Full Issue: AccessWorld Winter 2024

Editor's Page: Celebrating Low Vision Awareness Month

Welcome to the first AccessWorld issue of the year, Winter 2024! As has been true in the past, we once again celebrate Low Vision Awareness Month. At the beginning of the month, we published our 5th episode of the AccessWorld podcast, where our special guest, former AccessWorld Editor, Lee Huffman, discussed accessibility for people with low vision on the web. You can find the podcast on our site at the previous link, or on your podcast app of choice.

To close out the month, we will be posting a blog post from AccessWorld author Steve Kelley, detailing the various tools you can use as someone with low vision to accomplish various tasks from work to leisure. You can find our blog at afb.org/blog. We frequently post AccessWorld related content between AccessWorld issues on the blog.

We begin this issue with an article I wrote detailing some tips and suggestions for writing image descriptions and audio description for video content. There are many helpful resources discussing best practices for this type of content creation, and I share several in this piece.

Breean Cox, who has been featured in AccessWorld previously and recently graduated from our Talent Lab program, describes the actions that can be taken to make the web more accessible for people with low vision. We think this is an important topic to discuss separate from general accessibility for people who use screen readers due to the differing requirements for full accessibility.

Debra Erickson, who lost her vision later in life, is the owner of the Blind Kitchen, an online store offering cooking tools. Erickson completed culinary school after losing her vision so her site also includes information to aid people who are blind or low vision in using the tools they purchase from her store. In this article, Janet Ingber interviews Erickson about her personal vision loss and employment journey while also providing details on The Blind Kitchen site.

Graduated AFB Talent Lab apprentice Daniel Hawkins has written an article on making video games accessible for people who are deaf blind. He details the various possible permutations of combined vision and hearing loss and provides suggestions how games could be adapted for each.

I want to give a major shout out to the authors who contributed to this issue for their hard work and thank you for being an AccessWorld reader. I hope you find the information in this issue helpful and a benefit to you in your endeavors. As always, if you have any questions or comments, you can reach me by email, apreece@afb.org

Sincerely,

Aaron Preece

AccessWorld Editor and Chief

An Introduction to the Nuances of Alternative Text and Audio Description

Aaron Preece

When implementing accessibility for people who are blind or have low vision, the techniques are generally quite binary such as, "Does your button have a label?" or "Can someone access this content with a screen reader?". When it comes to providing accessibility for non-text content, particularly images and videos, it becomes more complex. In this piece, I will walk you through the basics of providing descriptions for static images as well as providing audio description for videos. In addition, I will include various tips and suggestions for producing high-quality alternatives for non-text content, as well as link to resources where you can find much more information.

Creating alternative text or audio description is an art more than a science. For this article, I will base my suggestions on what I have learned about these subjects after working in the field of accessibility as well as what I have found most valuable as someone who himself is blind and makes use of descriptions. There will be many resources linked throughout this article and I highly recommend giving them a look, everyone will have their own take on how to design description and all is valuable as you determine the strategy you want to use for your own content.

Descriptions for static images

For this piece, I will be focusing specifically on creating alternative text (Alt Text) that is spoken when a screen reader user focuses on an image. It is always possible to provide external descriptions directly included as regular text. The suggestions here will be helpful when creating descriptions as a whole, but descriptions that are included as plain text generally can benefit by being longer and more detailed.

It is possible to include Alt Text in nearly every instance where you may have an image. Alt Text can be included for images on the web, both those you create on your own site or post on social media. See the resources section for details on including Alt Text for each of these instances. Alt Text should be possible when working with most programming languages either for mobile apps or desktop software, but you will need to see your specific language's documentation for details.

When you include Alt text on your site, you need only compose Alt Text for content relevant images. If the image only serves the purpose of decoration, it should not have Alt Text and it should also be hidden from screen readers. Again, see the resources at the end of this section for how to accomplish this. Important images include anything that contribute to a full understanding of the page or content. For example, some articles include a key image that is not necessary for understanding the piece but are included for visual flair. In this case, the image should have a brief description for the user's reference, but it can be brief and relatively undetailed.

When composing Alt Text, the driving goal should be to present the information contained in an image that is most important for the user to have full understanding of the page. In addition, when possible, it is best to keep the Alt Text fairly brief, communicating only the needed information. For example, many sites have an image link of their logo to take the user to the homepage. In this case, you would not need to describe what the logo looks like, only the text "(Name of company) logo". As an example, you may write something similar to "American Foundation for the Blind logo" or "AFB Logo". To be more precise and let the user know this will take them to the homepage, you could write something like "AFB Logo: Home". If you have an About page on your site where your logo appears, this would be a good place to describe it, as this info may be interesting to users and would not cause unneeded clutter.

Alt Text can be combined with a caption or other text-based description for better effect. Consider a theoretical article about a company releasing a new product. In the article, there is a photo of the CEO of the company speaking at a press conference about the product. In this instance, we may have Alt Text that says something like "A Caucasian woman with green eyes and brown shoulder-length hair wearing a blue shirt speaks at a podium." The caption could then be "Jane Doe, CEO of (Company name), speaks about the features of the company's newly released (product name)". This can also be a helpful way to describe graphs or other images of data. The Alt Text could identify the type of graph and the overall data that it is showing, while a caption that follows could explain the data points in detail. Remember, especially when navigating using arrow keys or other manual methods, long Alt Text may require that the user scrolls past several lines before coming to new content if they are using a screen reader.

Alt Text Resources

There are many exceptional resources that provide guidance on developing Alt Text, here, I include several.

  • How to Write Alt Text and Image Descriptions for the visually impaired: This piece from the Perkins School for the Blind is a fantastic resource covering many aspects of Alt Text and image description in general. The article is also helpful in that it explains how to include Alt Text on various social media platforms.
  • Alt Text Decision Tree by the World Wide Web Consortium (W3C): This decision tree guides you through a set of questions regarding the image you wish to describe and provides guidance on doing so based on your answers about the image. It is a great way for developing solid and consistent Alt Text for your images.
  • Success Criterion 1.1.1 of the Web Content Accessibility Guidelines (WCAG): The WCAG is a set of guidelines produced by the W3C that thoroughly details accessibility standards for the web and is considered the gold standard for guidelines on web accessibility. This success criterion specifically deals with providing alternatives for non-text content, including images.
  • Informational page on the HTML alt Attribute: This page, again from the W3C, provides the technical details on including Alt Text on the web.

Audio Description

Audio Description is audio narration during a video or film that describes visual information so that the media can be comprehended by someone who is blind or has low vision. Traditionally, audio description was considered for primarily film and TV but with the ubiquity of video content on the web it has become important to understand and implement audio description to provide a fully accessible web experience.

In basic terms, audio description provides a direct explanation of what is occurring visually in a video. Though the idea may be straightforward, there are many aspects that must be kept in mind when developing an audio description track for a video.

Generally, audio description tracks are added after the video has been fully completed so that the describer can have the most information possible when crafting the script. For example, when including audio description, it is key to not include description when other speech is being spoken in the primary language of the audience. This could be either dialogue between characters or speech provided by a narrator during a documentary. With this taken into account, a video is going to have wildly varying spaces of free audio real estate where description can be included. As an example, let's take a look at the audio described trailer for Star Wars Eclipse, an upcoming video game.

Though there is no speaking in this trailer, the crafter of the audio description script had specific choices to make. Notice that scenes in this trailer often flash by quickly, leaving little time to describe what is happening. This is most noticeable when different alien species are identified. Normally, when there is time, the appearance of alien species would be something to describe in detail, but with the fast passage of scenes, there is not time to do so. The describer assumes that the viewer either knows what the aliens look like or can look up this information online.

Something that this piece demonstrates is the order of importance of information. It will differ depending on the contents of a video, but when developing an audio description script, the focus should be on the crucial information in the video. For television and film, this generally means that actions should be described first with scenery and characters second and only when there is time. After action, whether describing scenery or the characters/people who are speaking in the video will differ. For example, if diversity is important to the content of the video, being sure to describe the individuals speaking may be quite important. Conversely, if the video is a documentary on ancient Greek temples, the description should focus on the appearance of the temples, not the people talking about them.

Where Audio description is such a venerable institution, there are many resources that aim to aid in following best practices for its creation. The Audio Description International Guidelines Committee (ATI) drafted a document detailing their proposed best practices for creating audio description. Though the document was created in 2003, the contents are still relevant today. The University of South Carolina has also produced a document detailing audio description best practices. Harvard University) has produced a similar document with links to further resources.

This is a small selection of resources, again, considering the age of audio description, resources are plentiful online.

The Bottom Line

It is helpful to remember that providing Alt Text and the option to have video content described is useful for users aside from those who are blind or low vision. Alt Text is displayed when images cannot be loaded or when the user turns images off on the web. People who can normally see a video may not be able to do so for various reasons and may appreciate the ability to use audio description in that circumstance.

As mentioned previously, in many instances, providing description for non-text content can be more an art than a science. The suggestions in this article are based on the knowledge I've gained from working in the access industry for the past decade as well as what I have found helpful as someone who uses a screen reader themselves. The resources in this article may suggest other methods for some of the scenarios detailed here.

I hope that this article has prompted you to consider providing description for non-text content if this subject is new to you. I also hope that, in general, the tips and suggestions I have provided, as well as the perspectives of the resources detailed here, are valuable as you implement descriptions for your images and videos.

Enhancing Digital Accessibility for Users with Low Vision

Breean Cox

Low vision, a diverse visual condition, defies a singular definition. Typically arising from eye disease or neurological factors, it manifests as acuity of 20/70 or poorer in the better-seeing eye. Unlike numerical assessments, its true impact lies in functional limitations, hindering daily tasks. The term "low vision" encompasses a spectrum beyond blindness, embracing visual impairments uncorrectable by standard means like glasses or surgery, and may involve limited visual fields. This article explores the nuances of digital accessibility within this often-overlooked realm of visual impairment.

Digital Accessibility for Users with Low Vision

Navigating digital interfaces with low vision introduces unique challenges, affecting everyday activities like reading and online navigation. Customizable interfaces and diverse assistive technologies, including magnification tools and color customization, play a pivotal role in fostering digital inclusivity.

These challenges encompass visual acuity, light sensitivity, contrast, field of vision, and color perception. Daily tasks are influenced by difficulties in adjusting to light changes or discerning colors. From clarity to color contrast, design considerations play a vital role in creating user-friendly digital spaces for individuals with low vision.

In the realm of digital accessibility, understanding diverse needs is paramount. Customizable interfaces, accounting for age, fatigue, and tasks, provide adjustable text contrast, color combinations, and tracking. Features like rewrap and adjustable line lengths enhance the reading experience, especially for those with a limited field of vision.

Magnification options, such as pinch to zoom and app icon size adjustments, provide flexibility. Dark mode, crucial for those with photophobia, allows users to set a dark background with light text. Extreme sensitivity to light affects reading, necessitating adjustments like reducing screen brightness or using overlays, promoting a more comfortable reading experience.

Ensuring readable text involves considering not only size but also contrast. High contrast becomes crucial for those with diminishing sensitivity, emphasizing the need for options like light text on dark backgrounds or vice versa. Personalized color combinations vary, requiring specific background and text colors for optimal readability, influenced by factors like fatigue and lighting conditions. Font style is also crucial, as many more elaborate fonts are difficult to understand for people with low vision. Using a bold, easy to red font, or offering the option to change to such, is valuable.

This holistic approach strives to create digital environments that are not only accessible but also tailored to the diverse needs of individuals with low vision. In adhering to the Web Content Accessibility Guidelines (WCAG), these features prioritize principles such as resizable text, sufficient color contrast, and responsive design. By embracing these standards, digital interfaces can ensure a more inclusive and universally accessible online experience for users with low vision.

Resources

Accessibility Requirements for People with Low Visionis a working draft of guidelines specifically for providing accessibility on the web for people with low vision. The document is incredibly detailed, providing more information on the topics discussed in this article.

WCAG Guideline 1.4 Distinguishable, primarily discusses access issues and solutions related to low vision. Each success criterion includes highly detailed information for understanding the criterion, as well as methods for implementing fixes in each "How to Meet" section.

As determining proper color contrast can be difficult to determine alone, there are various tools available to aid in this task. This Contrast Checker from Web Accessibility in Mind (WebAIM) allows you to manually enter details of the foreground and background colors of whatever aspect of your site you would like to check and informs you of the contrast ratio as well if the contrast between the two colors meets various success criteria of the WCAG. This downloadable tool from TPGI provides a similar feature but also includes other methods for checking color contrast and provides other features.

The Bottom Line

Elevating digital accessibility for low vision users necessitates actionable steps within the design realm. Designers should prioritize adaptable interfaces, allowing users to customize text size, font styles, and spacing. Ensuring high contrast options align with WCAG guidelines, fostering readability and inclusivity.

Responsive design principles must be embedded, accommodating various screen sizes and resolutions. Incorporate magnification tools, including pinch-to-zoom and adjustable app icon sizes. Dark mode implementation should prioritize ease of toggling, offering a comfortable reading experience for those with photophobia.

Encouraging color customization enables users to tailor backgrounds and text, promoting optimal visibility. Designers must embrace user-friendly features, such as rewrap functionality and adjustable line lengths, enhancing the reading experience for those with limited fields of vision.

Collaboration among designers, developers, and technology companies is paramount. Promote awareness of WCAG principles, emphasizing their integration from the project's inception. Foster a culture of inclusivity, consistently refining digital landscapes to meet the diverse needs of individuals with low vision. Through these practical measures, designers can architect digital spaces that transcend barriers, ensuring a more accessible web for people with low vision.

Employment Journeys: Debra Erickson, Chef and Owner of The Blind Kitchen

Janet Ingber

Whether you're a cooking novice or an expert, or if you're new to experiencing vision loss, The Blind Kitchen has a wide range of products and recipes tailored just for you. Additionally, there's a wealth of information available on cooking with a visual impairment.

The Blind Kitchen is the brainchild of Debra Erickson. She was diagnosed with retinitis pigmentosa (RP) at the age of 28; she is now 62. Erickson candidly shared, "I went into denial about vision loss. I didn't want to stop driving. I was just being much more careful. I was a single mom with two little boys. I didn't see how I could." Juggling childcare and work, relying on public transportation wasn't a practical option. A turning point occurred when she experienced a car accident, partially caused by her lack of vision. Afterwards, she decided to stop driving for good.

Erickson relocated to Oregon, and her vision loss persisted. "I was able to walk without a cane, but I was knocking over wine displays at Safeway," she explained. Despite teaching mediation at Oregon Health and Science University, her vision loss became a hindrance in social situations. "People thought I was rude because I couldn't see them walking down the hall. Since I didn't use a cane, they had no way of knowing that I had vision loss," she added. Reflecting on this period, she remarked, "It wasn't working for me anymore... I fooled myself into it."

Initially forgoing a white cane at the onset of her vision loss, Erickson eventually embraced its use as her condition progressed. Seeking support, she turned to the Oregon Commission for the Blind, where she learned braille and honed various skills. During this phase, Erickson knew she wished to return to teaching adults and wondered about the opportunities available for a teacher with vision loss. While participating in a meal prep course at the Commission, she realized she wanted to teach low vision or blind individuals how to cook. Bonding with her cooking instructor, Charlene, she recalled the unique requirement to wear sleep shades during meal prep, even though she had some remaining vision. The bond formed during this course remains strong, and Debra and Charlene are close friends.

Erickson's aspiration to impart cooking knowledge led her to pursue culinary school. Due to her existing bachelor's and master's degrees, receiving approval to attend took some time. Attending McClaskey Culinary Institute in Vancouver, she stated, "It was a wonderful experience. The chefs couldn't be any more accommodating. I learned the art, science, and history of cooking. I absolutely loved it. I still love it because you use your brain to make things come out right in the kitchen." While still employed at the Commission for the Blind, Erickson decided to decided to open a business of her own. She explained, "I wanted to give adaptive culinary tools and strategies to people who already knew how to cook but didn't know how to get back in the kitchen after vision loss." The Blind Kitchen officially launched in October 2022. Erickson recently resigned from her position at the Oregon Commission for the Blind to dedicate all her time to her business.

To learn more about Erickson's business, visit The Blind Kitchen's website. The homepage features clearly labeled links such as Shop, Library, Recipes, Contact, and Search, along with additional details about the website and Debra Erickson.

When it comes to shopping, The Blind Kitchen provides two options: by individual item or by collection. With four distinct collections - Kitchen Basics, Cutting and Chopping, Stovetop, and Oven - each includes specific items related to the topic. Initially planning to sell only collections, Erickson pivoted when she realized many consumers preferred purchasing specific items. Activating the Shopping link reveals a page with a sorting button for tailored results, defaulting to alphabetical order.

Upon selecting an item, the subsequent page offers a detailed description, clear usage instructions, and care guidelines. Many items include accompanying videos, a feature continually expanded by Erickson. The videos mirror the information found in the item description, with clearly labeled Add to Cart and Quantity buttons.

The site includes social media buttons such as "Like" and "Share" throughout, and the content of The Blind Kitchen's YouTube page includes valuable content.

The Blind Kitchen's website is a treasure trove of valuable products and information, and the site is fully accessible to people who are blind or have low vision. Don't miss exploring the Library and Recipes sections for additional resources.

Accessibility in Gaming for the Deaf-Blind

Daniel Hawkins

You may be familiar with the game Forza Motorsports, which received the award for 的nnovation in Accessibility at the 2023 Gaming Awards. Hearing about the release of a video game made accessible for Blind players was very exciting to me. However, I found out I was unable to play it due to the combination of my blindness and hearing loss. In searching the web for any information on accessible games for those who are deaf-blind, I was not able to find anything. There are many games accessible for people who are deaf or people who are blind, but not for those who are both deaf and blind.

Maybe that seems to make sense at first. You might think that switching between visual cues and audio cues is all it takes to make a game accessible to either party. So what would a game for the DeafBlind even look like?

Let's dive into what DeafBlindness is, what is required to make games accessible, and then investigate suggestions and examples on accessible video games.

What is DeafBlindness?

DeafBlindness is a disability with dual sensory loss. Both vision and hearing loss affect how a person interacts with their surroundings. Many people believe that you can take the skills and resources of Blind individuals and Deaf individuals and combine that, and you get DeafBlind. Yes, but no. It is much more than that.

There are many skills and resources that a DeafBlind individual can utilize from both the Blind community and the Deaf community, but often, changes are also needed to better accommodate the DeafBlind. For example, a phone call. A blind person can hear the person on the phone just fine. A deaf person can use text or a TTY, or sign over a video call. A deafblind person cannot hear a voice call and cannot read print to text; they must use braille and braille only.

But hearing and vision are also spectrums. To understand how to create a fully accessible experience, we must know the different types of DeafBlindness and what features and adjustments they may benefit from.

Total Vision Loss With Some Hearing Loss

As the writer of this article, I am in this particular category. I have total vision loss with profound hearing loss. This means as a player, I will not be able to see the game, but can hear some of it. I only have one good ear that uses a hearing aid. Individuals with this vision and hearing loss combination may use most resources and skills utilized by the Blind.

An example of accessible technology is using a screen reader where the voices can be adjusted for speech rate, pitch change, and volume. With limited hearing, some users may still hear sounds, but special sounds like sound effects, background music, spatial sounds, etc., will not be helpful. If the game is utilizing text to speech to convey useful information, background music or decorative sounds may interfere with gameplay. Braille display support will also be helpful in gameplay, but may also slow down reading text, which means games that have a timer or require quick responses will not be accessible.

Helpful Design Suggestions

  • All aspects of the gameplay should be supported by a screen reader that is keyboard or controller accessible.
  • Ability to change sounds, increase/decrease screen reader speech rate, pitch, and ability to raise or lower speech sound should be implemented.
  • Ability to designate mono sound as opposed to stereo should be implemented. Including an option to choose which speaker will play game sound and music is also helpful. Optimally, the player should have the option to hear the screen reader in one ear and gameplay in another.
  • Ability to increase/decrease and/or activate/deactivate background music or sound effects should be implemented. To have a command or button to stop or start these sounds during gameplay is even more desirable.
  • Spatial sounds will be difficult for users who have hearing loss, or the use of only one ear. Add an ability to have an extra input to replace special sound using haptic feedback on the controller, wrist, or the body.
  • All screen reader feedback must also be displayed on the player's braille display.

Total Hearing Loss with Low Vision

Individuals with total hearing loss with low vision may see some of the game but will not hear it. Games that rely on sound for gameplay will not be accessible. If the game does not have good color contrast or large print, or have quick action motion, users may not be able to play. Low vision users may need the ability to have all text displayed in large print with high color contrast.

Helpful Design Suggestions

  • All spoken words need to be displayed as text.
  • Any meaningful sound that aids a player will also need a visual indication.
  • If there is a certain object that needs to be indicated in a grouping, have a high color contrast pointer or a method to indicate the object. For example, when playing a football game, have a large arrow indicating the avatar with the ball.
  • There should be ways to adjust color contrast and resize text and game objects. For example, resizing maps, indication bars, etc.
  • Reduce clutter on screen. If a player has low vision, their ability to distinguish visual stimuli and keep track of information may be at a disadvantage. Use other methods to convey information, like controller vibration or haptic feedback.

Total Hearing and Vision Loss

Individuals with both total hearing and vision loss, as might seem evident, cannot see or hear. They may rely on American Sign Language in tactile format, or when interacting with technology, Braille displays. If there is no screen reader support that also supports Braille displays, there is no way for the total DeafBlind individual to interact with a video game. Games that rely on sound will not be useful due to the user's hearing loss. Games that require quick turnaround and fast action may not be feasible due to the slower reading speed most Braille readers read.

Helpful Design Suggestions

  • All games must be supported via braille feedback, from starting screen to end screen, and all gameplay in between. The game must also have feedback clues on key elements that give the user competitive advantage.
  • All sounds also must have an indicator that also can be displayed in Braille.
  • Use haptic feedback when possible to reduce information clutter displayed via braille.
  • The most accessible games will have to be turn-based, to give time for the player to read the messages, then press the right command for the next move.
  • All text that is displayed must also be readable via Braille.

Accessible Game Ideas for the DeafBlind

It can be overwhelming to come up with a fully accessible video game that can be played by everyone. Granted, not all video games will ever be fully accessible due to specific concepts or the nature and sheer variety of games, but there are many out there right now that can be made accessible with some thought and feature fixes. Below are a few video game examples that can be made accessible.

Checkers or Chess

Checkers or Chess are a great example of turn-based video games that can be made accessible and enjoyed by everyone. Since this is a turn-based game, it gives each player time and control to read what is on the board, decide what to do, and then make a move. To make it accessible for DeafBlind players, all aspects of the game must be fully accessible with a screen reader that is also translated to Braille. Since both Checkers and Chess are laid out in a grid-like pattern, a screen reader can navigate a grid very easily. If there are labels for rows and columns calling out moves, any player will know which position is which. A DeafBlind player also can have a physical board next to them so they can feel physically the position of each game piece. There should be status messages that also announce when a player moves a piece and the outcome of said move. With these accessibility considerations in mind, the DeafBlind can easily play Checkers or Chess online.

Turn-based games

Any turn based game that can output to a braille display has the possibility of being fully accessible. This requires that other aspects of the game aren't inaccessible; for example, most traditional role-playing games have turn-based combat, but also require that the player navigate the game world in real time where audio cues would most likely be necessary for full access. Even with this taken into account, many turn-based games are candidates for accessibility. Most traditional games would be accessible if braille support is included, this could be anything from traditional card games to board games such as chess and monopoly.

Considering that the player must read all game information in braille, games that limit a player's turn based on time may make games less accessible. For example, the game Hearthstone, which we have discussed in the past for its accessibility for those who are blind or have low vision, would be accessible in regards to game output but may be difficult for some due to the limited time available to take turns.

Racing Games

Racing games can be difficult for a DeafBlind person to play, and tricky to make accessible. It is a good example of how substituting visual and auditory cues can make something accessible for the Blind or for the Deaf. For this situation to be made accessible for DeafBlind users, information must be conveyed in another format. Messages can be displayed on Braille displays, but haptic feedback can be used for different vibrations on the left or right side of a controller, for example. Since this is not a turn-based game, it relies on hand-to-eye coordination. In this case, it would be physical feedback-to-hand coordination for DeafBlind users.

Text Based Games

Before video games came to be as we know them, basic computers would have text-based games. In these games, all game information was provided through text and the player would type commands to interact with the game environment. There are (modern) text-based games today, and they can easily be made fully accessible for everyone: make sure proper systematic structure and headings are in place, that proper focus order is followed, and everything appears to a screen reader & braille display, and the game should be fully accessible in the majority of cases. In this case, no timing or quick action is required. No accessibility features need to be created, since those standards already exist and are commonplace.

Conclusion

With these considerations in mind, we can start thinking of more all-inclusive video games that everyone can play. Granted, there may be some limitations on how the game is played, creativity might be needed to make accessible adjustments. But the tradeoff is that everyone can play! Something made more accessible to some makes it more usable to all, regardless of if they have vision or hearing loss. Feel free to reach out to your local DeafBlind community and meet different individuals that have various degrees of vision and hearing loss, and learn how they interact with video games!