Explore best practices for creating inclusive apps that cater to users with diverse abilities

Learn More

Posts under General subtopic

Post

Replies

Boosts

Views

Activity

iOS: How to maintain good app icon contrast in grayscale mode?
I’m developing an iOS app, and I’ve noticed that when the user enables Accessibility → Display & Text Size → Color Filters → Grayscale, my app icon loses a lot of visual contrast. The original colored version looks fine, but in grayscale it appears “flat” and harder to distinguish, unlike a pure black-and-white design. What I want to achieve: Ensure the app icon remains visually clear and high-contrast even when iOS renders it in grayscale. Ideally, provide an alternate “high-contrast” app icon version when grayscale mode is enabled. What I’ve tried: Increased color contrast in the original icon design. Added outlines and stronger shapes. Tested with grayscale filters in design tools. Researched Asset Catalog and alternate icons, but found no documented API to detect or respond to grayscale mode. Questions: Is there any API in iOS that allows detecting when the system is in grayscale mode so that I can programmatically switch to an alternate app icon? If not, are there Apple-recommended best practices for designing app icons that still look clear in grayscale? Are there any accessibility guidelines specifically addressing icon design for grayscale or color-blind modes? Additional info: iOS version tested: iOS 17.5 Development in Swift + SwiftUI, using Asset Catalog for icons. I am aware that iOS supports alternate icons via setAlternateIconName, but I haven’t found a trigger for grayscale mode.
0
1
429
Aug ’25
Guided Access Unresponsive After Period of Use
Hello, I'm observing a persistent and frustrating issue with an accessibility feature called Guided Access that seems to affect many users across different devices and iOS versions. Problem The triple-click gesture (side or home button) to activate Guided Access intermittently stops working after the device has been in normal use for a few days (typically 2-7 days) without a restart. I have done some debugging for Apple in FB16094026 but received no updates after 6 months. So I'm posting here in the hope that this will be solved sooner. A core accessibility feature shouldn't require daily device restarts to function reliably. Details: Guided Access is correctly enabled in Settings > Accessibility. Initially, the triple-click works perfectly. After a period of normal device use (2-7 days), the triple-click no longer triggers Guided Access in any app. Restarting the device temporarily resolves the issue, and Guided Access triple-click works again immediately after a reboot. However, the problem recurs after continued use. Simply toggling the Guided Access setting on/off does NOT fix it. Additional observation: Even trying to select Guided Access manually via the Accessibility Shortcut menu (if multiple shortcuts are enabled) sometimes fails to launch the feature when in this state. Affected: iPhones and iPads Observed on iOS/iPadOS 16, 17, and now 18, indicating it's a long-standing bug. Impact: Guided Access is a crucial accessibility feature for many users (for focus, special needs, parental controls, etc.). Its unreliable activation significantly disrupts daily workflows and reliance on this function. This issue appears to be widespread, with many reports across forums like Apple Support Communities and Reddit. For example, this post received over 1k upvotes. To see more examples please refer to FB16094026. Could Apple please investigate this bug urgently? Thanks.
1
1
88
Apr ’25
Components with Earcon haptic feedback for VoiceOver users
I want to understand which component types are intended to have an associated hint text, haptic feedback, or earcon associated with it for VoiceOver screen reader users. Is there a list somewhere or a HIG guideline for which transition types should have a sound? Some transitions in Apple apps generally include different beep sounds, such as opening a new screen screen dimming when a VoiceOver user swipes from the header / navbar to the body a scraping sound when swiping up or down a page. the beginning or end of the body section in Calculator when swiping from one row to the next. opening a pop up menu I would also appreciate any direction on what code strings are associated with these sounds and how custom components can capture these sounds or haptics or hints where it is expected? On the other hand, I don't want to get that info and then dictate that every component needs a specific beep type since these sounds appear to be used for specific purposes.
3
1
793
May ’25
Assistive Access + Firebase Authentication
I have an issue in my app when it is used together with the assistive access feature. For authentication, we are using the capacitor firebase authentication plugin (https://www.npmjs.com/package/@capacitor-firebase/authentication) which enables users to login via apple (FirebaseAuthentication.signInWithApple(...)), google (FirebaseAuthentication.signInWithGoogle(...)), or email. Works just fine. However, when the assistive access feature is enabled, the login fails for apple ("The operation couldn't be completed. com.apple.AuthenticationServices.AuthorizationError error 1000) and google ("The user canceled the sign-in flow). It seems like the popups for sign-in are blocked and therefore an error is returned immediately. The popups may be blocked by assistive access, causing the capacitor plugin to be unable to authenticate. I have tested this on my iPhone 12 Pro using iOS 17.7 I would appreciate any suggestions to handle this issue!
1
1
744
Jul ’25
Fullscreen Detection
Hi, I want to detect if there is a fullscreen window on each screen. _AXUIElementGetWindow and kAXFullscreenAttribute methods work, but I have to be in a non-sandbox environment to use them. Is there any other way that also works? I don't think it's enough to judge if it's fullscreen by comparing the window size to the screen size, since it doesn't work on MacBook with notch, or the menu bar is set to 'auto-hide'. Thanks.
14
1
1.6k
Jul ’25
¿How do I make Siri announce the local currency on notifications?
I'm currently testing the announce notifications feature and I can't seem to find out how to make Siri read aloud the current currency instead of dollars. My locale is es-CL (Chile). It uses the currency symbol $ and reads as Pesos locally or Chilean Pesos where the number 5000.1 is represented as 5.000,1 This is the notification content         let content = UNMutableNotificationContent()         content.body = "¡Has recibido un pago por $5.000!" Siri reads it aloud as "¡Has recibido un pago por 5.000 Dolares!" which translates to "You have received a payment for 5,000 Dollars", instead of the expected "¡Has recibido un pago por 5.000 Pesos!" -> "You have received a payment for 5,000 Pesos" I've tried changing the development region of the app, interpolating the string with NumberFormatter.localizedString(from: 5000, number: .currency), and with others styles( .currencyAccounting, .currencyISOCode and .currencyPlural) without good results. The last one seems to work buts it's not ideal since it outputs "5.000 pesos chilenos" which gets read as "5 pesos chilenos" which is not the correct amount (bug), it's as is you're not on Chile and I personally prefer it to be a symbol instead of words. I'm testing with my device which is setup with the region "Chile" Could someone help me find a solution?
5
1
1.3k
Feb ’25
How to set accessibility-label to NSTextAttachment ?
I have the following method to insert @mentions to a text field: func insertMention(user: Token, at range: NSRange) -> Void { let tokenImage: UIImage = renderMentionToken(text: "@\(user.username)") let attachment: NSTextAttachment = NSTextAttachment() attachment.image = tokenImage attachment.bounds = CGRect(x: 0, y: -3, width: tokenImage.size.width, height: tokenImage.size.height) attachment.accessibilityLabel = user.username attachment.accessibilityHint = "Mention of \(user.username)" let attachmentString: NSMutableAttributedString = NSMutableAttributedString(attributedString: NSAttributedString(attachment: attachment)) attachmentString.addAttribute(.TokenID, value: user.id, range: NSRange(location: 0, length: 1)) attachmentString.addAttribute(.Tokenname, value: user.username, range: NSRange(location: 0, length: 1)) let mutableText: NSMutableAttributedString = NSMutableAttributedString(attributedString: textView.attributedText) mutableText.replaceCharacters(in: range, with: attachmentString) mutableText.append(NSAttributedString(string: " ")) textView.attributedText = mutableText textView.selectedRange = NSRange(location: range.location + 2, length: 0) mentionRange = nil tableView.isHidden = true } When I use XCode's accessibility inspector to inspect the text input, the inserted token is not read by the inspector - instead a whitespace is shown for the token. I want to set the accessibility-label to the string content of the NSTextAttachment. How?
1
1
859
Jul ’25
[macOS 15.4] Game Controller Background Input Capture Broken - Accessibility App No Longer Functions
Our application, https://apps.apple.com/us/app/gamecontroller-mapper/id6737088417 which maps game controller inputs to keyboard/mouse events system-wide, has stopped functioning properly after the macOS 15.4 update. Specifically, the app can no longer capture game controller inputs when running in the background, severely impacting its core functionality. Environment macOS version: 15.4 Previous working versions: All versions prior to 15.4 App type: Background utility with accessibility permissions Hardware: All game controller brands compatible with macOS Detailed Description Before macOS 15.4 Our application correctly captured game controller inputs from any brand connected to Mac and successfully translated them to keyboard/mouse events system-wide. Users could control any application (e.g., scrolling through documents in Preview using controller buttons) while our app ran in the background with the accessibility permissions granted. After macOS 15.4 The application only works when it has active focus (is in the foreground). When any other application gains focus, our app completely stops receiving or detecting any input events from the game controller while running in the background. For instance, pressing the 'down' button on the controller while another app is active results in no event being registered within our application. We've tried updating the app to work in accessory mode (in the menubar), but the issue persists. Steps to Reproduce Install our application on macOS 15.3 or earlier Grant accessibility permissions when prompted Connect a compatible game controller (e.g., Xbox or other controller) Open another application (e.g., Preview with a PDF document) Press buttons on the controller to navigate the document without touching the keyboard Expected result on 15.3: Controller inputs are translated to keyboard events, even when our app is in the background Upgrade to macOS 15.4 Repeat steps 2-5 Actual result on 15.4: Controller inputs are only translated to keyboard events when our application has focus Technical Implementation Our app uses: CGEvent.tapCreate() to create a global event tap CGEvent for simulating keyboard and mouse events GCController.extendedGamepad?.valueChangedHandler for detecting controller inputs Proper NSAccessibilityUsageDescription and appropriate entitlements GCController.shouldMonitorBackgroundEvents = true to ensure controller events continue when the app is inactive Possible Relation to Recent Changes We noticed in the macOS 15.4 Release Notes: Game Controller - Resolved Issues: Fixed: Game controllers might stop responding when accessibility features, such as Voice Over, are enabled. (141497799) We suspect this fix might have introduced a regression or intentional limitation affecting applications like ours that rely on background event simulation with game controller input. Impact This change severely impacts: Applications designed to use game controllers as assistive input devices for users who may have difficulty using traditional keyboard and mouse inputs Applications for media control, presentation navigation, and other similar use cases Users who rely on our application for accessibility purposes Questions Is this an intentional security change or an unintended side effect of the controller fix mentioned in the release notes? Are there any new APIs or alternative approaches we should implement to restore functionality? If this is a system bug, when can we expect a fix? We would greatly appreciate any guidance on how to restore our application's functionality. Thank you for your assistance.
4
0
306
Apr ’25
The camera preview screen cannot be previewed in full screen
I downloaded the official camera sample code(https://developer.apple.com/tutorials/sample-apps/capturingphotos-camerapreview )it's a .swiftpm package and created a SwiftUI project. I copied the official sample code into this new project, build it, and ran it on an iPhone 13 for testing. I found that there were black empty areas on the top and bottom of the application interface, which means that the application interface cannot be previewed in full screen. I have tried many methods but cannot preview in full screen. How can I modify the code?
1
0
183
Apr ’25
AVPlayer Visual Accessibility Issues
AVPlayer has 3 visual accessibility issues with videos out of the box: The contrast fails for the current time in the video The contrast fails for the remaining time in the video The hit area is too small for the time slider. The WCAG AA requirement is a minimum hit size of 24 x 24. The height of the hit area of the offending region is 8. Is there a known fix for any of these? This can be reproduced with this code in an app playground: import SwiftUI import AVKit import UIKit struct ContentView: View { private let video = URL(string: "https://server15700.contentdm.oclc.org/dmwebservices/index.php?q=dmGetStreamingFile/p15700coll2/15.mp4/byte/json")! @State private var player: AVPlayer? var body: some View { VStack { VideoPlayerView(player: player) .frame(maxWidth: .infinity, maxHeight: 200) } .task { player = try? await loadPlayer(video: video) } } } private struct VideoPlayerView: UIViewControllerRepresentable { let player: AVPlayer? func makeUIViewController(context: Context) -> AVPlayerViewController { let controller = AVPlayerViewController() controller.player = player controller.modalPresentationStyle = .overFullScreen return controller } func updateUIViewController(_ uiViewController: AVPlayerViewController, context: Context) { uiViewController.player = player } } private func loadPlayer(video: URL) async throws -> AVPlayer { let videoAsset = AVURLAsset(url: video) let videoPlusSubtitles = AVMutableComposition() try await videoPlusSubtitles.add(videoAsset, withMediaType: .video) try await videoPlusSubtitles.add(videoAsset, withMediaType: .audio) return await AVPlayer(playerItem: AVPlayerItem(asset: videoPlusSubtitles)) } private extension AVMutableComposition { func add(_ asset: AVAsset, withMediaType mediaType: AVMediaType) async throws { let duration = try await asset.load(.duration) try await asset.loadTracks(withMediaType: mediaType).first.map { track in let newTrack = self.addMutableTrack(withMediaType: mediaType, preferredTrackID: kCMPersistentTrackID_Invalid) let range = CMTimeRangeMake(start: .zero, duration: duration) try newTrack?.insertTimeRange(range, of: track, at: .zero) } } }
2
0
174
Apr ’25
PerformAccessibilityAudit and sufficientElementDescription clarification
Hi, I am writing in the hope to receive some clarification about the rationale of the Audit type sufficientElementDescription - in context with Accessibility Audit API. Please see my test below: And another example in context with Xcode, where the strings visible in the UI are also set as accessible labels of their respective elements. Thanks for your help!
1
0
513
Jan ’25
Is there any way to make user forced update?
Hi I'm planning to make macos App and distribute to MacOS App Store. The question is should i make force update when update is needed. The reason why I want to make this feature is I don't want to make user use previous version of app. My plan is like this. when app needed update, make user reach special page that describe why update is needed and set a button that can download new version of app. the download will be automatically doing at background don't need to visit app store. I search several forums and gpt but there is no positive reply of this.. so finally i make a post to know is there no way to make this. Thank you!
1
0
472
Mar ’25
I cannot pair my PHONAK hearing aids
I cannot pair my PHONAK hearing aids after I upgraded to iOS 18.3 under hearing devices, it just keeps on switching will not find anything. I’ve undelete them and reinstall them four times. Uninstalled the app. Under Bluetooth, it finds it and has it. But under hearing devices where I can control everything it will not. Once I add the hearing aids, my phone goes completely silent. I do not know if anyone calls or texts me
4
0
522
Jan ’25
Why is VoiceOver’s "Content Chooser" rotor empty in my macOS app?
I'm developing a macOS app using NSView and trying to make my content navigable via VoiceOver. I'm expecting the built-in rotor category "Content Chooser" (accessed via VO + U) to list my accessible elements — just like how it shows message items in the Mail app. However, in my app, this rotor appears empty, even though: My views return proper accessibilityChildren() or accessibilityContents() with valid NSAccessibilityElements Each child has correct AXRole, AXLabel, etc. The window is key and visible VoiceOver navigation works for the elements I've also tried: Using both accessibilityChildren() and accessibilityContents() in container views Setting roles like .group, .staticText, .button, etc. Avoiding hidden elements Ensuring all elements are visible and labeled Still, "Content Chooser" rotor is empty. What exact conditions must be met for an element to appear in the "Content Chooser" rotor in a macOS app? Any Apple-specific guidance, hidden requirements, or sample code would be appreciated.
1
0
175
May ’25