An infinite canvas gives creative software much of its power. Objects can be placed freely, zoomed, grouped and manipulated without the constraints of a conventional document. But a canvas-based interface also gives up much of the accessibility structure that browsers provide automatically. Headings, buttons, reading order and keyboard navigation do not simply appear. The product team has to recreate a meaningful interface for assistive technology.

Figma’s account of this work is useful beyond design tools. More products now use custom rendering, spatial workspaces and highly interactive surfaces. Each step away from standard controls can create a parallel obligation: if the visual interface invents a new world, the accessibility layer needs an equally intentional map of that world.

Semantics are part of the product

Accessibility is sometimes treated as a testing phase applied after an interface is complete. A canvas makes the weakness of that model obvious. Screen readers need to know what objects exist, how they relate and which action is available. Keyboard users need stable movement and selection rules. These are not cosmetic additions; they are alternative ways of understanding and operating the product.

Figma’s work has included keyboard canvas controls, enhanced contrast, screen-reader adaptations and a programme of reviews for new features. The important pattern is organisational. Accessibility knowledge is being placed in design systems, internal tools and release processes so that individual teams do not have to rediscover the same requirements each time.

Custom interfaces create accessibility debt

Teams often choose custom rendering for legitimate reasons: performance, precision or a distinct interaction model. The risk is underestimating everything inherited controls already solve. Focus order, announcements, scaling, contrast modes and input alternatives become engineering responsibilities. If those responsibilities are postponed, the product accumulates accessibility debt alongside technical debt.

The remedy begins with architecture. A visual object should have a semantic identity from the moment its data model is defined. Interaction commands should be available independently of pointer gestures. Automated checks can catch missing labels or contrast failures, but testing with people who use assistive technology remains essential because usability is more than formal compliance.

Tools shape who gets to create

Accessibility in a design tool has two effects. It determines who can participate in making products, and it influences whether the products they make are accessible. When a keyboard or screen-reader user can join the same file, critique and handoff, the team gains expertise that is otherwise excluded from everyday decisions.

Figma is also bringing accessibility checks closer to creation by flagging low contrast and comparing work with a design system. That is a stronger position than discovering problems after implementation, when correction is slower and more politically difficult. The design environment can make accessible choices the path of least resistance.

The broader lesson

A custom interface is not exempt from the expectations attached to the web. It simply makes those expectations harder to meet. Teams adopting canvas, spatial or agent-driven experiences should budget for semantic models, keyboard operation and user testing as core platform work. Figma’s experience suggests that accessibility scales when it is embedded in the system that produces features, not entrusted to a final checklist.