Current status: not compliant

The Odd Ones Out iOS app does not currently conform to WCAG 2.1 level AA. Several significant barriers are listed below. The website is closer to conformance but also has known gaps. We are publishing this statement now, before the work is finished, so that you know what to expect.

01

What This Statement Covers

This statement applies to the Odd Ones Out iOS app. The games are played in the app — oddonesout.eu is an information site only, and you cannot play there.

It does not cover third-party content we do not control, such as GIFs returned by the search provider used in "Answer with a GIF", or the App Store pages operated by Apple.

02

The Standard We Measure Against

We measure against WCAG 2.1 level AA — the Web Content Accessibility Guidelines published by the W3C, and the standard referenced by European accessibility legislation. The sections below describe where we fall short of it.

03

Known Barriers

These are the issues we have identified and confirmed. They are listed roughly in order of how much they affect people.

  • Text does not resize. The app uses fixed text sizes throughout and does not respond to the Dynamic Type setting in iOS. If you have increased the text size on your device, Odd Ones Out will still show text at its default size. This affects every screen in the app. (WCAG 1.4.4)
  • VoiceOver support is incomplete. The game cards on the home screen are labelled correctly, and most icons sit next to visible text that VoiceOver reads. But roughly 50 icon-only controls — spread across game setup screens, the category pickers, the profile screen and several individual games — carry no label of their own, so VoiceOver falls back to the icon's generic name instead of saying what the control does. Scores and timers are not announced as they change. (WCAG 1.1.1, 4.1.2)
  • Reduce Motion is mostly ignored. A small number of screens respect the iOS "Reduce Motion" setting; the majority do not. Some animations loop continuously and cannot be paused or stopped. (WCAG 2.2.2)
  • Timers cannot be switched off. Many games have a countdown, and the host can choose its length, but no game offers an "off" or "unlimited" option. In games where speed is the point of the game — the typing race, the reaction games, the word race — a time limit is inherent to the activity. In the read-and-vote games it is not, and there we consider this a genuine barrier. (WCAG 2.2.1)
  • Some text has insufficient colour contrast. Main body text is high contrast and legible. However, secondary and helper text measures between 2.7:1 and 3.4:1 against its background where 4.5:1 is required; placeholder text in input fields measures about 3.2:1; and status colours used as text — the red, green and orange — measure between 2.2:1 and 3.6:1. The white title on the home screen sits on a pale sky background and measures between 1.5:1 and 1.1:1 depending on where it falls in the gradient; it relies on a drop shadow to stay readable at all. (WCAG 1.4.3)
  • Some tap targets may be too small. A number of controls are smaller than the recommended 44×44 points. We have not yet finished checking which of these are real problems in use. (WCAG 2.5.5)
04

What Does Work

So the picture is complete, these things have been checked and are in order:

  • The game cards on the home screen are labelled for VoiceOver, including whether a game is locked.
  • Most icons in the app sit alongside visible text, so VoiceOver reads the control's actual purpose.
  • Main body text has strong contrast against its background.
  • The app is fully translated, and the language can be changed at any time in Settings.
  • A few screens — the question screen and the Taboo game among them — already respect the "Reduce Motion" setting.
05

What You Can Do In The Meantime

We will not pretend there is a good workaround for the text size — there is not, and that is the honest answer. What can help: if a countdown is too fast, whoever sets up the room can pick the longest available timer in the game's settings before starting, and in local play you can simply pass the phone at your own pace.

If a specific game is unusable for you, tell us which one. It helps us prioritise, and we would rather hear it than guess.

06

What We Are Doing About It

Our priorities, in order: text resizing, then VoiceOver labelling, then colour contrast, then Reduce Motion. Text resizing is the largest piece of work because it affects every screen in the app, and it is also the change that would help the most people.

We have not set a completion date, and we would rather say so than publish one we cannot keep. This page will be updated as items are fixed.

07

How This Was Assessed

This statement is based on a self-assessment carried out on 2 August 2026, combining a review of the app's source code with calculated colour-contrast measurements. It has not been audited by an external party, and it has not yet been validated by testing with people who use assistive technology. Both are things we intend to do. Issues we have not found are not the same as issues that do not exist — which is why the next section matters.

08

Tell Us What We Missed

If you hit a barrier that is not listed here, or you need something from Odd Ones Out in a form you can actually use, email oou.inquiries@gmail.com. Tell us what you were trying to do, which game or screen, and what assistive technology you use if any. We aim to reply within 10 working days.

Reports of specific barriers are genuinely useful to us: they tell us what to fix first far better than our own testing does.

09

If You Are Not Satisfied

If you contact us about an accessibility problem and are not happy with our response, you can escalate the matter to the market surveillance authority responsible for accessibility in your country. Within the EU, each member state designates its own authority under the European Accessibility Act.

Found a barrier?

Tell us what didn't work. It's the fastest way to get it fixed.

✉️  oou.inquiries@gmail.com