# 1. Accessibility Mindset and the Module
Part of [[Accessibility]]. Next: [[2. Colorblind-Safe Palettes]].
## 1.1 Design rules for this course
- **Do not convey state by color alone.** Team color, damage type, and "poisoned" need a shape, icon, or text as well as a hue (Level 8).
- **Text must scale** (subtitles, prompts, HUD numbers) and remain in the layout ([[Localization]] fonts belong here too).
- **Motion is optional.** Camera shake, motion blur, bob, and a fullscreen flash have an off switch.
- **Every action is remappable.** Recap [[3. Runtime Rebinding]]; do not ship a second hard-coded "Press E" ([[Context-Sensitive Prompts and Onboarding]]).
- **In-game settings always exist.** System APIs are a bonus on the platforms that have them.
## 1.2 The official Accessibility module
Enabled by default (enable it in Package Manager if it is not). Official 6000.5 intro:
- Talks to **native screen readers** (TalkBack, VoiceOver, Narrator, macOS VoiceOver) and to **system settings** (large text, closed captions) on supported platforms.
- You **create** an `AccessibilityHierarchy` of `AccessibilityNode`s; the module does **not** infer it from the scene or from UI Toolkit automatically. `AssistiveSupport` holds the active hierarchy.
- Play Mode tool: **Window > Accessibility > Accessibility Hierarchy Viewer**.
- Behavior depends on OS version and screen reader - **test on the target device**.
A full screen-reader implementation is more than this series' four assigned topics; part 6 points at the official types and stops short of invented node-setup code. Do not skip palettes, subtitles, motion, and remaps because a screen-reader sample looks more "advanced."
## 1.3 Exercise
Audit one HUD (health, team tint, a prompt, a hit flash). Write four rows: color-only failure, unreadable subtitle, shake that cannot be turned off, hard-coded key. You will close those rows in parts 2-5.
## Sources
- Accessibility module intro (6000.5): https://docs.unity.com/en-us/engine/6000.5/manual/accessibility/module-intro