Design Guidance

  • Consider potential issues with glare, based on
    • The surface finish of the item being looked at
    • The intensity of the light source
    • The spatial position of the surface, the viewer, and the light source with respect to the angle of view
  • Contemplate enabling users to control the intensity, position, and angle of the lighting sources to best suit their own vision ability and the task
  • Think about using colours to help convey information but ensure they are supplemented by presenting the information in alternative ways (e.g. use shapes and text)
  • Consider using colour contrast to help make things stand out, but ensure there is also sufficient brightness contrast
  • Check that a product remains usable when its image is converted to grey scale
  • Think about assisting those with vision impairments by supplementing information through auditory or tactile means, with due consideration for information overload
  • Arrange the design so that it remains visible and usable for those who have some loss of visual field
  • Think about minimising exclusion by ensuring the design remains usable while wearing a vision impairment simulator
The start and end call buttons in these examples appear similar colours when viewed with colour blindness, but are distinguishable in the second example based on shape.

Comparison of mobile phones viewed with colour blindness - note how shape can be used so that the "start call" and "end call" buttons remain distinguishable

Glare on shiny paper obscuring the text, and matte paper without any glare.

Shiny paper can cause glare problems, but matte paper finishes reduce problems with glare