Let's Talk about Blind Accessibility - By Adriane Kuzminski

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Let's Talk about Blind Accessibility - By Adriane Kuzminski
Let’s Talk about Blind Accessibility
          By Adriane Kuzminski
Let's Talk about Blind Accessibility - By Adriane Kuzminski
Overview
• 1. History of blind accessibility in tech
• 2. Blind-accessible design principles
• 3. The accessibility community and developing Personas
• Group discussion
Let's Talk about Blind Accessibility - By Adriane Kuzminski
1. Blind Accessibility in Tech
Let's Talk about Blind Accessibility - By Adriane Kuzminski
History of Screen Readers for VI Users
• Speech synthesis projects aimed at blind users:
    • 1976 – Kurzweil Reading Machine (OCR – optical character recognition)
    • 1980s – Talking Typewriter by IBM Research (first blind employee in 1914 [1] )

• Command-line interface (CLI) computers:
    • Accessible to blind users with screen readers, like the IBM Screen Reader in 1986 [2]

• Popularity of Graphical User Interfaces (GUIs) – new set of challenges
  for blind users:
    • Icons were not able to labeled, incompatible with screen readers
    • Original Macintosh had an inaccessible keyboard with no arrow keys

• Screen readers compatible with GUI computers:
    • Commercially available with IBM’s Screen Reader/2 (1994) [3] and ALVA Access Group’s outSPOKEN for Macintosh
      (1989) [4] and Windows (1994) [5]
Let's Talk about Blind Accessibility - By Adriane Kuzminski
The Macintosh
Keyboard released
in January 1984
had no arrow keys

                     The Macintosh Numeric
The 1986 Macintosh   Keypad (Sept 1984)
Plus Keyboard
included arrow
keys
Let's Talk about Blind Accessibility - By Adriane Kuzminski
Modern Screen Readers for VI Users
• Screen readers:
    •   Desktop: VoiceOver for Mac; JAWS, NVDA, Narrator, etc. for Windows
    •   Mobile: VoiceOver for iOS; TalkBack and Voice Assistant for Android
    •   Consoles: Xbox One – Narrator for home screen, Xbox API for in-game text
    •   Games: Polly for Amazon Web Services and Lumberyard, MonoGame, Python, proprietary
          • Game Engines:                                       • DAWS:

 No native screen reader for engine or    Screen reader accessible on      Screen reader accessible with
      game implementation yet              Mac with Flo Tools (2016)      SWS + Osara extensions (2015)
Let's Talk about Blind Accessibility - By Adriane Kuzminski
More Improvements in Blind-Accessible Media
• Virtual assistants (Alexa, Cortana, Siri, Google Home):
   • 21% of the US population owns as smart speaker as of January 2019 [1]
   • Computers, smart phones, consoles, smart TVs, & watches have built-in virtual
     assistants – over 7 billion devices expected with virtual assistants by 2020 [2]
   • Virtual assistants have improved in their affability and flexibility in interpreting
     commands, making them more likely to be used regularly by sighted people –
     could allow “default” accessibility for users with visual impairments (however,
     virtual assistants ≠ screen readers)
Let's Talk about Blind Accessibility - By Adriane Kuzminski
Recent Improvements in Blind-Accessible Media
• Audio Description:
   • Theaters:
       • Final Rule (2016) requires a certain amount of audio description equipment in US theaters [2]
   • Television:
       • FCC requires the top 5 networks to broadcast 87.5 hours of audio-described content per quarter
         (2017) – up from 50 hours [2]
   • Streaming:
       • Netflix adds an average of 22 newly audio-described titles per month (total 931 titles in April
         2019) [3] - received backlash over Daredevil series in 2015 and took action
       • iTunes has over 1,000 audio-described titles as of April 2019 [4]
       • As of 2016, all Pixar films are audio-described on Disney Movies Anywhere app [5]
       • Americans with Disabilities Act (ADA): Hulu only has a “plan” to start adding audio description,
         class action lawsuit filed in 2017 [6]
Let's Talk about Blind Accessibility - By Adriane Kuzminski
The Communications and Video Accessibility Act
• Part of FCC - not under ADA (“public places”), Section 508 or WCAG 2.0
• Games:
   • The CVAA requires text-to-speech (TTS) for devices with advanced
     communications services to include electronic messaging services like in-game
     chat on consoles as of 1 January 2019
   • Xbox One is clear frontrunner: TTS support for in-game chat in Halo Wars 2,
     Forza Motorsport 7, Forza Horizon 4 and Sea of Thieves, as well as voiced
     menus in Crackdown 3 and The Division 2
   • Crackdown 3 also employs the Xbox One’s “Let games read to me” accessibility
     option for accessible UI elements, though limited
   • Other games have developed their own solutions, such as the platform-
     agnostic TTS solution in Apex Legends
Let's Talk about Blind Accessibility - By Adriane Kuzminski
Recent Timeline of Blind-Accessible Games
The IGDA Game                  Papa Sangre is             Injustice: Gods                A Blind Legend             Microsoft’s Zach
Accessibility Special          released and uses          Among Us is patched            receives nearly            Quarles writes about
Interest Group is              binaural audio to be with an Accessibility                $50,000 USD in             designing sound for
established [1]                played without a     Mode for blind                       crowd funding plus         blind players in Killer
                               screen [3]
                                                    gamers [5]                           public assistance [7] [8] Instinct      [10]

      Academic                   Indie                         AAA                               Indie                   AAA
                                                                                                                                             CVAA….

             Acad                                                       Academi
    2003     emic   2005
                       Indie         2010          2011          2013
                                                                    Indie
                                                                           c      2014
                                                                                   AAA   Indie     Q42015 AAA    2017   Q4       2018       2019

                     Academic                          Indie                Indie                        Indie                  AAA

        Audiogames.net,                     Swamp is released        Skullgirls is patched Frequency Missing, Madden NFL 18
        website for VI                      as an audio-only         with text-to-speech            a blind-accessible       becomes blind
        gamers, is created by               multiplayer first-       compatibility; Tolk            point-and-click          accessible through
        Sander Huiberts and                 person shooter [4]       support added in               adventure, was           haptic feedback [11]
        Richard van Tol [2]                                          2016 [6]                       released [9]
Who Can Benefit from Blind Accessibility?
          Blind/Low Vision
          •    36 million people worldwide are blind [1]
          •    217 million are moderately to severely visually impaired
          •    188.5 million people are mildly visually impaired
          •    Audiogames.net has over 125,000 registered users [2]

          Aging Gamers
50+       •    US – 1 in 4 gamers are over the age of 50 (2018) [3]
          •    Australia – 43% of people over 64 years old play games (2017) [4]

      Dyslexia                                                     New language learners
      •       1 in 10 people have dyslexia [5]                     • Duolingo alone has 300 million active users (2018) [6]
Benefits Outside Gameplay
• Quality of life: Accessible games…
       • promote technological independence/job skills: research, education, design, retail, customer
         service, etc.
       • encourage people to learn to program using blind-accessible game engines (MonoGame,
         Python) and integrated development environments (IDE) like Visual Studio
       • create shared experiences and help blind and sighted people relate to each other
       • expose players to cultural expression and Art in video games
       • encourage gamers with disabilities to express themselves through game dev and streaming

• Tech advancements:
   • Game accessibility improved design for new tech like interactive car audio,
     virtual assistants, hands-free/eyes-free devices, voice user interfaces (VUI),
     e-readers, VR audio (reduce strain of subtitles/icons, motion sickness)
   • Reach a wider audience, both disabled and abled
There are blind accessible solutions for almost every
other type of media…

            Books           Film & Television         Internet
       • Audiobooks       • Audio Description   • Screen Readers
       • Screen readers                         • Web Content Accessibility
                                                  Guidelines (WCAG 2.0)
So why should we ignore games?
Challenges
• Culture
   • Sighted people are sensitive to audio output they don’t know how to control (like text-to-speech, pop ups
     with audio) – interaction improved with flexible commands of virtual assistants
   • Sighted people in general have stronger memory capabilities for visual and tactile stimuli compared to
     auditory stimuli (Bigelow, Poremba) [1]
   • Myths about the blind community [2]
• Industry
   • Game, UI, and UX design are visually-oriented fields
   • Sound design is often added in the later stages of development
   • Game audio often focuses on aesthetics – though games like
     Apex Legends, Killer Instinct and Overwatch have innovative
     solutions for portraying gameplay info
   • Text-to-speech is crucial for blind accessibility but still in early stages for in-game menus/UI elements [3]
   • Sound design and screen reader implementation are handled by separate departments
   • Mobile – developing for TalkBack isn’t the same as for VoiceOver
2. Blind-Accessible Design
Blind-Accessible Design
• Accessibility:
   • “Giving as many players as possible the best opportunity of completely experiencing a
     game” – Josh Straub of DAGER System [1]

• Blind-accessible audio can help players:
   • Learn to play and control the game
   • Understand the story
   • Be more engaged and informed players

• Can player understand …where they are and can go?
                        …what they are supposed to do?
                        …how they are intended to feel?
Associated Fields
• Interaction Sound Design/Sonic Interaction Design
    • Employing sound to convey information, meaning and aesthetic/emotional qualities in interactive contexts [1]
• User Experience Design (UX)
    • Enhancing user satisfaction by improving usability, accessibility and pleasure in interacting with product [2]
    • … not technology driven – focuses on human experience
    • … not anecdotal
    • … not synonymous with usability or User Interface design
• Usability
    • Product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction
      in a specified context of use. [3]
• User Interface Design
    • Visually-oriented – but values gameplay information over immersion
    • User control, user memory load, consistency
Prototype – Tower Defense 2D assets
https://assetstore.unity.com/packages/templates/packs/tower-defense-2d-85612

                     https://player.vimeo.com/video/251516171
Instructional Information
• “What should I do?”
• Purpose: Help players learn game with audible menus, icons, tutorials
  and actions
   • Use methods to enhance player’s memory
   • Logical, consistent, predictable patterns
   • Repetition – “one sound, one function”
Repetition and Patterns
• Warnings – Iconic “!” alert from Metal Gear Solid series; nearby
  collectables in Uncharted 2; interaction cues in Injustice 2; zombie
  hordes in Left 4 Dead
• Confirmations – hit other player in MarioKart; full shadow/instinct
  meters in Killer Instinct
• Progress – puzzle complete in Zelda series; enemy/friendly radio in
  Metal Gear Solid series, puzzle comments in Uncharted series
• Unique character sounds – Overwatch, Mortal Kombat, Injustice
Prioritize mix and informational dialogue/text
• Mix: (Prioritize what player should notice)
   • Overwatch – mixed by threat level instead of realism; sounds from enemies are
     more noticeable than sounds from teammates; friendly/enemy ultimate
     abilities (no occlusion) [1]
   • Killer Instinct – focused on player movements: footsteps, jumps, landing, Foley
     movements, etc. “Ambient loops and sweetener layers that didn’t provide
     strong player feedback were backed off a bit.” [2]
   • Apex Legends – distant gunshots are louder if enemy points directly at you [3]
• Non-story text:
   • Be brief as possible
   • Give player choice of screen reader if possible for varying speech rates
Alternate sound types
• Use both spoken text and iconic sounds
   • Teach gameplay with spoken text and allow UI sounds to represent groups of
     information
   • Hearthstone – cards have a picture and description, eventually description is
     memorized and decision can be made by seeing the picture
   • 2DTD – Alternated between iconic sounds and spoken words
      • TTS for selecting menus, towers, # of enemy/gold
      • Iconic SFX to confirm selections
Positional Information
• “Where am I, and where should I go?”
• Purpose: Make sure player orientation is clear and that they can
  confirm their location and direction whenever they need to
Leading Direction
• Simulated acoustics:
   • Use detailed positioning with 5.1 imaging/Dolby Atmos, HRTF, obstruction, occlusion,
     reverb, VR audio plugins (dearVR, Aspic Engine, Steam Audio)
• Stereo panning:
   • Let players know where they are on screen for 2D platforms (Killer Instinct)
   • Let players know which side of enemy they’re on (Mortal Kombat)
• Touch-activated panning:
   • Find items by dragging finger on screen (Frequency Missing)
• Sound beacons:
   • Player follows or avoids sounds (Papa Sangre, Sight Unseen)
   • Player follows characters (A Blind Legend)
Confirming Direction
• Cardinal directions:
   • Indicate whether facing east, west, etc. (A Hero’s Call, Swamp)
   • Sonar (Alien: Isolation, A Hero’s Call)
• Orientation descriptions:
   • Describe what a player touches on mobile (Frequency Missing)
   • Describe objects in front of the player in first-person and VR games (Accessible
     Realities)
• Warnings of danger/off-limits areas:
   • Warn when leaving play area/battle arena (MGS: Ground Zeroes)
   • Warn if no enemies remain (Fallout: New Vegas)
Confirming Location
• Memorable SFX and leading paths:
   • Unique doors or footstep surfaces that indicate correct path much like the red
     climbing paths in the Uncharted games and locator paths in Dead Space
• Memorable ambiences:
   • Use detailed audio cues or ambiences specific to a contained area (Silent Hill 2,
     Far Cry 5)
• Audio description of environments:
   • Describe rooms and notable story details (Frequency Missing, story games for
     Alexa/Earplay)
• Don’t underestimate mental mapping: A Hero’s Call
Emotional Information
• “What should I feel?”
• Purpose: Player should not be distracted from task or caused
  unintentional anxiety.
Add/Remove Detail
• Relaxing Music/SFX: (for gamers with autism/SPD)
   • Allow players to concentrate with unobtrusive music (Civilization, Bejeweled
     Stars)
• Audio sliders:
   • Allow players to remove sounds that are distracting or that they are sensitive to
     that they can reintroduce later (Pit People)
• Cinematic audio description (AD):
   • Describe cinematics to the standards of television audio description
Challenges
• Audio Sliders:
   • Hard to standardize – sounds triggering SPD are different for everyone
• Audible UI:
   •   Repetition can be annoying
   •   UI sounds can be hard to memorize
   •   Expectations for UI sound are far behind graphical user interface (GUI)
   •   SFX and spoken text take up the soundscape
• Location:
   • Realism ≠ accessible
   • Hearing information ≠ player control
   • Position ≠ direction
Accessible Genres
• Games that allow players to make one choice at a time and allow
  enough time to make an informed decision can be blind-accessible.
   •   Point and click adventures: Frequency Missing
   •   Turn-based strategy games: A Hero’s Call, Entombed
   •   Turn-based sports games: Madden 2018
   •   Trading card games: games like Hearthstone
   •   Side-view fighting games: Mortal Kombat, Injustice, Skullgirls
   •   Interactive story games: audio games for Alexa and Earplay
   •   Text adventures: King of Dragon Pass, games by Choice of Games
   •   Visual novels: STEINS;GATE, Narcissu
Other methods
• Tweakable font sizes: Life is Strange
• Haptic feedback: Madden 18
• Keyboard accessibility: Spelunky
• Control game clock: Eagle Island
• Assisted steering/easy mode: MarioKart 8,
• Aim assist, auto-target, re-orientation: Far Cry 5: New Dawn?
• Turn-based combat: A Hero’s Call
• Remove quick time events/timers: Deadpool, LA Noire
• Reset/rewind: GRIP, Forza Motorsport 7
• Refreshable/full-page Braille displays
• Braille typing for touchscreens
Core Elements for Accessible Sound

Speed      Flexibility      Memory load         Notifications/   Emotion and
                                               reinforcements     storytelling

                  Image modified from www.vecteezy.com
Speed                  • Be concise and place key terms first
                       • Allow dialogue to be interrupted if not
Be concise and allow
interruptions            crucial
                       • Sounds that are often interrupted should
                         be shortened or ducked
                       • Rarer, more gratifying sounds can last
                         longer

                         33
Flexibility                   • Allow players to choose speed of
Allow players to choose the     dialogue
speed and clarity of sounds   • Include audio sliders focused on
                                reducing distractions/anxiety
Working memory           • Tutorials and pacing
Limit what needs to be   • Familiarization
memorized in certain        • Real-life
amounts of time             • Genre-specific
                            • Standardization (vs. audio branding)
                            • Logical, consistent and predictable
                              patterns
                            • Repetition/“one sound, one function”
                            • Alternate between dialogue and SFX
                            • Allow access to help
Working memory           • Memory load: Arrow keys, Enter, Escape,
                           G = gold, E = enemies, upgrade defender
Limit what needs to be     successful, no gold left
memorized in certain
amounts of time
                         • Familiar SFX: Enemy footsteps and
                           panning, enemy deaths, defender
                           deaths, battle horn

                         • Dialogue: type of defender, selected
                           towers, gold accrued, enemies remaining
Signs and Feedback           Signs and Feedback:
Let players know what to       • Don’t overdo reminders
expect and what you expect     • Hierarchy of importance
of them                           • Allow player to initiate certain info
                                  • Ducking
                               • Use clear patterns to deter wrong actions
Story and Emotion                    • Use voice actors for story content
  Find a balance between               • Use screen readers for:
  storytelling and instructions           • Dry instruction (menus, tutorials)
                                          • When speedy text-to-speech can offer
                                            players an advantage:
                                            https://www.vincit.fi/en/blog/software
                                            -development-450-words-per-minute/

Image modified from www.vecteezy.com
3. People and Personas
Accessibility Advocates

Brandon Cole     SightlessKombat    Tomasz Tworek   IllegallySighted
@superblindman   @SightlessKombat     @lirin111       @BGFH79
Blind Twitch/YouTube Streamers

  Kephas     Meghan Dornbrock   Ross Minor    Liam Erven   Steve Saylor   blindgamer102

@TheKephas       @meglish       @ross_minor   @Liamerven   @stevesaylor   @blindgamer102
New Blind-Accessible Games

Reverge Labs   Nifty Sound        Earplay         Iris Meyer,     Out of Sight    Blind Sparrow
                                               Hansjörg Mikesch     Games           Interactive

 Skullgirls    Frequency        Jack Ryan,           Feer         A Hero’s Call   Upcoming…
                Missing        Jurassic Park
Turn 10 Studios

  Presentation Audio Lead:

  Responsibilities: Audio owner for User Experience, Cinematic
  Presentation, Voiceover, and Accessibility
“When you hear ‘someone might want this’ you know
you’re about to hear a really bad design decision.”

                               – Alan Cooper

                          44
Wyatt

Image modified from www.vecteezy.com
Ted

Image modified from www.vecteezy.com
Jasmine

Image modified from www.vecteezy.com
Wyatt
• Wants long paragraphs of text to be
  accessible through audio

 Jaws Demo - YouTube

                                           Image modified from www.vecteezy.com
Wyatt
• Wants long paragraphs of text to be
  accessible through audio

 Skyrim Mod: Read Books Aloud - YouTube

                                             Image modified from www.vecteezy.com
Ted
• Wants all text to be accessible
• Wants control over the volume of
  dialogue and others sounds

                                       Image modified from www.vecteezy.com
Pit People

    52
Jasmine
• Wants to know…
• …where enemies are coming and
  going

                                      Image modified from www.vecteezy.com
Jasmine
• Wants to know…
• …where enemies are coming and
  going
• …when enemies have arrived

                                      Image modified from www.vecteezy.com
Jasmine
• Wants to know…
• …where enemies are coming and
  going
• …when enemies have arrived
• …how many enemies remain and how
  much gold she has

                                      Image modified from www.vecteezy.com
Jasmine
• Wants to know…
• …where enemies are coming and
  going
• …when enemies have arrived
• …how many enemies remain and how
  much gold she has
• …how to begin the game quickly
  without having to memorize too much

                                        Image modified from www.vecteezy.com
Jasmine
• Wants to know…
• …where enemies are coming and
  going
• …when enemies have arrived
• …how many enemies remain and how
  much gold she has
• …how to begin the game quickly
  without having to memorize too much
• …how to navigate around the map
  quickly

                                        Image modified from www.vecteezy.com
Jasmine
• Wants to know…
• …where enemies are coming and
  going
• …when enemies have arrived
• …how many enemies remain and how
  much gold she has
• …how to begin the game quickly
  without having to memorize too much
• …how to navigate around the map
  quickly
• …how she can be most immersed in
  the story
                                         Image modified from www.vecteezy.com
Overview
• Accessibility – not about limiting your creative vision but removing unintentional
  “designed disabilities” so more people can play
• Wearing a blind fold doesn’t make you a blind gamer
• Don’t sacrifice accessibility for immersion – immersion is subjective
• Accessibility is an iterative, evolving process
• Accessibility needs to be backed by real needs, real experiences and real research
• Games don’t have to be audio-only to be blind-accessible; allow more than one way
  to access gameplay information
• Consider accessibility of consoles, stores, development tools and your own website
• Test with gamers with disabilities…
    • Individuals like Brandon, Sightless and Jesse
    • AbleGamers Player Panels
    • The Accessibility User Research Collective
    • Disability Rights Organizations
Further        • Microsoft Guide Dogs
                       • Audio Pizza Podcast by Garth Humphreys
  considerations       • imitone by interactopia LLC
                       • Accessible Realities by Zohar Gan
Accessible Tools and
                       • Sable Game Creator by Ebon Sky Studios
    Non-game Tech:       (blind-accessible game engine)
                       • Eagle Island – low vision accessibility
                       • Audiogame Jam every October run by
                         James Kyle
• Talk resources can be found at:
                                                          www.smashclay.com
                                                          Upcoming blog post for Audiokinetic/MIGS talk

                                                 • IllegallySighted YouTube (business cards):
                                                           www.youtube.com/user/IllegallySighted

                                                 • Brandon Cole’s website:
                                                        www.brandoncole.net

                                                 • SightlessKombat’s website/#TranscribingGames:
                                                          www.sightlesskombat.com
                                                          www.transcribinggames.sightlesskombat.com

                                Resources        • Tomasz Tworek’s accessible games list:
                                                        forum.audiogames.net/viewtopic.php?id=10067
Also, follow Ian Hamilton at @_ianhamilton for
up-to-date news about game accessibility and     • Polygamer interview with Joseph Bein from
the CVAA and consider attending the Game           Out of Sight Games:
Accessibility Conference in London 2019 and              www.polygamer.net/2018/01/17/
San Francisco 2020                                       pg74-joseph-bein/
Formal Guidelines
• Game Accessibility Guidelines:
   • http://gameaccessibilityguidelines.com/
• AbleGamers APX (Accessible Player Experiences):
   • https://accessible.games/accessible-player-experiences/
• Audio Description Guidelines:
   • http://www.acb.org/adp/guidelines.html
   • http://audiodescription.co.uk/uploads/general/itcguide_sds_audio_desc_word
     3.pdf
Additional Open Educational Resources (OER)
Look out for more and future OERs from the Game Accessibility Special
Interest Group of the International Game Developers Association here:
                       https://igda-gasig.org/oer/
Thank you
         Adriane Kuzminski
         @smashclayaudio
    adriane@smashclay.com
       www.smashclay.com
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