How accessible experience design unlocks business value and innovation
Krista Pereira2026-03-11T18:24:56-04:00Report coming soon [...]
Report coming soon [...]
We surveyed our community of testers with disabilities to understand the accessibility of Smart TVs, cable and satellite TV, set-top boxes, and streaming services. The results highlight the need for better accessibility in all categories.
Lori Samuels, Senior Director of Accessibility at NBCUniversal, explored how accessibility involves the changing of habits at scale.
Learn how Wendy Reid, Accessibility and Publishing Standards Lead at Rakuten Kobo is leveraging Fable to make ebooks more accessible to people with disabilities.
In 2020, Spotify started seeing grassroots efforts develop around accessibility education. This led to the formation of an Accessibility Guild, a company-wide initiative around accessibility, and the creation of their accessibility team. In our latest edition of Experts with Fable, Accessibility consultant Devon Persing moderated a discussion with Spotify’s Accessibility and Design Systems Manager Audrey O’Clair, and Education Program Manager George Milios on why Spotify recognized the need for accessibility training, how they structured their program to create awareness and engagement, and more.
Successful accessibility leaders shared their perspectives on best practices for quantifying long-term accessibility outcomes.
Elana Chapman, Accessibility Research Manager at Fable, sat down with Stacey Sullivan, UX Team Lead at OverDrive, and Annabel Weiner, User Experience Accessibility Specialist at Ally Bank. Annabel and Stacey shared their perspectives on why they push past WCAG to provide an even better user experience for all, best practices for user research with assistive technology users, and strategies for getting organizational buy-in for accessibility projects.
Insights: Accessibil [...]
Sam Proulx, Accessibility Evangelist at Fable, discusses his experiences with computer gaming. He makes the case that accessibility isn’t just for work and essential services, and that making games accessible can help us advance the frontier of accessibility for everyone.