agentic-team-templates 0.15.0 → 0.17.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/index.js +16 -0
- package/src/index.test.js +2 -0
- package/templates/educator/.cursorrules/accessibility.md +266 -0
- package/templates/educator/.cursorrules/assessment.md +215 -0
- package/templates/educator/.cursorrules/curriculum.md +286 -0
- package/templates/educator/.cursorrules/engagement.md +243 -0
- package/templates/educator/.cursorrules/instructional-design.md +235 -0
- package/templates/educator/.cursorrules/overview.md +91 -0
- package/templates/educator/.cursorrules/retention.md +235 -0
- package/templates/educator/CLAUDE.md +338 -0
- package/templates/ux-designer/.cursorrules/accessibility.md +214 -0
- package/templates/ux-designer/.cursorrules/emotional-design.md +217 -0
- package/templates/ux-designer/.cursorrules/handoff.md +251 -0
- package/templates/ux-designer/.cursorrules/information-architecture.md +193 -0
- package/templates/ux-designer/.cursorrules/interaction-design.md +221 -0
- package/templates/ux-designer/.cursorrules/overview.md +110 -0
- package/templates/ux-designer/.cursorrules/research.md +181 -0
- package/templates/ux-designer/.cursorrules/visual-design.md +191 -0
- package/templates/ux-designer/CLAUDE.md +124 -0
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# Educator Development Guide
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World-class guidelines for evidence-based teaching, learning retention, gamification, and assessment design.
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---
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## Overview
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This guide applies to:
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- Instructional design and lesson planning
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- Learning retention and memory science
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- Assessment design and mastery evaluation
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- Student engagement and motivation
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- Accessibility and inclusive education
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- Curriculum mapping and sequencing
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- Gamification and active learning
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### Key Principles
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1. **Backward Design** - Start with outcomes, then assessments, then instruction
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2. **Active Learning** - Learners construct knowledge through doing, not listening
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3. **Retrieval Practice** - Testing strengthens memory more than reviewing
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4. **Scaffolding and Fading** - Support learners, then gradually remove support
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5. **Universal Design** - Design for the margins to improve learning for everyone
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### Core Frameworks
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| Framework | Purpose |
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|-----------|---------|
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| Backward Design (Wiggins & McTighe) | Outcome-first instructional design |
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| Bloom's Taxonomy (Revised) | Classify cognitive complexity of objectives |
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| Cognitive Load Theory (Sweller) | Manage mental effort during learning |
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| Spaced Repetition (Ebbinghaus) | Optimize long-term retention |
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| Self-Determination Theory (Deci & Ryan) | Drive intrinsic motivation |
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| Universal Design for Learning (CAST) | Inclusive, flexible instruction |
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| Zone of Proximal Development (Vygotsky) | Calibrate challenge level |
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| Flow Theory (Csikszentmihalyi) | Sustain deep engagement |
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---
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## Instructional Design
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### Backward Design (Wiggins & McTighe)
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```
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Stage 1: Identify Desired Results
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├── What should learners understand?
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├── What essential questions will guide inquiry?
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└── What transfer goals apply?
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Stage 2: Determine Acceptable Evidence
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├── What performance tasks demonstrate understanding?
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├── What criteria define proficiency?
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└── What other evidence (quizzes, observations) is needed?
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Stage 3: Plan Learning Experiences
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├── What knowledge and skills do learners need?
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├── What activities will develop understanding?
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└── What sequence makes sense?
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```
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### Bloom's Taxonomy (Revised)
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```
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Higher Order ──────────────────────────── Lower Order
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Create → Produce original work
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Evaluate → Justify decisions
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Analyze → Break into parts, find relationships
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Apply → Use in new situations
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Understand → Explain ideas
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Remember → Recall facts
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```
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### Writing Learning Objectives (ABCD Format)
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- **A**udience: Who is the learner?
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- **B**ehavior: What will they do? (observable verb)
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- **C**ondition: Under what circumstances?
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- **D**egree: To what standard?
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```markdown
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✅ "Given a dataset (C), the student (A) will identify and correct
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three types of data quality issues (B) with 90% accuracy (D)."
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❌ "Students will understand data quality."
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```
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### Cognitive Load Theory
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| Type | Description | Goal |
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|------|-------------|------|
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| **Intrinsic** | Inherent complexity of the material | Manage via sequencing and chunking |
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| **Extraneous** | Poor instructional design adding unnecessary load | Eliminate |
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| **Germane** | Effort devoted to building mental schemas | Maximize |
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### Scaffolding (Vygotsky's ZPD)
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```
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Lesson 1: Full modeling (I do)
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Lesson 2: Guided practice (We do)
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Lesson 3: Collaborative practice (You do together)
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Lesson 4: Independent practice (You do alone)
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Lesson 5: Transfer to new context (You do differently)
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```
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---
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## Learning Retention
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### The Forgetting Curve
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Without review, ~80% of material is forgotten within 2 days. Spaced review flattens the curve.
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### Spaced Repetition Schedule
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```
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Initial learning → Review after 1 day
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Review 1 (Day 1) → Review after 3 days
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Review 2 (Day 4) → Review after 7 days
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Review 3 (Day 11) → Review after 14 days
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Review 4 (Day 25) → Review after 30 days
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```
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### Retrieval Practice
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Actively recalling information from memory strengthens the memory trace far more than re-reading.
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| Technique | Description |
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|-----------|-------------|
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| Free recall | Write everything you remember about a topic |
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| Practice testing | Low-stakes quizzes with feedback |
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| Concept mapping from memory | Draw relationships without notes |
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| Exit tickets | Brief end-of-class recall prompts |
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### Interleaving
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Mix different topics within practice sessions rather than blocking.
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```markdown
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❌ Blocked: AAAA BBBB CCCC
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✅ Interleaved: ABCA BCAB CABC
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```
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### Dual Coding
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Combine verbal and visual representations to create two memory pathways.
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### Desirable Difficulties
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Conditions that make learning feel harder often produce stronger long-term retention. Performance during learning ≠ learning itself.
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---
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## Assessment Design
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### Formative vs. Summative
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| Aspect | Formative | Summative |
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|--------|-----------|-----------|
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| Purpose | Guide instruction | Evaluate achievement |
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| Timing | During learning | After learning |
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| Stakes | Low (practice) | Higher (grading) |
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| Frequency | Every 10-15 min | End of unit/course |
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| Analogy | GPS during journey | Destination photo |
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### Rubric Best Practices
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1. Share rubrics before the assessment
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2. Use descriptive language, not evaluative
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3. Include examples at each level
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4. Limit criteria to 3-6
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5. Involve learners in co-creation when appropriate
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### Mastery-Based Progression
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Learners advance when they demonstrate mastery (80-90% on core objectives), not when a calendar date arrives. Allow multiple attempts.
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### Feedback Design
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```markdown
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1. What was done well (specific)
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2. What needs improvement (specific)
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3. Next step (actionable)
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```
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---
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## Engagement and Motivation
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### Self-Determination Theory (Deci & Ryan)
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```
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Intrinsic Motivation
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├── Autonomy: "I have choice and ownership"
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├── Competence: "I can succeed and grow"
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└── Relatedness: "I belong and am valued"
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```
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### Growth Mindset (Dweck)
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```markdown
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❌ "You're so smart!" → ✅ "You worked really hard on that"
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❌ "This is easy, you'll get it" → ✅ "This is challenging—that's how you grow"
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```
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### Active Learning (10-Minute Rule)
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```
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[10 min input] → [5 min active processing] → [10 min input] → [5 min processing]
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```
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### Gamification Elements
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| Element | Purpose |
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|---------|---------|
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| XP / progress bars | Track cumulative progress |
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| Badges | Recognize specific mastery milestones |
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| Quests | Frame tasks as narrative challenges |
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| Streaks | Encourage consistent practice |
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### Gamification Anti-Patterns
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- Points for attendance (rewards showing up, not learning)
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- Competitive leaderboards as primary motivator
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- Extrinsic rewards that crowd out intrinsic motivation
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- Badges for trivial achievements
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---
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## Accessibility and Inclusion
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### Universal Design for Learning (CAST)
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| Principle | Focus |
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|-----------|-------|
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| Multiple Means of Representation | The "what" of learning |
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| Multiple Means of Action & Expression | The "how" of learning |
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| Multiple Means of Engagement | The "why" of learning |
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### Learning Styles: The Myth
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The "learning styles" model (visual, auditory, kinesthetic) is NOT supported by research. What works: multiple representations for ALL learners (UDL), matching modality to CONTENT type.
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### Accessible Materials Checklist
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- [ ] Sans-serif font, minimum 12pt, high contrast
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- [ ] Alt text for all meaningful images
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- [ ] Captions and transcripts for video/audio
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- [ ] Proper heading hierarchy
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- [ ] Multiple assessment formats available
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---
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## Curriculum Design
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### Spiral Curriculum (Bruner)
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Revisit key concepts at increasing levels of complexity throughout the curriculum.
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### Sequencing Principles
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| Strategy | When to Use |
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|----------|-------------|
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| Simple → Complex | Skill-building, mathematics |
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| Concrete → Abstract | Conceptual understanding |
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| Known → Unknown | Connecting to prior knowledge |
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| Whole → Part → Whole | Systems thinking |
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### Continuous Improvement Cycle
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```
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Teach → Assess → Analyze → Adjust → Re-teach
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```
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---
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## Definition of Done
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A lesson or module is complete when:
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- [ ] Learning objectives are specific, measurable, and aligned to Bloom's Taxonomy
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- [ ] Assessments directly measure stated objectives (backward design)
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- [ ] Content uses multiple representations (UDL Principle I)
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- [ ] Retrieval practice is embedded throughout
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- [ ] Spacing and interleaving are incorporated
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- [ ] Formative checks occur at least every 10-15 minutes
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- [ ] Feedback is immediate, specific, and actionable
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- [ ] Materials are accessible (captions, alt text, readable fonts)
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- [ ] Rubrics are shared with learners before assessment
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---
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## Common Pitfalls
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### 1. Coverage Over Depth
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❌ "We need to cover 15 chapters this semester"
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✅ "We need students to deeply understand 8 essential concepts"
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### 2. Activity-Driven Planning
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❌ "I found a great activity—let me build a lesson around it"
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✅ "What's the objective? What assessment shows mastery? Now, what activity supports that?"
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### 3. Re-reading as Study Strategy
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❌ "Read chapter 5 again for review"
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✅ "Close the book and write down everything you remember from chapter 5"
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### 4. Entertainment vs. Engagement
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❌ "Students loved the activity" (fun but no learning)
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✅ "Students wrestled with the concept and showed growth" (productive struggle)
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### 5. Participation ≠ Learning
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❌ "Everyone raised their hand, so they must understand"
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✅ Check actual understanding with retrieval practice
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---
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## Resources
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- [Make It Stick - Brown, Roediger & McDaniel](https://www.hup.harvard.edu/catalog.php?isbn=9780674729018)
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- [Understanding by Design - Wiggins & McTighe](https://www.ascd.org/books/understanding-by-design-expanded-2nd-edition)
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- [How Learning Works - Ambrose et al.](https://www.wiley.com/en-us/How+Learning+Works-p-9780470484104)
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- [Small Teaching - Lang](https://www.jamesmlang.com/small-teaching)
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- [Universal Design for Learning - CAST](https://www.cast.org/impact/universal-design-for-learning-udl)
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- [Visible Learning - Hattie](https://www.visiblelearning.com/)
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- [A Mind for Numbers - Oakley](https://barbaraoakley.com/books/a-mind-for-numbers/)
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- [Mindset - Dweck](https://mindsetonline.com/)
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# Accessibility
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Designing inclusive experiences that work for all users regardless of ability, device, or context.
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## Core Principle
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**Accessibility is not a feature — it is a requirement.** An inaccessible product is a broken product. Design for the most constrained user and everyone benefits.
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## WCAG 2.2 AA — POUR Framework
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The Web Content Accessibility Guidelines organize requirements into four principles:
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### Perceivable
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Users must be able to perceive all information and UI components.
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```markdown
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Requirements:
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- Text alternatives for non-text content (alt text, aria-labels)
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- Captions and transcripts for audio/video content
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- Content adaptable to different presentations (screen reader, zoom, reflow)
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- Sufficient color contrast (4.5:1 for text, 3:1 for large text and UI components)
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- No information conveyed by color alone (add icons, text, patterns)
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- Text resizable up to 200% without loss of content or function
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- Content reflows at 320px width without horizontal scrolling
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```
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### Operable
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Users must be able to operate all UI components and navigation.
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```markdown
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Requirements:
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- All functionality available via keyboard
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- No keyboard traps (users can always Tab/Escape out)
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- Skip navigation link as first focusable element
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- Visible focus indicators on all interactive elements
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- No time limits (or provide extend/disable options)
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- No content that flashes more than 3 times per second
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- Page titles describe topic or purpose
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- Focus order follows logical reading sequence
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- Link purpose clear from link text alone (no "click here")
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- Multiple ways to find pages (navigation, search, sitemap)
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- Touch targets minimum 24x24px (44x44px recommended)
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```
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### Understandable
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Users must be able to understand the information and UI operation.
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```markdown
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Requirements:
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- Language of page declared in HTML lang attribute
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- Consistent navigation across pages
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- Consistent identification of UI components
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- Error identification with clear description
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- Labels or instructions for user input
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- Error prevention for legal/financial/data submissions (review before submit)
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- Context does not change unexpectedly on focus or input
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```
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### Robust
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Content must work with current and future assistive technologies.
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```markdown
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Requirements:
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- Valid HTML with proper semantic structure
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- Name, role, value programmatically determinable for all UI components
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- Status messages communicated via ARIA live regions without focus change
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- Compatible with screen readers, voice control, switch devices, and magnification
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```
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## Keyboard Navigation
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```markdown
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Requirements:
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- Tab: Move forward through focusable elements
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- Shift+Tab: Move backward
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- Enter/Space: Activate buttons and links
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- Arrow keys: Navigate within components (tabs, menus, radio groups)
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- Escape: Close modals, dropdowns, popovers
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- Home/End: Jump to first/last item in a list or slider
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Focus management:
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- Focus moves into modal when opened, returns to trigger when closed
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- Focus never gets lost or stuck
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- Focus indicators visible in all themes (light and dark)
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- Custom focus styles: minimum 2px solid outline with offset, 3:1 contrast ratio
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Tab order:
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- Follows visual layout (left-to-right, top-to-bottom in LTR languages)
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- Skip hidden/inactive elements
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- tabindex="0" for custom interactive elements
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- tabindex="-1" for programmatic focus (not in tab order)
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- Never use tabindex > 0 (breaks natural order)
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```
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## Screen Readers
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```markdown
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Semantic HTML:
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- Use <nav>, <main>, <header>, <footer>, <aside>, <section>, <article>
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- Headings form a logical outline (h1 → h2 → h3, no skipping levels)
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- Lists use <ul>/<ol>/<dl>, not styled divs
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- Tables use <th>, <caption>, and scope attributes
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- Forms use <label> associated with inputs via for/id
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ARIA (Accessible Rich Internet Applications):
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- Use native HTML elements first; ARIA is a supplement, not a replacement
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- aria-label: Name an element when visible text is insufficient
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- aria-describedby: Associate additional descriptions
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- aria-live="polite": Announce dynamic content changes (toasts, status updates)
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- aria-live="assertive": Interrupt for urgent messages (errors)
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- aria-expanded: Communicate open/closed state of collapsibles
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- aria-hidden="true": Hide decorative content from assistive tech
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- role attributes: Only when native HTML semantics are insufficient
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Testing:
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- Test with VoiceOver (macOS/iOS), NVDA or JAWS (Windows), TalkBack (Android)
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- Navigate the entire flow using only the screen reader
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- Verify all actions can be completed without visual reference
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```
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## ARIA Authoring Practices Guide (APG)
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Follow the WAI-ARIA APG patterns for complex components:
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```markdown
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Common patterns:
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- Accordion: aria-expanded, aria-controls, Enter/Space to toggle
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- Dialog (Modal): aria-modal, focus trap, Escape to close
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- Tabs: role="tablist"/"tab"/"tabpanel", Arrow keys to switch
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- Combobox: role="combobox", aria-autocomplete, list association
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- Menu: role="menu"/"menuitem", Arrow keys, Enter to select
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- Tooltip: role="tooltip", aria-describedby, Escape to dismiss
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- Disclosure: aria-expanded, controls relationship
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Rules:
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- Follow the APG keyboard interaction patterns exactly
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- Test with assistive technology, not just keyboard
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- Complex widgets need comprehensive ARIA markup
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```
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## Inclusive Design (Microsoft)
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Design for the full range of human diversity.
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```markdown
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Disability spectrum:
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Permanent → Temporary → Situational
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One arm → Arm injury → Carrying a baby
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Blind → Eye surgery → Driving
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Deaf → Ear infection → Loud environment
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Non-verbal → Laryngitis → Non-native speaker
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Principles:
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1. Recognize exclusion (who can't use this?)
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2. Learn from diversity (edge cases reveal design flaws)
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3. Solve for one, extend to many (curb cuts help wheelchairs, strollers, bikes)
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```
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## Cognitive Accessibility
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```markdown
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Guidelines:
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- Use plain language (aim for 8th-grade reading level)
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- Break content into short, scannable chunks
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- Use consistent and predictable patterns
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- Provide clear error messages with recovery instructions
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- Avoid time pressure (allow extended time or remove limits)
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- Support undo for destructive actions
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- Minimize required memory (show context, don't require recall)
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- Use familiar icons and established UI patterns
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- Progress indicators for multi-step processes
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- No unexpected changes in context
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```
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## Testing Checklist
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```markdown
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Automated (catch ~30% of issues):
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- axe-core or Lighthouse accessibility audit
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- Color contrast checker
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- HTML validation
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Manual (catch ~70% of issues):
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- Keyboard-only navigation (can you complete every task?)
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- Screen reader walkthrough (does every element announce correctly?)
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- Zoom to 200% (does content reflow without horizontal scroll?)
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- Color blindness simulation (is meaning preserved?)
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- Reduced motion test (does prefers-reduced-motion work?)
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- Touch target size verification (44x44px minimum)
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- Focus order verification (logical and predictable?)
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- Form error experience (clear, specific, recoverable?)
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User testing:
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- Include users with disabilities in research participants
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- Test with the assistive technologies your users actually use
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- Observe real behavior, don't rely on automated reports alone
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```
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## Anti-Patterns
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```markdown
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- Accessibility overlay widgets: Third-party "fix-it" overlays don't work and create new problems
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207
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- Missing alt text: Images without alternatives are invisible to screen readers
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- Placeholder-only labels: Placeholders disappear on focus, leaving users without context
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- Focus suppression: outline: none without a replacement focus style
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- Mouse-only interactions: Drag-and-drop, hover reveals, or swipe without keyboard alternatives
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- CAPTCHAs without alternatives: Audio CAPTCHA or bypass for authenticated users
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- Auto-playing media: Audio or video that plays without user initiation
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- "Accessibility is done": It's never done — it requires ongoing testing and maintenance
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```
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