Accessibility Diagnostics
SkillDev toolsUse when fixing VoiceOver issues, Dynamic Type violations, color contrast failures, touch target problems, keyboard navigation gaps, or Reduce Motion support - comprehensive accessibility diagnostics with WCAG compliance, Accessibility Inspector workflows, and App Store Review preparation for iOS/macOS
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Accessibility Diagnostics skill
What this skill tells your AI
The instructions your AI receives, as published by comeonoliver/skillshub in skills/CharlesWiltgen/Axiom/axiom-accessibility-diag/SKILL.md and read by ahel’s review.
Overview
Systematic accessibility diagnosis and remediation for iOS/macOS apps. Covers the 7 most common accessibility issues that cause App Store rejections and user complaints.
Core principle Accessibility is not optional. iOS apps must support VoiceOver, Dynamic Type, and sufficient color contrast to pass App Store Review. Users with disabilities depend on these features.
When to Use This Skill
- Fixing VoiceOver navigation issues (missing labels, wrong element order)
- Supporting Dynamic Type (text scaling for vision disabilities)
- Meeting color contrast requirements (WCAG AA/AAA)
- Fixing touch target size violations (< 44x44pt)
- Adding keyboard navigation (iPadOS/macOS)
- Supporting Reduce Motion (vestibular disorders)
- Preparing for App Store Review accessibility requirements
- Responding to user complaints about accessibility
The 7 Critical Accessibility Issues
1. VoiceOver Labels & Hints (CRITICAL - App Store Rejection)
Problem Missing or generic accessibility labels prevent VoiceOver users from understanding UI purpose.
WCAG 4.1.2 Name, Role, Value (Level A)
Common violations
// ❌ WRONG - No label (VoiceOver says "Button")
Button(action: addToCart) {
Image(systemName: "cart.badge.plus")
}
// ❌ WRONG - Generic label
.accessibilityLabel("Button")
// ❌ WRONG - Reads implementation details
.accessibilityLabel("cart.badge.plus") // VoiceOver: "cart dot badge dot plus"
// ✅ CORRECT - Descriptive label
Button(action: addToCart) {
Image(systemName: "cart.badge.plus")
}
.accessibilityLabel("Add to cart")
// ✅ CORRECT - With hint for complex actions
.accessibilityLabel("Add to cart")
.accessibilityHint("Double-tap to add this item to your shopping cart")
When to use hints
- Action is not obvious from label ("Add to cart" is obvious, no hint needed)
- Multi-step interaction ("Swipe right to confirm, left to cancel")
- State change ("Double-tap to toggle notifications on or off")
Decorative elements
// ✅ CORRECT - Hide decorative images from VoiceOver
Image("decorative-pattern")
.accessibilityHidden(true)
// ✅ CORRECT - Combine multiple elements into one label
HStack {
Image(systemName: "star.fill")
Text("4.5")
Text("(234 reviews)")
}
.accessibilityElement(children: .combine)
.accessibilityLabel("Rating: 4.5 stars from 234 reviews")
Testing
- Enable VoiceOver: Cmd+F5 (simulator) or triple-click side button (device)
- Navigate: Swipe right/left to move between elements
- Listen: Does VoiceOver announce purpose clearly?
- Check order: Does navigation order match visual layout?
2. Dynamic Type Support (HIGH - User Experience)
Problem Fixed font sizes prevent users with vision disabilities from reading text.
WCAG 1.4.4 Resize Text (Level AA - support 200% scaling without loss of content/functionality)
Common violations
// ❌ WRONG - Fixed size, won't scale
Text("Price: $19.99")
.font(.system(size: 17))
UILabel().font = UIFont.systemFont(ofSize: 17)
// ❌ WRONG - Custom font without scaling
Text("Headline")
.font(Font.custom("CustomFont", size: 24))
// ✅ CORRECT - SwiftUI semantic styles (auto-scales)
Text("Price: $19.99")
.font(.body)
Text("Headline")
.font(.headline)
// ✅ CORRECT - UIKit semantic styles
label.font = UIFont.preferredFont(forTextStyle: .body)
// ✅ CORRECT - Custom font with scaling
let customFont = UIFont(name: "CustomFont", size: 24)!
label.font = UIFontMetrics.default.scaledFont(for: customFont)
label.adjustsFontForContentSizeCategory = true
Custom sizes that scale with Dynamic Type
// ❌ WRONG - Fixed size, won't scale
Text("Price: $19.99")
.font(.system(size: 17))
// ⚠️ ACCEPTABLE - Custom font without scaling (accessibility violation)
Text("Headline")
.font(Font.custom("CustomFont", size: 24))
// ✅ GOOD - Custom size that scales with Dynamic Type
Text("Large Title")
.font(.system(size: 60).relativeTo(.largeTitle))
Text("Custom Headline")
.font(.system(size: 24).relativeTo(.title2))
// ✅ BEST - Use semantic styles when possible
Text("Headline")
.font(.headline)
How relativeTo: works
- Base size: Your exact pixel size (24pt, 60pt, etc.)
- Scales with: The text style you specify (
.title2,.largeTitle, etc.) - Result: When user increases text size in Settings, your custom size grows proportionally
Example
.title2base: ~22pt → Your custom: 24pt (1.09x larger)- User increases to "Extra Large" text
.title2grows to ~28pt → Your custom grows to ~30.5pt (maintains 1.09x ratio)
Fix hierarchy (best to worst)
- Best: Use semantic styles (
.title,.body,.caption) - Good: Use
.system(size:).relativeTo()for required custom sizes - Acceptable: Custom font with
.dynamicTypeSize()modifier - Unacceptable: Fixed sizes that never scale
SwiftUI text styles
.largeTitle- 34pt (scales to 44pt at accessibility sizes).title- 28pt.title2- 22pt.title3- 20pt.headline- 17pt semibold.body- 17pt (default).callout- 16pt.subheadline- 15pt.footnote- 13pt.caption- 12pt.caption2- 11pt
Layout considerations
// ❌ WRONG - Fixed frame breaks with large text
Text("Long product description...")
.font(.body)
.frame(height: 50) // Clips at large text sizes
// ✅ CORRECT - Flexible frame
Text("Long product description...")
.font(.body)
.lineLimit(nil) // Allow multiple lines
.fixedSize(horizontal: false, vertical: true)
// ✅ CORRECT - Stack rearranges at large sizes
HStack {
Text("Label:")
Text("Value")
}
.dynamicTypeSize(...DynamicTypeSize.xxxLarge) // Limit maximum size if needed
Testing
-
Xcode Preview: Environment override
.environment(\.sizeCategory, .accessibilityExtraExtraExtraLarge) -
Simulator: Settings → Accessibility → Display & Text Size → Larger Text → Drag to maximum
-
Device: Settings → Accessibility → Display & Text Size → Larger Text
-
Check: Does text remain readable? Does layout adapt? Is any text clipped?
3. Color Contrast (HIGH - Vision Disabilities)
Problem Low contrast text is unreadable for users with vision disabilities or in bright sunlight.
WCAG
- 1.4.3 Contrast (Minimum) — Level AA
- Normal text (< 18pt): 4.5:1 contrast ratio
- Large text (≥ 18pt or ≥ 14pt bold): 3:1 contrast ratio
- 1.4.6 Contrast (Enhanced) — Level AAA
- Normal text: 7:1 contrast ratio
- Large text: 4.5:1 contrast ratio
Common violations
// ❌ WRONG - Low contrast (1.8:1 - fails WCAG)
Text("Warning")
.foregroundColor(.yellow) // on white background
// ❌ WRONG - Low contrast in dark mode
Text("Info")
.foregroundColor(.gray) // on black background
// ✅ CORRECT - High contrast (7:1+ passes AAA)
Text("Warning")
.foregroundColor(.orange) // or .red
// ✅ CORRECT - System colors adapt to light/dark mode
Text("Info")
.foregroundColor(.primary) // Black in light mode, white in dark
Text("Secondary")
.foregroundColor(.secondary) // Automatic high contrast
Differentiate Without Color
// ❌ WRONG - Color alone indicates status
Circle()
.fill(isAvailable ? .green : .red)
// ✅ CORRECT - Color + icon/text
HStack {
Image(systemName: isAvailable ? "checkmark.circle.fill" : "xmark.circle.fill")
Text(isAvailable ? "Available" : "Unavailable")
}
.foregroundColor(isAvailable ? .green : .red)
// ✅ CORRECT - Respect system preference
if UIAccessibility.shouldDifferentiateWithoutColor {
// Use patterns, icons, or text instead of color alone
}
Testing
- Use Color Contrast Analyzer tool (free download)
- Screenshot your UI, measure text vs background
- Check both light and dark mode
- Settings → Accessibility → Display & Text Size → Increase Contrast (test with this ON)
Quick reference
- Black (#000000) on White (#FFFFFF): 21:1 ✅ AAA
- Dark Gray (#595959) on White: 7:1 ✅ AAA
- Medium Gray (#767676) on White: 4.5:1 ✅ AA
- Light Gray (#959595) on White: 2.8:1 ❌ Fails
4. Touch Target Sizes (MEDIUM - Motor Disabilities)
Problem Small tap targets are difficult or impossible for users with motor disabilities.
WCAG 2.5.5 Target Size (Level AAA - 44x44pt minimum)
Apple HIG 44x44pt minimum for all tappable elements
Common violations
// ❌ WRONG - Too small (24x24pt)
Button("×") {
dismiss()
}
.frame(width: 24, height: 24)
// ❌ WRONG - Small icon without padding
Image(systemName: "heart")
.font(.system(size: 16))
.onTapGesture { }
// ✅ CORRECT - Minimum 44x44pt
Button("×") {
dismiss()
}
.frame(minWidth: 44, minHeight: 44)
// ✅ CORRECT - Larger icon or padding
Image(systemName: "heart")
.font(.system(size: 24))
.frame(minWidth: 44, minHeight: 44)
.contentShape(Rectangle()) // Expand tap area
.onTapGesture { }
// ✅ CORRECT - UIKit button with edge insets
button.contentEdgeInsets = UIEdgeInsets(top: 12, left: 12, bottom: 12, right: 12)
// Total size: icon size + insets ≥ 44x44pt
Spacing between targets
// ❌ WRONG - Targets too close (hard to tap accurately)
HStack(spacing: 4) {
Button("Edit") { }
Button("Delete") { }
}
// ✅ CORRECT - Adequate spacing (8pt minimum, 12pt better)
HStack(spacing: 12) {
Button("Edit") { }
Button("Delete") { }
}
Testing
- Accessibility Inspector: Xcode → Open Developer Tool → Accessibility Inspector
- Select "Audit" tab → Run audit → Check for "Small Text" and "Hit Region" warnings
- Manual: Tap with one finger (not stylus) — can you hit it reliably without mistakes?
5. Keyboard Navigation (MEDIUM - iPadOS/macOS)
Problem Users who cannot use touch/mouse cannot navigate app.
WCAG 2.1.1 Keyboard (Level A - all functionality available via keyboard)
Common violations
// ❌ WRONG - Custom gesture without keyboard alternative
.onTapGesture {
showDetails()
}
// No way to trigger with keyboard
// ✅ CORRECT - Button provides keyboard support automatically
Button("Show Details") {
showDetails()
}
.keyboardShortcut("d", modifiers: .command) // Optional shortcut
// ✅ CORRECT - Custom control with focus support
struct CustomButton: View {
@FocusState private var isFocused: Bool
var body: some View {
Text("Custom")
.focusable()
.focused($isFocused)
.onKeyPress(.return) {
action()
return .handled
}
}
}
Focus management
// ✅ CORRECT - Set initial focus
.focusSection() // Group related controls
.defaultFocus($focus, .constant(true)) // Set default
// ✅ CORRECT - Move focus after action
@FocusState private var focusedField: Field?
Button("Next") {
focusedField = .next
}
Testing (iPadOS/macOS)
- Connect keyboard to iPad or use Mac
- Press Tab - does focus move to interactive elements?
- Press Space/Return - does focused element activate?
- Check custom controls have visible focus indicator
- Can you reach all functionality without mouse/touch?
6. Reduce Motion Support (MEDIUM - Vestibular Disorders)
Problem Animations cause discomfort, nausea, or seizures for users with vestibular disorders.
WCAG 2.3.3 Animation from Interactions (Level AAA - motion animation can be disabled)
Common violations
// ❌ WRONG - Always animates (can cause nausea)
.onAppear {
withAnimation(.spring(response: 0.6, dampingFraction: 0.8)) {
scale = 1.0
}
}
// ❌ WRONG - Parallax scrolling without opt-out
ScrollView {
GeometryReader { geo in
Image("hero")
.offset(y: geo.frame(in: .global).minY * 0.5) // Parallax
}
}
// ✅ CORRECT - Respect Reduce Motion preference
.onAppear {
if UIAccessibility.isReduceMotionEnabled {
scale = 1.0 // Instant
} else {
withAnimation(.spring(response: 0.6, dampingFraction: 0.8)) {
scale = 1.0
}
}
}
// ✅ CORRECT - Simpler animation or cross-fade
if UIAccessibility.isReduceMotionEnabled {
// Cross-fade or instant change
withAnimation(.linear(duration: 0.2)) {
showView = true
}
} else {
// Complex spring animation
withAnimation(.spring()) {
showView = true
}
}
SwiftUI modifier
// ✅ CORRECT - Automatic support
.animation(.spring(), value: isExpanded)
.transaction { transaction in
if UIAccessibility.isReduceMotionEnabled {
transaction.animation = nil // Disable animation
}
}
Testing
- Settings → Accessibility → Motion → Reduce Motion (toggle ON)
- Navigate app - are animations reduced or eliminated?
- Test: Transitions, scrolling effects, parallax, particle effects
- Video autoplay should also respect this preference
7. Common Violations (HIGH - App Store Review)
Images Without Labels
// ❌ WRONG - Informative image without label
Image("product-photo")
// ✅ CORRECT - Informative image with label
Image("product-photo")
.accessibilityLabel("Red sneakers with white laces")
// ✅ CORRECT - Decorative image hidden
Image("background-pattern")
.accessibilityHidden(true)
Buttons With Wrong Traits
// ❌ WRONG - Custom button without button trait
Text("Submit")
.onTapGesture {
submit()
}
// VoiceOver announces as "Submit, text" not "Submit, button"
// ✅ CORRECT - Use Button for button-like controls
Button("Submit") {
submit()
}
// VoiceOver announces as "Submit, button"
// ✅ CORRECT - Custom control with correct trait
Text("Submit")
.accessibilityAddTraits(.isButton)
.onTapGesture {
submit()
}
Inaccessible Custom Controls
// ❌ WRONG - Custom slider without accessibility support
struct CustomSlider: View {
@Binding var value: Double
var body: some View {
// Drag gesture only, no VoiceOver support
GeometryReader { geo in
// ...
}
.gesture(DragGesture()...)
}
}
// ✅ CORRECT - Custom slider with accessibility actions
struct CustomSlider: View {
@Binding var value: Double
var body: some View {
GeometryReader { geo in
// ...
}
.gesture(DragGesture()...)
.accessibilityElement()
.accessibilityLabel("Volume")
.accessibilityValue("\(Int(value))%")
.accessibilityAdjustableAction { direction in
switch direction {
case .increment:
value = min(value + 10, 100)
case .decrement:
value = max(value - 10, 0)
@unknown default:
break
}
}
}
}
Missing State Announcements
// ❌ WRONG - State change without announcement
Button("Toggle") {
isOn.toggle()
}
// ✅ CORRECT - State change with announcement
Button("Toggle") {
isOn.toggle()
UIAccessibility.post(
notification: .announcement,
argument: isOn ? "Enabled" : "Disabled"
)
}
// ✅ CORRECT - Automatic state with accessibilityValue
Button("Toggle") {
isOn.toggle()
}
.accessibilityValue(isOn ? "Enabled" : "Disabled")
8. Assistive Access Support (iOS 17+ — Cognitive Disabilities)
Problem App is unavailable or broken in Assistive Access mode, excluding users with cognitive disabilities who rely on a simplified system experience.
Assistive Access is a system-wide mode (Settings > Accessibility > Assistive Access) that replaces the standard iOS UI with large controls, simplified navigation, and reduced cognitive load. Apps that don't opt in are hidden from users in this mode.
Symptom: App missing from Assistive Access home screen
Your app doesn't appear under "Optimized Apps" in Assistive Access settings.
<!-- ✅ FIX - Add to Info.plist -->
<key>UISupportsAssistiveAccess</key>
<true/>
This makes the app available and launches it full screen in Assistive Access mode. Without this key, users in Assistive Access mode cannot access your app at all.
Symptom: Standard UI too complex for Assistive Access users
Your app launches in Assistive Access but shows the full standard interface, overwhelming users who need simplified controls.
// ✅ FIX - Provide a dedicated Assistive Access scene
@main
struct MyApp: App {
var body: some Scene {
WindowGroup {
ContentView() // Standard UI
}
AssistiveAccess {
AssistiveAccessContentView() // Simplified UI
}
}
}
The AssistiveAccess scene type provides a separate entry point. When the system is in Assistive Access mode, it uses this scene instead of the standard WindowGroup. Native SwiftUI controls inside this scene automatically adopt the Assistive Access visual style (large buttons, prominent navigation, grid/row layout).
Symptom: App already designed for cognitive accessibility but displays in reduced frame
If your app is already purpose-built for users with cognitive disabilities (e.g., AAC apps), it may appear in a reduced frame rather than full screen.
<!-- ✅ FIX - Add to Info.plist for apps already designed for cognitive accessibility -->
<key>UISupportsFullScreenInAssistiveAccess</key>
<true/>
This displays your app identically to its standard appearance, bypassing the Assistive Access frame.
Detecting Assistive Access at runtime
struct MyView: View {
@Environment(\.accessibilityAssistiveAccessEnabled) var assistiveAccessEnabled
var body: some View {
if assistiveAccessEnabled {
// Simplified content
} else {
// Standard content
}
}
}
UIKit implementation
For UIKit apps, use the .windowAssistiveAccessApplication scene session role in your UISceneConfiguration to route to a dedicated scene delegate for the Assistive Access experience.
Design principles for Assistive Access scenes
- Distill to core functionality — One or two essential features, not the full app
- Large, prominent controls — Ample spacing, no hidden gestures or timed interactions
- Multiple representations — Pair text with icons; use visual alternatives
- Step-by-step navigation — Clear back buttons, consistent patterns
- Safe interactions — Remove irreversible actions; confirm destructive ones
Adding navigation icons
NavigationStack {
MyView()
.navigationTitle("My Feature")
.assistiveAccessNavigationIcon(systemImage: "star.fill")
}
Testing
- Device — Enable Assistive Access in Settings > Accessibility > Assistive Access, verify app appears in "Optimized Apps", test the full user flow
- Accessibility Inspector — Run audit on the Assistive Access scene for label, contrast, and hit region issues
Accessibility Inspector Workflow
1. Launch Accessibility Inspector
Xcode → Open Developer Tool → Accessibility Inspector
2. Select Target
- Dropdown: Choose running simulator or connected device
- Target: Select your app
3. Inspection Mode
- Click "Inspection Pointer" button (crosshair icon)
- Hover over UI elements to see:
- Label, Value, Hint, Traits
- Frame, Path
- Actions available
- Parent/child hierarchy
4. Run Audit
- Click "Audit" tab
- Click "Run Audit" button
- Review findings:
- Contrast — Color contrast issues
- Hit Region — Touch target size issues
- Clipped Text — Text truncation with Dynamic Type
- Element Description — Missing labels/hints
- Traits — Wrong accessibility traits
5. Fix and Re-Test
- Click each finding for details
- Fix in code
- Re-run audit to verify
VoiceOver Testing Checklist
Enable VoiceOver
- Simulator Cmd+F5 or Settings → Accessibility → VoiceOver
- Device Triple-click side button (if enabled in Settings)
Navigation Testing
- ☐ Swipe right/left - moves logically through UI elements
- ☐ Each element announces purpose clearly
- ☐ No unlabeled elements (except decorative)
- ☐ Heading navigation works (swipe up/down with 2 fingers)
- ☐ Container navigation works (swipe left/right with 3 fingers)
Interaction Testing
- ☐ Double-tap activates buttons
- ☐ Swipe up/down adjusts sliders/pickers (with
.accessibilityAdjustableAction) - ☐ Custom gestures have VoiceOver equivalents
- ☐ Text fields announce keyboard type
- ☐ State changes are announced
Content Testing
- ☐ Images have descriptive labels or are hidden
- ☐ Error messages are announced
- ☐ Loading states are announced
- ☐ Modal sheets announce role
- ☐ Alerts announce automatically
App Store Review Preparation
Required Accessibility Features (iOS)
-
VoiceOver Support
- All UI elements must have labels
- Navigation must be logical
- All actions must be performable
-
Dynamic Type
- Text must scale from -3 to +12 sizes
- Layout must adapt without clipping
-
Sufficient Contrast
- Minimum 4.5:1 for normal text
- Minimum 3:1 for large text (≥18pt)
App Store Connect Metadata
When submitting:
-
Accessibility → Select features your app supports:
- ☑ VoiceOver
- ☑ Dynamic Type
- ☑ Increased Contrast
- ☑ Reduce Motion (if supported)
-
Test Notes: Document accessibility testing
Accessibility Testing Completed: - VoiceOver: All screens tested with VoiceOver enabled - Dynamic Type: Tested at all size categories - Color Contrast: Verified 4.5:1 minimum contrast - Touch Targets: All buttons minimum 44x44pt - Reduce Motion: Animations respect user preference
Common Rejection Reasons
-
"App is not fully functional with VoiceOver"
- Missing labels on images/buttons
- Unlabeled custom controls
- Actions not performable with VoiceOver
-
"Text is not readable at all Dynamic Type sizes"
- Fixed font sizes
- Text clipping at large sizes
- Layout breaks at accessibility sizes
-
"Insufficient color contrast"
- Text fails 4.5:1 ratio
- UI elements fail 3:1 ratio
- Color-only indicators
Design Review Pressure: Defending Accessibility Requirements
The Problem
Under design review pressure, you'll face requests to:
- "Those VoiceOver labels make the code messy - can we skip them?"
- "Dynamic Type breaks our carefully designed layout - let's lock font sizes"
- "The high contrast requirement ruins our brand aesthetic"
- "44pt touch targets are too big - make them smaller for a cleaner look"
These sound like reasonable design preferences. But they violate App Store requirements and exclude 15% of users. Your job: defend using App Store guidelines and legal requirements, not opinion.
Red Flags — Designer Requests That Violate Accessibility
If you hear ANY of these, STOP and reference this skill:
- ❌ "Skip VoiceOver labels on icon-only buttons" – App Store rejection (Guideline 2.5.1)
- ❌ "Use fixed 14pt font for compact design" – Excludes users with vision disabilities
- ❌ "3:1 contrast ratio is fine" – Fails WCAG AA for text (needs 4.5:1)
- ❌ "Make buttons 36x36pt for clean aesthetic" – Fails touch target requirement (44x44pt minimum)
- ❌ "Disable Dynamic Type in this screen" – App Store rejection risk
- ❌ "Color-code without labels (red=error, green=success)" – Excludes colorblind users (8% of men)
How to Push Back Professionally
Step 1: Show the Guideline
"I want to support this design direction, but let me show you Apple's App Store
Review Guideline 2.5.1:
'Apps should support accessibility features such as VoiceOver and Dynamic Type.
Failure to include sufficient accessibility features may result in rejection.'
Here's what we need for approval:
1. VoiceOver labels on all interactive elements
2. Dynamic Type support (can't lock font sizes)
3. 4.5:1 contrast ratio for text, 3:1 for UI
4. 44x44pt minimum touch targets
Let me show where our design currently falls short..."
Step 2: Demonstrate the Risk
Open the app with accessibility features enabled:
- VoiceOver (Cmd+F5): Show buttons announcing "Button" instead of purpose
- Largest Text Size: Show layout breaking or text clipping
- Color Contrast Analyzer: Show failing contrast ratios
- Touch target overlay: Show targets < 44pt
Shortened here. Read the whole file on GitHub.
Signals
- GitHub stars
- 63
- Forks
- 22
- Last commit
- Jun 2026
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axiom-accessibility-diag- Source
- github.com/comeonoliver/skillshub