How Do I Make My App Accessible For Users With Visual Impairments?
Over 285 million people worldwide live with some form of visual impairment—that's roughly the entire population of the United States. Yet when most developers create a mobile app, they design it primarily for users who can see perfectly. This leaves millions of potential users unable to access or enjoy what you've built. The good news? Making your app accessible doesn't require a complete redesign or massive budget increases.
I've worked with countless teams who think accessibility is just about adding a few labels here and there. But inclusive design goes much deeper than that. It's about understanding how people with different visual abilities interact with technology and building those interactions into your app from the ground up. When you get it right, you don't just help users with visual impairments—you create a better experience for everyone.
The power of the web is in its universality. Access by everyone regardless of disability is an essential aspect.
Throughout this guide, we'll explore practical ways to make your mobile app work for users with varying degrees of visual impairment. From complete blindness to colour blindness, low vision to light sensitivity—each presents unique challenges that smart design can solve. You'll discover that accessible apps aren't just morally right; they're good business too.
Understanding Visual Impairments and Your Mobile App
When I first started building mobile apps, I'll be honest—accessibility wasn't on my radar. I was focused on making things look good and work smoothly. But working with clients over the years has taught me that visual impairments affect far more people than most developers realise, and we need to design with this in mind from day one.
Visual impairments aren't just about complete blindness, though that's what many people think of first. The spectrum is much wider than that. Some users have low vision, which means they can see but need larger text or higher contrast. Others might have colour blindness, making it difficult to distinguish between certain colours. Then there are conditions like glaucoma or macular degeneration that affect specific parts of someone's vision.
Common Types of Visual Impairments
- Complete blindness—users rely entirely on screen readers and audio feedback
- Low vision—partial sight that can't be corrected with glasses or contacts
- Colour blindness—difficulty distinguishing between certain colour combinations
- Light sensitivity—bright screens or certain lighting conditions cause discomfort
- Age-related vision changes—presbyopia affecting near vision, common in older users
The thing is, when you design an app that works well for people with visual impairments, you're actually making it better for everyone. Larger text helps people using their phones in bright sunlight; good contrast makes content easier to read when you're tired. It's not about ticking boxes—it's about creating apps that genuinely work for more people.
Screen Readers and Voice Control Features
Screen readers are software programmes that convert text and interface elements into spoken words or braille output. They're the primary way many users with visual impairments navigate your mobile app. TalkBack on Android and VoiceOver on iOS are built into these devices—and they're surprisingly sophisticated tools that can make or break the user experience.
When someone uses a screen reader, they're not just listening to text being read aloud. They're navigating through your app's structure, jumping between headings, buttons, and interactive elements. This means your app needs to be properly labelled and organised. Every button, image, and interactive element should have descriptive labels that explain what they do, not just what they are.
Always test your app with the screen reader turned on. You'll quickly discover which elements are confusing or missing labels when you can't see the screen.
Voice Control Implementation
Voice control lets users navigate and interact with your app using spoken commands. This isn't just about accessibility—it's becoming mainstream technology. Users can say "tap login" or "scroll down" to control your app hands-free.
The key is making sure your interactive elements have clear, predictable names. If you have a button that says "Get Started," users should be able to say "tap get started" and have it work reliably.
Technical Requirements
Both iOS and Android provide accessibility APIs that you need to implement properly. This includes:
- Adding semantic labels to all interactive elements
- Defining proper heading structures for navigation
- Providing alternative text for images and icons
- Setting up logical focus order for screen readers
- Implementing proper button states and feedback
Getting these basics right transforms your mobile app from something that technically works with assistive technology into something that actually provides a great experience for users with visual impairments. The difference matters more than you might think.
Text Size and Colour Contrast in Mobile Apps
After years of building mobile apps, I can tell you that text size and colour contrast are two of the biggest barriers for users with visual impairments—and they're also two of the easiest things to fix. The problem is that many developers design for their own perfect vision, forgetting that not everyone can read 12pt grey text on a white background.
Making Text Big Enough to Read
Your app needs to support dynamic text sizing. This means when someone increases their phone's text size in the settings, your app should respect that choice and make the text bigger too. Apple and Google both provide guidelines for minimum text sizes—16pt for body text is a good starting point, but don't treat it as a maximum.
Getting Colour Contrast Right
Colour contrast is about making sure there's enough difference between your text colour and background colour. The Web Content Accessibility Guidelines recommend a contrast ratio of at least 4.5:1 for normal text and 3:1 for large text. That might sound technical, but there are free tools like WebAIM's contrast checker that do the maths for you.
Dark text on light backgrounds usually works well, but avoid pure black on pure white—it can be harsh to read. Instead, try dark grey on off-white. And never rely on colour alone to convey information; always provide alternative ways to communicate the same message.
Navigation Design for Users with Visual Impairments
Getting navigation right for users with visual impairments isn't just about following rules—it's about creating a mobile app that actually works for everyone. I've watched countless apps fail at this, and it usually comes down to the same basic mistakes that could have been avoided with some thoughtful planning.
The foundation of accessible navigation starts with logical structure. Your app needs to make sense when someone can't see the screen; they should be able to predict where things are and how to get around. Think of it like this: if someone closed their eyes and had to use your app, would they know where they were and how to get where they need to go?
Clear Labels and Logical Flow
Every button, link, and interactive element needs a clear label that screen readers can announce. "Button" or "Link" tells users nothing—but "Search restaurants" or "Add to basket" gives them the information they need. The flow between screens should follow a predictable pattern too; users shouldn't have to hunt around to find basic functions.
Good navigation for visual impairments means users can build a mental map of your app without ever seeing it
Focus Management and Gestures
When users move between screens, the focus should land somewhere logical—usually the page heading or main content area. Many apps dump users at random spots, which creates confusion. Support standard gestures that work with assistive technology, and don't override system navigation unless you have a very good reason.
The best navigation systems for inclusive design are often the simplest ones. Complicated menus and hidden navigation might look clever, but they create barriers that push users away from your mobile app entirely.
Testing Your App with Real Users
I can't stress enough how many times I've seen apps that look perfect on paper but completely fail when real users with visual impairments actually try them. You can follow every guideline in the book, but nothing beats watching someone navigate your app with their actual assistive technology. The truth is, what works for one person might not work for another—and that's exactly why testing is so important.
Finding users for accessibility testing isn't as hard as you might think. Many local charities and organisations for the blind have members who are happy to help test apps. You can also reach out to accessibility consultants who work with people who have visual impairments. The key is to test with people who actually use screen readers, voice control, and other assistive technologies daily.
What to Watch For During Testing
- How easily users can find and tap buttons
- Whether screen reader announcements make sense
- If navigation flows logically from one screen to another
- How quickly users can complete common tasks
- Any points where users get stuck or confused
Don't just ask users if they like your app—watch how they actually use it. Pay attention to hesitation, repeated gestures, or moments where they seem lost. These observations will tell you more than any survey ever could, and help you avoid common testing pitfalls.
Platform Guidelines for iOS and Android Accessibility
Both Apple and Google have created detailed rules about making apps accessible—and they're not just suggestions. Apple's Human Interface Guidelines and Google's Material Design principles include specific requirements for supporting users with visual impairments in your mobile app. I've worked with these guidelines for years, and whilst they might seem overwhelming at first, they're actually quite straightforward once you know what you're looking for.
For iOS apps, you'll need to implement VoiceOver support properly. This means adding accessibility labels to every interactive element, ensuring buttons have clear descriptions, and making sure your app works when users navigate by swiping left and right. Android requires similar support for TalkBack, their screen reader technology. The good news? Most modern development frameworks make this easier than it used to be.
App Store Requirements
Both app stores now review submissions for basic accessibility compliance. Apple particularly checks that your app doesn't break when users enable accessibility features like larger text sizes or voice control. Google looks for proper semantic markup and navigation support. Getting rejected for accessibility issues is becoming more common, so it's worth getting this right from the start.
Always test your app with VoiceOver (iOS) or TalkBack (Android) turned on before submitting to app stores—you'll catch most platform-specific issues this way.
Platform-Specific Features
Each platform offers unique accessibility features that can make your mobile app stand out. iOS has Switch Control for users who can't use touchscreens, whilst Android offers Live Transcribe for hearing support. Building inclusive design means understanding these platform differences and supporting the features your users actually need.
Common Mistakes That Block Visual Accessibility
After years of testing apps with visually impaired users, I've noticed the same problems cropping up again and again. These aren't complex technical issues—they're simple mistakes that developers make without realising how much they affect users. The good news? They're all fixable once you know what to look for.
Design Choices That Create Barriers
One of the biggest problems I see is when developers rely purely on colour to show information. Red text for errors, green for success—seems logical, right? But for users with colour blindness or those using screen readers, this information becomes completely invisible. You need icons, text labels, or other visual cues alongside colour.
Another massive issue is images without descriptions. Screen readers can't guess what's in your photos or icons; they need alt text to explain what users are missing. I've tested apps where entire sections were just labelled as "image, image, image" by the screen reader—completely useless.
The Most Common Technical Mistakes
- Buttons that don't have proper labels for screen readers
- Text that's too small or has poor contrast ratios
- Custom controls that don't work with assistive technology
- Auto-playing content that interferes with screen readers
- Forms without clear labels or error messages
- Gesture-only navigation with no alternative options
The frustrating part is that most of these mistakes happen because teams don't test with real users or assistive technology. They assume their app works for everyone without actually checking.
Conclusion
Making your mobile app accessible for users with visual impairments isn't just about ticking boxes—it's about creating something that works for everyone. I've worked with countless development teams over the years, and the ones who embrace inclusive design from the start always build better apps. Not just for people with visual impairments, but for all users.
The best part? Most of these changes don't require massive budgets or complete redesigns. Simple tweaks like improving colour contrast, adding proper labels for screen readers, and making your navigation clearer can transform how your app works. These small changes make a huge difference to millions of people who rely on assistive technology every day.
Testing with real users remains the golden rule. You can follow every guideline perfectly, but nothing beats watching someone actually use your app with a screen reader or voice control. Those moments of genuine feedback will teach you more than any manual ever could.
Building accessible apps means building apps that last. When you design with visual impairments in mind, you're not just helping one group of users—you're creating cleaner, more intuitive experiences that everyone benefits from. That's what good design should do.
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