Checkbox Redesign
Evaluating and recreating a common UI component with an accessibility lens
Context
Checkboxes may seem simple, but they’re a critical part of user interaction in everything from surveys to to-do lists to game settings. Their simplicity is precisely why they need to be inclusive - when a component is used everywhere, it must work for everyone.
Thus, I chose to investigate the humble checkbox as implemented across three platforms: Google Forms, Microsoft To-Do, and the Hades settings menu. Each application had distinct use cases, audiences, and input methods, but all three showed various gaps in usability and accessibility.
Objective
Analyze and redesign a checkbox component with an emphasis on multi-input accessibility, feedback consistency, and design equity for all users.
Audience
This component redesign centers users who are often marginalized by mainstream interfaces:
- Keyboard-only users: Rely on visible focus indicators and logical tab order for navigation.
- Low-vision or cognitively impaired users: Need strong visual contrast, clear feedback, and predictable interaction patterns.
- Mobile users: Require large tap targets and optimization for touch.
- Everyone: Because accessibility improvements make interfaces faster, clearer, and more intuitive for all users!
Component Evaluation
I chose to investigate three platforms for my case study - Google Forms, Microsoft To-Do, and the video game Hades. These checkboxes are used in different contexts, making them ideal for comparing usability. Each checkbox was evaluated against core usability principles - learnability, memorability, efficiency - and tested for accessibility concerns.
Hades settings checkbox. Great feedback, less fantastic keyboard visibility and focus order.
Note: Each diagram represents a typical user flow from unchecked to checked. For concision, unchecking is not shown—imagine the arrows reversed.
These diagrams give a high-level overview of what each checkbox looks like. But to truly evaluate usability, we need to look at how users interact with them.
Checkbox Input & Output Comparison
The table below breaks down each application’s checkbox behavior across input types: mouse, keyboard, and touch.
| Application | Strengths | Weaknesses | Accessibility Notes |
|---|---|---|---|
| Google Forms |
|
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Moderately accessible: Clear structure and decent screen reader support, but visual feedback and keyboard navigation need work. |
| Microsoft To-Do |
|
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Least accessible: Small tap targets and broken keyboard navigation harm usability for motor- and screen reader users. |
| Hades Settings |
|
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Most accessible in multimodal feedback, but keyboard & screen reader support remain weak. |
Redesign
To improve learnability, memorability, and efficiency for all users, I redesigned the hover/focus state for one component - the Google Forms checkbox - to highlight the entire clickable area (not just the checkbox, but the label too). The original checkbox gave visual cues only when hovering over a small box, while the entire row was clickable - a mismatch that created uncertainty and excluded keyboard users.
My redesign expands visual focus indicators to the entire label + box area. This small shift improves clarity, touch precision, and keyboard navigation. When iterating through design choices, however, I realized that different design choices have different tradeoffs: as annotated in the above figure, we may sacrifice learnability for efficiency, or benefit one user group for another.
Reflection & Takeaways
As a product manager, I’m prone to prioritize the big picture, but this project reminded me that small design flaws can carry big consequences. Ultimately, I think creating these small changes is a chance to better empathize with users, ensuring that we build systems that include and not exclude. In the future, I will apply these patterns to more complex, dynamic components, and continue to advocate for accessibility as a foundation in all product decisions.