout the entire application: whether wrapping from top to bottom / bottom to top, or preventing wrapping and alerting the user when they have reached the top or bottom.
Making a Selection (3)
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To select an object that has focus, the user will press the SELECT button on the uNavTM Keypad.
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When a selection occurs, the default pattern based on the element type will be performed.
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Any button press will immediately interrupt any audio that is already playing.
Screen Transitions (2)
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When interstitial pages are presented, it is important that the speech output provide the same message displayed on the screen, so the user does not attempt to provide further input, etc.
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On focus, speak the implicit or explicit screen title or heading, then speak the instructional text message. It is best if these two items can be spoken automatically, without the user having to advance the focus to the instructional text message.
Replying Screen Instructions & Help (3)
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When a user is completing tasks on a given screen, they may desire to have the screen instructions repeated to them, or seek additional help. In order to facilitate this, consider offering a quick way to allow the user to replay the screen instructions.
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It is important to consider whether help can be provided in a way that keeps the speech output user on task, rather than aborting their task and navigating them out of the task flow unless absolutely necessarily.
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Notify users of the various help features both on the kiosk, as well as in any documentation.
Cancelling the Transaction (2)
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When the user elects to cancel a transaction – e.g. by selecting the "Start Over" button in the upper right of each screen – it is important to give speech output users a clear warning that their progress in the transaction will be lost.
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The warning should offer two options: (1) to proceed with cancellation of the transaction; and (2) aborting the cancellation request.
Screen Titles or Headings (5)
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Screen titles or headings should clearly identify the purpose of the screen.
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Explicit headings, or implicit headings, should be spoken when the screen is first loaded or when speech is activated.
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When an explicit title or heading is displayed on the screen, place the focus on it immediately when the screen loads, or when speech is activated.
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Reader should speak the same explicit title or heading text that is displayed on the screen.
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Except for Dialogs and Alerts, if there is no explicit title or heading on a given screen and if instructions are not sufficient to provide context, the system should speak a screen title so the user knows what the purpose of the screen is.
Instructional Text (3)
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Ensure that speech output users can access instructions that are equivalent to what sighted users read, enhanced where appropriate for more complex interactions.
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For more simpler interactions, where the user will review a few, simple user interface elements and make a simple selection, provide speech output that is identical (or nearly identical) to the on-screen instructions when the focus is on the instructional text.
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For more complex interactions, where the user may have to review tabular information, complete a multi-step interaction, or provide lengthy user input, provide speech output that includes both the on-screen instructions, as well as a summary of the user interface elements involved in the complex interaction, when the focus is on the instructional text.
Non-instructional Text (3)
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Ensure that speech output users can access important text elements that are not instructions, but which provide meaningful information relevant to the transaction supported by the kiosk.
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Include any non-instructional text items in the focus order unless the information is conveyed elsewhere (e.g. a boarding time displayed in a flight segment review page but also in the masthead).
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When the focus is on the non-instructional text, speak the same text displayed on the screen.
Non-decorative Images (3)
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Ensure that speech output users can understand any non-decorative images that convey meaning and which are important to the transaction being conducted. Advertisements and other similar information are not required to be audible unless they convey information that can be used in the transaction being conducted.
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For non-decorative images that serve to illustrate important transaction-related information, speech output should provided to convey the important information contained in the non-decorative image. Examples include how to insert a credit or loyalty card, how to insert a passport, or how to retrieve printed materials such as a boarding pass or bag tag.
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When focus moves to the non-decorative image, provide spoken output that sufficiently conveys the meaning of the visual information in the image.
Buttons (5)
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Ensure that speech output users can understand the purpose of non-toggle buttons, and understand the purpose and selection state of toggle buttons.
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On Focus (Toggle Button): As focus is moved onto each button, first speak the label of the button (match the visible text of the button label), and then speak the button’s selection state. In many cases, there will be a visual indicator showing the button as selected or not selected.
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On Select (Toggle Button): When the user selects a toggle button, changing the button’s selection state, speak the label of the button again (match the visible text of the button label) and then speak the button’s new selection state. As well, if any other element on the screen, which does not currently have focus, changes when selecting a toggle button, the changed information should also be spoken.
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On Focus (Non-Toggle Button): As focus is moved onto each button, speak the label of the button (match the visible text of the button label).
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On Select (Non-Toggle Button): When the user selects a non-toggle button, speak the label of the button again (match the visible text of the button label) and then perform the action the button is set to perform. Usually this will navigate the user to another screen.
Checkboxes (3)
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Ensure that speech output users can understand the purpose and selection state of checkboxes.
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On Focus (Checkbox): As focus is moved onto each checkbox, first speak the label of the checkbox (match the visible text of the checkbox label) and then speak the checkbox’s selection state. In many cases, there will be a check mark (visual indicator) showing the checkbox as selected or not selected.
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On Select (Checkbox): When the user selects a checkbox, changing the checkbox’s selection state, speak the label of the checkbox again (match the visible text of the checkbox label) and then speak the checkbox’s new selection state.
On-screen Keys with One Text Input (5)
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Ensure that speech output users can efficiently access and effectively use on-screen keys to enter information into one associated text input.
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Focus Order: In order to make the speech interaction as efficient as possible, the focus should be moved in a logical order in a way that matches the user’s expectation. This will allow the user to quickly locate keys in a linear manner, rather than in a manner aligned to the visual presentation.
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On Focus (On-Screen Keys): As focus is moved onto each on-screen key, speak the label of the key that has focus (match the visible text or number on the key as appropriate). In some cases, a text equivalent may need to be spoken if the on-screen key contains a graphical symbol or no symbol or label at all. For example, when the focus is on the space bar, which has no icon or label, the word "space" should be spoken.
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On Select (On-Screen Keys): When the user selects an on-screen key, speak the label of the key (or text equivalent) again, add the selected key’s mapped alphanumeric character to the text input content string, and speak aloud the label of the text string, and the content of the text string.
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Text Input Verification: As the focus moves to the text input itself, the label associated with the text input is spoken ("Passport Number"), then the text string entered into the text input is spoken aloud. If the text input is empty, "empty" should be spoken.
On-screen Keys with Multiple Text Inputs (6)
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Ensure that speech output users can efficiently access and effectively use on-screen keys to enter information on screens that have multiple associated text inputs.
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Selection of Target Text Input: As the focus moves to each of the text inputs, the following should be spoken: (1) the labels associated with the text inputs; (2) a spoken hint about the grouped inputs; (3) the text string (or "empty") to verify the contents of the input; and (4) a verification of the selection state. When the user selects the input (indicating a desire to edit its contents), the selection state is changed and spoken – e.g. "selected". Once selected, the text input will become the target of any alphanumeric text entry from the on-screen keys.
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Focus Order: In order to make the speech interaction as efficient as possible, the focus should be moved in a logical order in a way that matches the user’s expectation. When the user moves focus into, then selects, an input field they want to type into, place the on-screen keys in the focus order immediately after the selected text input (Figure 23). Allow the user to move focus back up to the selected and unselected text inputs after they complete text entry into the selected text input.
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On Focus (On-screen keys): As focus is moved onto each on-screen key, speak the label of the key that has focus (match the visible text or number on the key as appropriate). In some cases, a text equivalent may need to be spoken if the on-screen key contains a graphical symbol or no symbol or label at all.
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On Select (On-screen keys): When the user selects an on-screen key, speak the label of the key (or text equivalent) again, add the selected key’s mapped alphanumeric character to the text input content string, speak the label of the target text input, and then speak the content of the text string in the selected text input.
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Text Input Verification: As the focus moves to each of the text inputs, the labels associated with the text inputs are spoken – i.e. "First Name", "Last Name", or "Middle Name", and a spoken hint to convey the input is part of a group (e.g. "1 of 3", "2 of 3", "3 of 3"). Also, if a text string has been entered into the text input, it should be spoken aloud. If the text input is empty, "empty" should be spoken.
Simple Tables & Grids (3)
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Ensure that speech output users can quickly access and understand information and controls displayed in simple tables or grids.
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Focus Order: In order to make the speech interaction as efficient as possible, the focus should move to the first row first, then the second row, followed by the third row, etc. If the table content is all static, the focus highlight should include the entire row’s content. If the table content includes selectable controls, the focus may have to separately move to those controls (distinct from the static text).
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On Focus (On-screen keys): As focus is moved onto each row in the grid/table, speak the static text content of the cells in the row, including speaking the relevant row or column header labels just before speaking the cell’s content.
Complex Tables & Grids (4)
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Ensure that speech output users can access and understand information and controls displayed in complex tables or grids.
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Focus Order: In order to make the speech interaction as efficient as possible on a complex screen such as a seat map, the focus should first move to UI elements that give context – e.g. the flight and passenger information. Then, the focus should move from left-to-right and top-to-bottom of the displayed seat map for the particular flight, stopping on each seat that is available. It is not recommended to move the focus to seats that are unavailable, as this will just take time in the process. Next, the focus should move to the airplane section pagination-type controls that allow the user to see available seats in another section of the plane than currently shown.
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On Focus (Seat Toggle Buttons): As focus is moved onto each seat that is available, speak the following: seat number, state (selected, unselected), seat type (e.g. window, outside aisle, inside aisle, middle), seat class (e.g. basic economy, main cabin, preferred, etc.), price to select (if applicable), emergency exist seat indicator (if applicable), user’s currently selected seat number.
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n Select (Seat Toggle Button): When the user selects an available seat toggle button, changing the seat’s (i.e. button’s) selection state, the speech output should indicate that the seat is the passenger’s "currently selected" seat, then speak the seat number, followed by the type of seat, then the price to select (if applicable).
Dialogs & Alerts (3)
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Ensure that speech output users can access important dialogs or alerts presented during the kiosk transaction processes.
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On Focus (Dialogs & Alerts): Ensure the speech output focus is immediately set to the first meaningful UI element on the dialog or alert. Sometimes this is a heading, and sometimes it is a static text message. Ensure that the focus cannot move to any objects in the underlying screen, until the user dismisses the dialog or alert, usually by selected a non-toggle button.
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On Select (Dialogs & Alerts): When the user selects a non-toggle button to dismiss a dialog or alert, ideally the focus should be on the UI element that originally launched the alert or dialog (if triggered by user action), or place the focus back to the UI element that had focus before the system initiated dialog or alert appeared.