accessibility

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Xbox and Special Olympics hold first ‘Gaming for Inclusion’ esports event

Gaming in general is moving toward accessibility, but that’s not as much the case in esports, which like other sports are competitive and by nature somewhat exclusive. Xbox and the Special Olympics are working together on a new event that combines competition with inclusion, and it’s going on right now.

This week, Special Olympics athletes will be competing against each other in tournaments of Rocket League, Madden NFL 22 and Forza Motorsport 7. The prize, other than prestige and pride, is playing with one of the Special Olympics’ celebrity supporters: “NBA superstar Jayson Tatum, NFL legend Jamaal Charles, and WNBA superstar Jewell Loyd, and WWE Superstars Dominik Mysterio and Ember Moon.” So many superstars!

“This tournament is a meaningful and important step in making esports more accessible and it empowers Special Olympics athletes with a new way to compete,” said Jenn Panattoni, head of Xbox Social Impact. “Xbox has invested in numerous accessibility features and products, like the Xbox Adaptive Controller and features like copilot or speech to text. The purpose of all this continued work is to ensure that players feel welcome and that they belong on the Xbox platform.”

The tournaments are being recorded right now, and will be broadcast over the rest of the week, along with the “celebrity showcase” coming Saturday with recaps. You can check out a schedule at the bottom of this post, but generally just keep an eye on the Xbox Twitch channel and Special Olympics YouTube channel.

I like to highlight these events because accessibility has been on the back burner for so long in the gaming world, and now we’re seeing big moves by developers, publishers and partners to make things better. Microsoft’s XAC is a great example, as is the panoply of visual, audio and difficulty options in the latest Ratchet & Clank game. Esports is definitely one of the areas that needs more diversity, though, and the participating players were glad to take part. I asked Special Olympics athletes Jose Moreno and Colton Rice for their thoughts on the matter.

Do you think competitive gaming is getting more accessible?

Rice: Competitive gaming is definitely getting more accessible. Not only are the games becoming more accessible, accessibility allows people with disabilities to become more competitive players. People with intellectual disabilities are always trying to compete at their best. We want to do what everyone else is doing, and sometimes just need a little help to make that happen.

Moreno: I do think that competitive gaming is getting more accessible because Microsoft has started bringing out video game controllers that are accessible for people with intellectual disabilities, physical disabilities — accessible to everybody. I’m a lifelong gamer, and accessibility in esports has been game-changing. Accessible gaming wasn’t available when I was growing up. Today, it’s so much more fun to play when you can play with friends of all abilities and everybody can participate.

Special Olympics athletes Colton Rice, left, and Jose Moreno. Image Credits: Special Olympics

How are you experiencing that change?

Moreno: In my opinion, the more the video games industry include people with intellectual disabilities, the better the video game community is going to get to know how we love playing video games just like everybody else. And through events like Gaming for Inclusion, I’m not just able to compete — I’m included as a part of a community of gamers where I am welcomed and included.

Rice: People with intellectual disabilities have skills and pay attention to details; when we set our minds to do something, we practice until we are the best we can be, especially when we enjoy doing it — and that includes gaming. People with disabilities just need more time to learn, but when you’re dedicated to something that you’re passionate about, you won’t stop until you succeed.

What’s something you’d like to see more of, from developers, publishers, etc.?

Moreno: I would like to see more from developers or makers or publishers of video games in general or computer games to include more people with intellectual disabilities in the video game workforce. People with intellectual disabilities can play a variety of roles and provide unique perspectives on how to improve the gaming experience. Publishers and developers can get a different perspective from people with disabilities; whether that’s featuring people with intellectual disabilities represented in their storylines or seeing them in the games themselves. We’re eager to be a part of this process, and there are lots of passionate gamers with intellectual disabilities who would like to participate in focus groups or in actual jobs as creators within the industry.

Rice: The companies who make these games are trying to make high-quality games that are enjoyable for everybody. There is still a lot that can be done to make games more accessible. For example, it can be frustrating when gamers with intellectual disabilities are learning a new game with instructions that are hard to read. It can take hours to learn how to play the new version of a game you’ve played for years. That doesn’t mean people with intellectual disabilities aren’t capable of playing or competing — it just means we need better accessibility tools to help us learn.

If gaming companies want to create accessible, inclusive games, they could benefit from including gamers with intellectual disabilities in the creative process to help make or test “easy read” or beginner’s instructions, or find ways to simplify navigation between different levels of a game. Gaming can build a community and reach people who feel left out. Accessibility allows everybody to have fun.


This competition and other events in online gaming have been essential to keeping the Special Olympics community connected and active over a difficult couple years.

“Special Olympics has a long-standing partnership with Microsoft that has been incredibly valuable for the athletes and families of the Special Olympics movement,” said the organization’s chief information and technology officer, Prianka Nandy. “With the COVID-19 pandemic, our main concern has been the safety and health of our athletes, who are amongst the most vulnerable population to have an adverse or catastrophic outcome from the virus. This led to the cancellation and postponement of thousands of annual in-person events and competitions — which meant our athletes have missed out on the connections and opportunities to experience the joy of being with their teammates, coaches and friends. At this time, our goals remain to raise awareness of the Special Olympics movement and the accomplishments, hopes and dreams of our incredible athletes, and to change attitudes towards people with intellectual disabilities within the gaming community, all while remembering that gaming can be fun and inclusive for all.”

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Make accessibility part of your startup’s products and culture from day one

The world of accessibility has experienced a tipping point thanks to the pandemic, which drove people of all abilities to do more tasks and shopping online.

For the last year, the digital world was the only place brands could connect with their customers. A Forrester survey found that 8 in 10 companies have taken their first steps toward working on digital accessibility.

What’s driving this change besides the increased digital interactions? Fortune 500 companies are finally starting to realize that people with disabilities make up 1 billion of the world’s market. That population and their families control more than $13 trillion in disposable income, according to Return on Disability’s “The Global Economics of Disability.”

However, only 36% of companies in Forrester’s survey are completely committed to creating accessible digital experiences.

Although digital accessibility has been around for decades, companies have not caught on to its benefits until recently. In its latest survey, the WebAIM Million analysis of 1 million home pages found accessibility errors on 97.4% of the websites evaluated.

What does this mean for you? Why should you care about this? Because this is an opportunity for your company to get ahead of the competition and reap the rewards of being an early adopter.

The benefits of digital accessibility

Companies are now realizing the advantages of creating accessible products and properties that go beyond doing the right thing. For one, people are living longer. The World Health Organization says people aged 60 and older outnumber children under 5. Moreover, the world’s population of those who are 60 and older is expected to reach 2 billion by 2050, up from 900 million in 2015.

W3C Web Accessibility Initiative provides an overview on Web Accessibility for Older Users. Here’s what it reveals.

  • Hearing loss affects 47% of people aged 61 to 80.
  • Vision decline affects 16% of people aged 65 to 74.
  • Mild cognitive impairment affects 20% of people over 70.
  • Arthritis affects more than 50% of people over 65.

In short, developing accessible digital products helps you reach a much larger audience, which will include you, your co-workers and your family. Everyone is going to become situationally, temporarily or episodically impaired at some point in their lives. Everyone enters a noisy or dark environment that can make it harder to see or hear. An injury or an illness can cause someone to use the internet differently on a temporary basis. People with arthritis, migraines and vertigo experience episodes of pain and discomfort that affect their ability to interact with digital devices, apps and tools.

Additionally, no one has ever advocated against making products and websites accessible to more people. Despite this, the relative universal appeal of accessibility as a principle does not mean that it will be as easy as explaining the need and getting people on board to make major organizational changes. A lot of work remains in raising awareness and educating people about why we need to make these changes and how to go about it.

You have the why. Now here are five things to help you with how to make changes in your company to integrate accessibility as a core part of your business.

1. Tap the right people to create accessible experiences

According to the second annual State of Accessibility Report, only 40% of the Alexa Top 100 websites are fully accessible, proving the needs of people with disabilities are, more often than not, being overlooked when creating web experiences.

To design for people with disabilities, it’s important to have an understanding of how they use your products or web properties. You’ll also want to know what tools will help them achieve their desired results. This starts with having the right people on board.

Hiring accessibility experts to advise your development team will proactively identify potential issues and ensure you design accessibly from the start, as well as create better products. Better yet, hiring people with disabilities brings a deeper level of understanding to your work.

2. Hire designers passionate about accessibility

Having accessibility experts on your team to provide advice and guidance is a great start. However, if the rest of your team is not passionate about accessibility, that can turn into a potential roadblock. When interviewing new designers, ask about accessibility. It’ll gauge a candidate’s knowledge and passion in the area. At the same time, you set an expectation that accessibility is a priority at your organization.

Being proactive about your hires and making sure they will contribute to a culture of accessibility and inclusion will save you major headaches. Accessibility starts in the design and user experience (UX) phase. If your team doesn’t deliver there, then you will have to fix their mistakes later, essentially delaying the project and costing your organization. It costs more to fix things than to build them accessibly in the first place.

3. Remember that accessibility is for everyone

People deciding whether to invest in accessibility often ask themselves how many people are going to use the feature. The reasoning behind the question is understandable from a business perspective; accessibility can be an expense, and it’s reasonable to want to spend money responsibly.

However, the question is rooted in one of the biggest misconceptions in the field. The myth is that accessibility only benefits people who are blind or deaf. This belief is frustrating because it greatly underestimates the number of people with disabilities and minimizes their place in society. Furthermore, it fails to acknowledge that people who may not have a disability still benefit greatly from accessibility features.

Disability is a spectrum that all of us will find ourselves on sooner or later. Maybe an injury temporarily limits our mobility that requires us to perform basic tasks like banking and shopping exclusively online. Or maybe our vision and hearing change as we age, which affects our ability to interact online.

When we understand that accessibility is about designing in a way that includes as many people as possible, we can reframe the conversation around whether it’s worth investing in. This approach sends a clear message: No business can afford to ignore a fast-growing population.

Think about it this way: If you have a choice of taking an elevator or the stairs, which would you take? Most pick the elevator. Those ramps on street corners called curb cuts? They were initially designed for allowing wheelchairs to cross the street.

Yet, many use these ramps, including parents pushing strollers, travelers pulling luggage, skateboarders rolling and workers moving heavy loads on dollies. A feature initially designed for accessibility benefits far more people than the original target audience. That’s the magic of the curb-cut effect.

4. Hire agencies that build accessibly by default

Whether you have a small team or are expanding an in-house accessibility practice, working with an agency can be an effective way to embrace and adopt accessible practices. The secret to a successful partnership is choosing an agency that will help your team grow into its accessibility practice.

The key to finding the right agency is selecting one that builds accessibly by default. When you know you are working with an agency that shares your organization’s values, you have a trusted partner in your mission of improving accessibility. It also removes any guesswork or revisions down the line. This is a huge win, as many designers overlook details that can make or break an experience for a user with a disability.

Working with an agency focused on providing accessible experiences narrows the likelihood of errors going unnoticed and unremedied, giving you confidence that you are providing an excellent experience to your entire audience.

5. Integrate accessibility into your supply chain

On any given day, enterprises and large organizations often work with dozens of stakeholders. From vendors and agencies to freelancers and internal employees, the nature of business today is far-reaching and collaborative. While this is valuable for exchanging ideas, accessibility can get lost in the mix with so many different people involved.

To prevent this from happening, it’s important to align these moving pieces of a business into a supply chain that is focused on accessibility at every stage of the business. When everyone is completely bought in, it cuts the risk of a component being inaccessible and causing issues for you in the future.

The startup advantage

A major challenge that comes up repeatedly is the struggle to change the status quo. Once an organization implements and ingrains inaccessible processes and products into its culture, it is hard to make meaningful change. Even if everyone is willing to commit to the change, the fact is, rewriting the way you do business is never easy.

Startups have an advantage here: They do not bear years of inaccessible baggage. It’s not written into the code of their products. It’s not woven into the business culture. In many ways, a startup is a clean slate, and they need to learn from the trials of their more established peers.

Startup founders have the opportunity to build an accessible organization from the ground up. They can create an accessible-first culture that will not need rewriting 10, 20 or 30 years from now by hiring a diverse workforce with a passion for accessibility, writing accessible code for products and web properties, choosing to work with only third parties who embrace accessibility and advocating for the rights of people with disabilities.

Many of these considerations here have a common denominator: culture. While most people in the technology industry will agree that accessibility is an important and worthy cause to champion, it has a huge awareness problem.

Accessibility needs to be everywhere in software development, from requirements and beyond to include marketing, sales and other non-tech teams. It cannot be a niche concern left to a siloed team to handle. If we, as an industry and as a society, recognize that accessibility is everyone’s job, we will create a culture that prioritizes it without question.

By creating this culture, we will no longer be asking, “Do we have to make this accessible?” Instead, we’ll ask, “How do we make this accessible?” It’s a major mindset shift that will make a tangible difference in the lives of 1 billion people living with a disability and those who eventually will have a disability or temporary, situational or episodic impairments affecting their ability to use online and digital products.

Advocating for accessibility may feel like an uphill battle at times, but it isn’t rocket science. The biggest need is education and awareness.

When you understand the people you build accessible products for and the reasons they need those products, it becomes easier to secure buy-in from people in all parts of your organization. Creating this culture is the first step in a long quest toward accessibility. And the best part is, it gets easier from here.

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Apple’s latest accessibility features are for those with limb and vocal differences

Apple announced a batch of accessibility features at WWDC 2021 that cover a wide variety of needs, among them a few for people who can’t touch or speak to their devices in the ordinary way. With Assistive Touch, Sound Control and other improvements, these folks have new options for interacting with an iPhone or Apple Watch.

We covered Assistive Touch when it was first announced, but recently got a few more details. This feature lets anyone with an Apple Watch operate it with one hand by means of a variety of gestures. It came about when Apple heard from the community of people with limb differences — whether they’re missing an arm, or unable to use it reliably, or anything else — that as much as they liked the Apple Watch, they were tired of answering calls with their noses.

The research team cooked up a way to reliably detect the gestures of pinching one finger to the thumb, or clenching the hand into a fist, based on how doing them causes the watch to move — it’s not detecting nervous system signals or anything. These gestures, as well as double versions of them, can be set to a variety of quick actions. Among them is opening the “motion cursor,” a little dot that mimics the movements of the user’s wrist.

Considering how many people don’t have the use of a hand, this could be a really helpful way to get basic messaging, calling and health-tracking tasks done without needing to resort to voice control.

Speaking of voice, that’s also something not everyone has at their disposal. Many of those who can’t speak fluently, however, can make a bunch of basic sounds, which can carry meaning for those who have learned — not so much Siri. But a new accessibility option called “Sound Control” lets these sounds be used as voice commands. You access it through Switch Control, not audio or voice, and add an audio switch.

Images of the process of adding an audio switch to the iPhone.

Image Credits: Apple

The setup menu lets the user choose from a variety of possible sounds: click, cluck, e, eh, k, la, muh, oo, pop, sh and more. Picking one brings up a quick training process to let the user make sure the system understands the sound correctly, and then it can be set to any of a wide selection of actions, from launching apps to asking commonly spoken questions or invoking other tools.

For those who prefer to interact with their Apple devices through a switch system, the company has a big surprise: Game controllers, once only able to be used for gaming, now work for general purposes as well. Specifically noted is the amazing Xbox Adaptive Controller, a hub and group of buttons, switches and other accessories that improves the accessibility of console games. This powerful tool is used by many, and no doubt they will appreciate not having to switch control methods entirely when they’re done with Fortnite and want to listen to a podcast.

Image Credits: Apple

One more interesting capability in iOS that sits at the edge of accessibility is Walking Steadiness. This feature, available to anyone with an iPhone, tracks (as you might guess) the steadiness of the user’s walk. This metric, tracked throughout a day or week, can potentially give real insight into how and when a person’s locomotion is better and worse. It’s based on a bunch of data collected in the Apple Heart and Movement study, including actual falls and the unsteady movement that led to them.

If the user is someone who recently was fitted for a prosthesis, or had foot surgery, or suffers from vertigo, knowing when and why they are at risk of falling can be very important. They may not realize it, but perhaps their movements are less steady toward the end of the day, or after climbing a flight of steps, or after waiting in line for a long time. It could also show steady improvements as they get used to an artificial limb or chronic pain declines.

Exactly how this data may be used by an actual physical therapist or doctor is an open question, but importantly it’s something that can easily be tracked and understood by the users themselves.

Images of Apple Memoji with a cochlear implant, an oxygen tube, and a soft helmet.

Image Credits: Apple

Among Apple’s other assistive features are new languages for voice control, improved headphone acoustic accommodation, support for bidirectional hearing aids, and of course the addition of cochlear implants and oxygen tubes for memoji. As an Apple representative put it, they don’t want to embrace differences just in features, but on the personalization and fun side as well.

read more about Apple's WWDC 2021 on TechCrunch

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Apple’s Live Text lets you interact with text in your photos

Apple has introduced a new feature to its camera system that automatically recognizes and transcribes text in your photos, from a phone number on a business card to a whiteboard full of notes. Live Text, as the feature is called, doesn’t need any prompting or special work from the user — just tap the icon and you’re good to go.

Announced by Craig Federighi on the virtual stage of WWDC, Live Text will be arriving on iPhones with iOS 15. He demonstrated it with a couple pictures, one of a whiteboard after a meeting, and a couple snapshots that included restaurant signs in the background.

Tapping the Live Text button in the lower right gave detected text a slight underline, and then a swipe allowed it to be selected and copied. In the case of the whiteboard, it collected several sentences of notes including bullet points, and with one of the restaurant signs it grabbed the phone number, which could be called or saved.

Certain types of text strings can be recognized, as well: a tracking code will be seen as such and a link to the tracking URL will be made immediately available. Translation can be done quickly too, to or from any language supported by Apple’s other translation tools.

Screenshot of a phone selecting text in an image.

The feature is reminiscent of many found in Google’s long-developed Lens app, and the Pixel 4 added more robust scanning capability in 2019. The difference is that the text is captured more or less passively in every photo taken by an iPhone running the new system — you don’t have to enter scanner mode or launch a separate app.

This is a nice thing for anyone to have, but it could be especially helpful for people with visual impairments. A snapshot or two makes any text, otherwise difficult to read, able to be dictated or saved.

The process takes place entirely on the phone, so don’t worry that this info is being sent to a datacenter somewhere. That also means it’s fairly quick, though until we test it for ourselves we can’t say whether it’s instantaneous or, like some other machine learning features, something that happens over the next few seconds or minutes after you take a shot. Your back catalog of photos will be Live Text-ified in your phone’s idle moments, though.

read more about Apple's WWDC 2021 on TechCrunch

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Leveling the playing field

In 2011, a product developer named Fred Davison read an article about inventor Ken Yankelevitz and his QuadControl video game controller for quadriplegics. At the time, Yankelevitz was on the verge of retirement. Davison wasn’t a gamer, but he said his mother, who had the progressive neurodegenerative disease ALS, inspired him to pick up where Yankelevitz was about to leave off.

Launched in 2014, Davison’s QuadStick represents the latest iteration of the Yankelevitz controller — one that has garnered interest across a broad range of industries. 

“The QuadStick’s been the most rewarding thing I’ve ever been involved in,” Davison told TechCrunch. “And I get a lot of feedback as to what it means for [disabled gamers] to be able to be involved in these games.”

Laying the groundwork

Erin Muston-Firsch, an occupational therapist at Craig Hospital in Denver, says adaptive gaming tools like the QuadStick have revolutionized the hospital’s therapy team. 

Six years ago, she devised a rehabilitation solution for a college student who came in with a spinal cord injury. She says he liked playing video games, but as a result of his injury could no longer use his hands. So the rehab regimen incorporated Davison’s invention, which enabled the patient to play World of Warcraft and Destiny. 

QuadStick

Jackson “Pitbull” Reece is a successful Facebook streamer who uses his mouth to operate the QuadStick, as well as the XAC, (the Xbox Adaptive Controller), a controller designed by Microsoft for use by people with disabilities to make user input for video games more accessible. 

Reece lost the use of his legs in a motorcycle accident in 2007 and later, due to an infection, his hands and legs were amputated. He says he remembers able-bodied life as one filled with mostly sports video games. He says being a part of the gaming community is an important part of his mental health.

Fortunately there is an atmosphere of collaboration, not competition, around the creation of hardware for gamers within the assistive technology community. 

But while not every major tech company has been proactive about accessibility, after-market devices are available to create customized gaming experiences for disabled gamers.

Enter Microsoft

At its Hackathon in 2015, Microsoft’s Inclusive Lead Bryce Johnson met with disabled veterans’ advocacy group Warfighter Engaged

“We were at the same time developing our views on inclusive design,” Johnson said. Indeed, eight generations of gaming consoles created barriers for disabled gamers.

“Controllers have been optimized around a primary use case that made assumptions,” Johnson said. Indeed, the buttons and triggers of a traditional controller are for able-bodied people with the endurance to operate them. 

Besides Warfighter Engaged, Microsoft worked with AbleGamers (the most recognized charity for gamers with disabilities), Craig Hospital, the Cerebral Palsy Foundation and Special Effect, a U.K.-based charity for disabled young gamers. 

Xbox Adaptive Controller

The finished XAC, released in 2018, is intended for a gamer with limited mobility to seamlessly play with other gamers. One of the details gamers commented on was that the XAC looks like a consumer device, not a medical device.

“We knew that we couldn’t design this product for this community,” Johnson told TechCrunch. “We had to design this product with this community. We believe in ‘nothing about us without us.’ Our principles of inclusive design urge us to include communities from the very beginning.”

Taking on the giants

There were others getting involved. Like many inventions, the creation of the Freedom Wing was a bit of serendipity.

At his booth at an assistive technology (AT) conference, ATMakers‘ Bill Binko showcased a doll named “Ella” using the ATMakers Joystick, a power-chair device. Also in attendance was Steven Spohn, who is part of the brain trust behind AbleGamers.

Spohn saw the Joystick and told Binko he wanted a similar device to work with the XAC. The Freedom Wing was ready within six weeks. It was a matter of manipulating the sensors to control a game controller instead of a chair. This device didn’t require months of R&D and testing because it had already been road tested as a power-chair device. 

ATMakers Freedom Wing 2

Binko said mom-and-pop companies are leading the way in changing the face of accessible gaming technology. Companies like Microsoft and Logitech have only recently found their footing.

ATMakers, QuadStick and other smaller creators, meanwhile, have been busy disrupting the industry. 

“Everybody gets [gaming] and it opens up the ability for people to engage with their community,” Binko said. “Gaming is something that people can wrap their heads around and they can join in.” 

Barriers of entry

As the technology evolves, so do the obstacles to accessibility. These challenges include lack of support teams, security, licensing and VR. 

Binko said managing support teams for these devices with the increase in demand is a new hurdle. More people with the technological skills are needed to join the AT industry to assist with the creation, installation and maintenance of devices. 

Security and licensing is out of the hands of small creators like Davison because of financial and other resources needed to work with different hardware companies. For example, Sony’s licensing enforcement technology has become increasingly complex with each new console generation. 

With Davison’s background in tech, he understands the restrictions to protect proprietary information. “They spend huge amounts of money developing a product and they want to control every aspect of it,” Davison said. “Just makes it tough for the little guy to work with.”

And while PlayStation led the way in button mapping, according to Davison, the security process is stringent. He doesn’t understand how it benefits the console company to prevent people from using whichever controller they want. 

“The cryptography for the PS5 and DualSense controller is uncrackable so far, so adapter devices like the ConsoleTuner Titan Two have to find other weaknesses, like the informal ‘man in the middle’ attack,” Davison said. 

The technique allows devices to utilize older-gen PlayStation controllers as a go-between from the QuadStick to the latest-gen console, so disabled gamers can play the PS5. TechCrunch reached out to Sony’s accessibility division, whose representative said there are no immediate plans for an adaptable PlayStation or controller. However, they stated their department works with advocates and gaming devs to consider accessibility from day one.  

In contrast, Microsoft’s licensing system is more forgiving, especially with the XAC and the ability to use older-generation controllers with newer systems. 

“Compare the PC industry to the Mac,” Davison said. “You can put together a PC system from a dozen different manufacturers, but not for the Mac. One is an open standard and the other is closed.”

A more accessible future

In November, Japanese controller company HORI released an officially licensed accessibility controller for the Nintendo Switch. It’s not available for sale in the United States currently, but there are no region restrictions to purchase one online. This latest development points toward a more accessibility-friendly Nintendo, though the company has yet to fully embrace the technology. 

Nintendo’s accessibility department declined a full interview but sent a statement to TechCrunch. “Nintendo endeavors to provide products and services that can be enjoyed by everyone. Our products offer a range of accessibility features, such as button-mapping, motion controls, a zoom feature, grayscale and inverted colors, haptic and audio feedback, and other innovative gameplay options. In addition, Nintendo’s software and hardware developers continue to evaluate different technologies to expand this accessibility in current and future products.”

The push for more accessible hardware for disabled gamers hasn’t been smooth. Many of these devices were created by small business owners with little capital. In a few cases corporations with a determination for inclusivity at the earliest stages of development became involved. 

Slowly but surely, however, assistive technology is moving forward in ways that can make the experience much more accessible for gamers with disabilities.

 

 

 

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Cognixion’s brain-monitoring headset enables fluid communication for people with severe disabilities

Of the many frustrations of having a severe motor impairment, the difficulty of communicating must surely be among the worst. The tech world has not offered much succor to those affected by things like locked-in syndrome, ALS and severe strokes, but startup Cognixion aims to with a novel form of brain monitoring that, combined with a modern interface, could make speaking and interaction far simpler and faster.

The company’s One headset tracks brain activity closely in such a way that the wearer can direct a cursor — reflected on a visor like a heads-up display — in multiple directions, or select from various menus and options. No physical movement is needed, and with the help of modern voice interfaces like Alexa, the user can not only communicate efficiently but freely access all kinds of information and content most people take for granted.

But it’s not a miracle machine, and it isn’t a silver bullet. Here’s how it got started.

Overhauling decades-old brain tech

Everyone with a motor impairment has different needs and capabilities, and there are a variety of assistive technologies that cater to many of these needs. But many of these techs and interfaces are years or decades old — medical equipment that hasn’t been updated for an era of smartphones and high-speed mobile connections.

Some of the most dated interfaces, unfortunately, are those used by people with the most serious limitations: those whose movements are limited to their heads, faces, eyes — or even a single eyelid, like Jean-Dominique Bauby, the famous author of “The Diving Bell and the Butterfly.”

One of the tools in the toolbox is the electroencephalogram, or EEG, which involves detecting activity in the brain via patches on the scalp that record electrical signals. But while they’re useful in medicine and research in many ways, EEGs are noisy and imprecise — more for finding which areas of the brain are active than, say, which sub-region of the sensory cortex or the like. And of course you have to wear a shower cap wired with electrodes (often greasy with conductive gel) — it’s not the kind of thing anyone wants to do for more than an hour, let alone all day every day.

Yet even among those with the most profound physical disabilities, cognition is often unimpaired — as indeed EEG studies have helped demonstrate. It made Andreas Forsland, co-founder and CEO of Cognixion, curious about further possibilities for the venerable technology: “Could a brain-computer interface using EEG be a viable communication system?”

He first used EEG for assistive purposes in a research study some five years ago. They were looking into alternative methods of letting a person control an on-screen cursor, among them an accelerometer for detecting head movements, and tried integrating EEG readings as another signal. But it was far from a breakthrough.

A modern lab with an EEG cap wired to a receiver and laptop — this is an example of how EEG is commonly used. Image Credits: BSIP/Universal Images Group via Getty Images

He ran down the difficulties: “With a read-only system, the way EEG is used today is no good; other headsets have slow sample rates and they’re not accurate enough for a real-time interface. The best BCIs are in a lab, connected to wet electrodes — it’s messy, it’s really a non-starter. So how do we replicate that with dry, passive electrodes? We’re trying to solve some very hard engineering problems here.”

The limitations, Forsland and his colleagues found, were not so much with the EEG itself as with the way it was carried out. This type of brain monitoring is meant for diagnosis and study, not real-time feedback. It would be like taking a tractor to a drag race. Not only do EEGs often work with a slow, thorough check of multiple regions of the brain that may last several seconds, but the signal it produces is analyzed by dated statistical methods. So Cognixion started by questioning both practices.

Improving the speed of the scan is more complicated than overclocking the sensors or something. Activity in the brain must be inferred by collecting a certain amount of data. But that data is collected passively, so Forsland tried bringing an active element into it: a rhythmic electric stimulation that is in a way reflected by the brain region, but changed slightly depending on its state — almost like echolocation.

The Cognixion One headset with its dry EEG terminals visible. Image Credits: Cognixion

They detect these signals with a custom set of six EEG channels in the visual cortex area (up and around the back of your head), and use a machine learning model to interpret the incoming data. Running a convolutional neural network locally on an iPhone — something that wasn’t really possible a couple years ago — the system can not only tease out a signal in short order but make accurate predictions, making for faster and smoother interactions.

The result is sub-second latency with 95-100% accuracy in a wireless headset powered by a mobile phone. “The speed, accuracy and reliability are getting to commercial levels — we can match the best in class of the current paradigm of EEGs,” said Forsland.

Dr. William Goldie, a clinical neurologist who has used and studied EEGs and other brain monitoring techniques for decades (and who has been voluntarily helping Cognixion develop and test the headset), offered a positive evaluation of the technology.

“There’s absolutely evidence that brainwave activity responds to thinking patterns in predictable ways,” he noted. This type of stimulation and response was studied years ago. “It was fascinating, but back then it was sort of in the mystery magic world. Now it’s resurfacing with these special techniques and the computerization we have these days. To me it’s an area that’s opening up in a manner that I think clinically could be dramatically effective.”

BCI, meet UI

The first thing Forsland told me was “We’re a UI company.” And indeed even such a step forward in neural interfaces as he later described means little if it can’t be applied to the problem at hand: helping people with severe motor impairment to express themselves quickly and easily.

Sad to say, it’s not hard to imagine improving on the “competition,” things like puff-and-blow tubes and switches that let users laboriously move a cursor right, right a little more, up, up a little more, then click: a letter! Gaze detection is of course a big improvement over this, but it’s not always an option (eyes don’t always work as well as one would like) and the best eye-tracking solutions (like a Tobii Dynavox tablet) aren’t portable.

Why shouldn’t these interfaces be as modern and fluid as any other? The team set about making a UI with this and the capabilities of their next-generation EEG in mind.

Image of the target Cognixion interface as it might appear to a user, with buttons for yes, no, phrases and tools.

Image Credits: Cognixion

Their solution takes bits from the old paradigm and combines them with modern virtual assistants and a radial design that prioritizes quick responses and common needs. It all runs in an app on an iPhone, the display of which is reflected in a visor, acting as a HUD and outward-facing display.

In easy reach of, not to say a single thought but at least a moment’s concentration or a tilt of the head, are everyday questions and responses — yes, no, thank you, etc. Then there are slots to put prepared speech into — names, menu orders and so on. And then there’s a keyboard with word- and sentence-level prediction that allows common words to be popped in without spelling them out.

“We’ve tested the system with people who rely on switches, who might take 30 minutes to make 2 selections. We put the headset on a person with cerebral palsy, and she typed our her name and hit play in 2 minutes,” Forsland said. “It was ridiculous, everyone was crying.”

Goldie noted that there’s something of a learning curve. “When I put it on, I found that it would recognize patterns and follow through on them, but it also sort of taught patterns to me. You’re training the system, and it’s training you — it’s a feedback loop.”

“I can be the loudest person in the room”

One person who has found it extremely useful is Chris Benedict, a DJ, public speaker and disability advocate who himself has Dyskinetic Cerebral Palsy. It limits his movements and ability to speak, but doesn’t stop him from spinning (digital) records at various engagements, however, or from explaining his experience with Cognixion’s One headset over email. (And you can see him demonstrating it in person in the video above.)

DJ Chris Benedict wears the Cognixion Headset in a bright room.

Image Credits: Cognixion

“Even though it’s not a tool that I’d need all the time it’s definitely helpful in aiding my communication,” he told me. “Especially when I need to respond quickly or am somewhere that is noisy, which happens often when you are a DJ. If I wear it with a Bluetooth speaker I can be the loudest person in the room.” (He always has a speaker on hand, since “you never know when you might need some music.”)

The benefits offered by the headset give some idea of what is lacking from existing assistive technology (and what many people take for granted).

“I can use it to communicate, but at the same time I can make eye contact with the person I’m talking to, because of the visor. I don’t have to stare at a screen between me and someone else. This really helps me connect with people,” Benedict explained.

“Because it’s a headset I don’t have to worry about getting in and out of places, there is no extra bulk added to my chair that I have to worry about getting damaged in a doorway. The headset is balanced too, so it doesn’t make my head lean back or forward or weigh my neck down,” he continued. “When I set it up to use the first time it had me calibrate, and it measured my personal range of motion so the keyboard and choices fit on the screen specifically for me. It can also be recalibrated at any time, which is important because not every day is my range of motion the same.”

Alexa, which has been extremely helpful to people with a variety of disabilities due to its low cost and wide range of compatible devices, is also part of the Cognixion interface, something Benedict appreciates, having himself adopted the system for smart home and other purposes. “With other systems this isn’t something you can do, or if it is an option, it’s really complicated,” he said.

Next steps

As Benedict demonstrates, there are people for whom a device like Cognixion’s makes a lot of sense, and the hope is it will be embraced as part of the necessarily diverse ecosystem of assistive technology.

Forsland said that the company is working closely with the community, from users to clinical advisors like Goldie and other specialists, like speech therapists, to make the One headset as good as it can be. But the hurdle, as with so many devices in this class, is how to actually put it on people’s heads — financially and logistically speaking.

Cognixion is applying for FDA clearance to get the cost of the headset — which, being powered by a phone, is not as high as it would be with an integrated screen and processor — covered by insurance. But in the meantime the company is working with clinical and corporate labs that are doing neurological and psychological research. Places where you might find an ordinary, cumbersome EEG setup, in other words.

The company has raised funding and is looking for more (hardware development and medical pursuits don’t come cheap), and has also collected a number of grants.

The One headset may still be some years away from wider use (the FDA is never in a hurry), but that allows the company time to refine the device and include new advances. Unlike many other assistive devices, for example a switch or joystick, this one is largely software-limited, meaning better algorithms and UI work will significantly improve it. While many wait for companies like Neuralink to create a brain-computer interface for the modern era, Cognixion has already done so for a group of people who have much more to gain from it.

You can learn more about the Cognixion One headset and sign up to receive the latest at its site here.

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Instagram adds a captions option for Stories and soon, Reels

Instagram is making its video Stories and Reels more accessible with the launch of a new “captions sticker” that will allow users to watch without having the sound on. The addition will not only make it easier for users who are hard of hearing or deaf to engage with video content, it also offers a way for users to watch videos when they’re somewhere they don’t want to have their sound on — and either don’t want to wear or don’t have access to headphones or earbuds.

To use the feature, creators will first record a new video using the Stories or Reels Camera in the Instagram app, or select a video to upload from their phone’s gallery. Then, you’ll open the sticker tray and look for the new “Captions” sticker, which will convert your speech to text. You also can edit the style, position of the caption and the text and color so it matches your content. When you post, the captions will appear alongside your video for everyone to see.

At launch, the feature is only available in English and in English-speaking countries, but Instagram plans to roll it out to other countries and languages soon, it says. It’s also rolling out the captions sticker first to Stories and will then begin testing it in Reels, with a broader launch to follow.

The captions sticker had been spotted last year while in development, alongside other potential new additions, like a Collab sticker, Link sticker, Reshare sticker and others. Instagram parent Facebook also appears to have a captions sticker of its own in development. The sticker then began testing earlier this spring with some number of Instagram users.

The addition comes only weeks after TikTok announced its own captions feature, which it calls auto captions. The two products are somewhat different, however. Auto captions automatically translate the speech from a TikTok video in either American English and Japanese, to start, but the text itself isn’t customizable and can be turned on or off by the viewer from the app’s share panel. It also hasn’t yet been broadly adopted and many TikTok creators tend to still use captions they create themselves or via third-party apps.

Instagram notes it had previously launched support for captions across Threads and IGTV, but its expansion to Stories and Reels will make more of an impact, given that Instagram Stories alone is used by more than 500 million people every day.

 

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Android’s latest update will let you schedule texts, secure your passwords and more

Google today announced the next set of features coming to Android, including a new password checkup tool, a way to schedule your texts, along with other improvements to products like its screen reader TalkBack, Maps, Assistant and Android Auto. This spring 2021 release is latest in a series of smaller update bundles, similar to iOS “point releases,” that add new functionality and features to Android outside of the larger update cycle.

One the security front, this update will integrate a feature called Password Checkup into devices running Android 9 and above to alert you to passwords you’re using that have been previously exposed.

The feature works with Autofill with Google, which lets you quickly sign in to apps and other services on Android. Now, when you use Autofill, Password Checkup will check your credentials against a list of known compromised passwords, then notify you if your credentials appear on that list and what to do about it.

Image Credits: Google

The prompt can also direct you to your Password Manager page on Google, where you can review all your other saved Autofill passwords for similar issues.

To use this feature, you’ll need to have Autofill enabled. (Settings > System > Languages & Input > Advanced, the tap Autofill. Tap Google to ensure the setting is enabled.)

The new Messages feature rolling out this update could see prolific texters considering a switch to Android, as it’s one of the most in-demand features since SMS was invented: the ability to schedule your texts.

Image Credits: Google

Android’s new scheduled send feature will allow you to compose a message ahead of time, whenever it’s convenient for you, then schedule it to be sent later when it’s a more appropriate time. This can be particularly helpful if you have friends, family or coworkers and colleagues in other timezones, and are hesitant to bother them when they could be sleeping or enjoying family time after work. It can also help those who often remember something they meant to text when it’s late at night and too late to send the message.

To use this feature, you’ll just write the text as usual, then press and hold the send button to select a date and time to deliver the message. You’ll need the latest version of the Android Messages app for this feature to work.

Another flagship feature arriving in this Android release is aimed at making Android’s screen reader, known as TalkBack, easier to use for those users who are blind or have low vision. TalkBack today allows users to navigate their device with their voice and gestures in order to read, write, send emails, share social media, order delivery and more.

Image Credits: Google

The updated version (TalkBack 9.1) will now include a dozen new multifinger gestures to interact with apps and perform common actions, like selecting and editing text, controlling media or getting help. This will work on Pixel and Samsung Galaxy devices from One UI 3 onwards, Google says.

Google is also responding to user feedback over TalkBack’s confusing multiple menu system and has returned to the single menu system users wanted. This single menu will adapt to context while also providing consistent access to the most common functions.

Other TalkBack improvements includes new gestures — like an up and right swipe to access over 25 voice commands — and new reading controls that let users either skim a page, read only headlines, listen word-by-word or even character-by-character.

Users can also now add or remove options from the TalkBack menu or the reading controls to further customize the interface to their needs. Plus, TalkBack’s braille keyboard added support for Arabic and Spanish.

The spring update also adds more minor improvements to Maps, Assistant and Android Auto.

Maps is getting a dark mode that you can enable as the default under Settings > Theme and then selecting “Always in Dark Theme.”

 

Image Credits: Google

Google Assistant’s update will let you use the feature when the phone is locked or further away from you, by turning on Lock Screen Personal Results in Assistant’s Settings then saying “Hey Google,” as needed.

The new cards that appear when the phone is locked are meant to be easier to read with just a glance, Google says.

And finally, Android Auto will now include custom wallpapers and voice-activated games like trivia and “Jeopardy!” that you can ask for via the “Hey Google” command.

Image Credits: Google

There are also now shortcuts on the launch screen for accessing your contacts, or using Assistant to complete tasks like checking the weather or adjusting the thermostat, for example. Cars with wider screens will gain access to a split screen view with Google Maps on one side and media controls on the other.

Android Auto’s features will roll out in the “coming days” on phones running Android 6.0 and higher and work with compatible cars, Google notes.

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Cyberpunk 2077 draws criticism for seizure-inducing sequence with no warning or mitigation

One of the biggest games of the year, “Cyberpunk 2077,” is about to be released, but developer CD Projekt Red is already under fire for an early game sequence with the potential to induce seizures. Players with epilepsy should be warned that there is currently no way to skip this, and the visual feature will be repeated throughout the game.

Strobing lights can induce seizures in some people prone to them, but that hasn’t stopped many high-profile games from including them for effect. Usually there is a boilerplate warning on boot saying this is a possibility, but in most games it’s more of a warning that there may potentially be flashing lights of this type, for example if several flashbang grenades went off one after the other. Many games also offer an option to reduce the intensity of flashing lights or otherwise change their appearance, along with other options for accessibility.

“Cyberpunk” seems to tread especially dangerous territory fundamentally, as its game world is full of the kind of seedy, flickering-neon lighting one associates with a grimy, futuristic dystopia. But within the first few hours of the game there is a much more severe and thoughtlessly designed event that has already caused a reviewer at Game Informer to experience a seizure. It involves the (otherwise quite interesting) “braindances,” or BDs, which let your character relive experiences recorded by others, by donning a special headset… that boots up with intense flashing lights:

When “suiting up” for a BD, especially with Judy, V will be given a headset that is meant to onset the instance. The headset fits over both eyes and features a rapid onslaught of white and red blinking LEDs, much like the actual device neurologists use in real life to trigger a seizure when they need to trigger one for diagnosis purposes. If not modeled off of the IRL design, it’s a very spot-on coincidence, and because of that this is one aspect that I would personally advise you to avoid altogether. When you notice the headset come into play, look away completely or close your eyes. This is a pattern of lights designed to trigger an epileptic episode and it very much did that in my own personal playthrough.

You can see the event referred to in the screenshot above (taken afterwards, but you can see the device). I recall this moment quite clearly from my own playthrough, and remember thinking it was rather an intense lightshow indeed. Unfortunately for this person, it caused a serious episode and could do so for many others upon its release on the 10th.

Among the many options for changing the appearance of “Cyberpunk 2077,” there isn’t one for reducing flashing lights that I could find. I’ve asked CD Projekt Red about this and hopefully they can ship something to mitigate the issue at or near launch. The company did say on Twitter that it was looking into a solution.

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iPhones can now automatically recognize and label buttons and UI features for blind users

Apple has always gone out of its way to build features for users with disabilities, and VoiceOver on iOS is an invaluable tool for anyone with a vision impairment — assuming every element of the interface has been manually labeled. But the company just unveiled a brand new feature that uses machine learning to identify and label every button, slider and tab automatically.

Screen Recognition, available now in iOS 14, is a computer vision system that has been trained on thousands of images of apps in use, learning what a button looks like, what icons mean and so on. Such systems are very flexible — depending on the data you give them, they can become expert at spotting cats, facial expressions or, as in this case, the different parts of a user interface.

The result is that in any app now, users can invoke the feature and a fraction of a second later every item on screen will be labeled. And by “every,” they mean every — after all, screen readers need to be aware of every thing that a sighted user would see and be able to interact with, from images (which iOS has been able to create one-sentence summaries of for some time) to common icons (home, back) and context-specific ones like “…” menus that appear just about everywhere.

The idea is not to make manual labeling obsolete — developers know best how to label their own apps, but updates, changing standards and challenging situations (in-game interfaces, for instance) can lead to things not being as accessible as they could be.

I chatted with Chris Fleizach from Apple’s iOS accessibility engineering team, and Jeff Bigham from the AI/ML accessibility team, about the origin of this extremely helpful new feature. (It’s described in a paper due to be presented next year.)

A phone showing a photo of two women smiling and voiceover describing the photo

Image Credits: Apple

“We looked for areas where we can make inroads on accessibility, like image descriptions,” said Fleizach. “In iOS 13 we labeled icons automatically — Screen Recognition takes it another step forward. We can look at the pixels on screen and identify the hierarchy of objects you can interact with, and all of this happens on device within tenths of a second.”

The idea is not a new one, exactly; Bigham mentioned a screen reader, Outspoken, which years ago attempted to use pixel-level data to identify UI elements. But while that system needed precise matches, the fuzzy logic of machine learning systems and the speed of iPhones’ built-in AI accelerators means that Screen Recognition is much more flexible and powerful.

It wouldn’t have been possible just a couple of years ago — the state of machine learning and the lack of a dedicated unit for executing it meant that something like this would have been extremely taxing on the system, taking much longer and probably draining the battery all the while.

But once this kind of system seemed possible, the team got to work prototyping it with the help of their dedicated accessibility staff and testing community.

“VoiceOver has been the standard-bearer for vision accessibility for so long. If you look at the steps in development for Screen Recognition, it was grounded in collaboration across teams — Accessibility throughout, our partners in data collection and annotation, AI/ML, and, of course, design. We did this to make sure that our machine learning development continued to push toward an excellent user experience,” said Bigham.

It was done by taking thousands of screenshots of popular apps and games, then manually labeling them as one of several standard UI elements. This labeled data was fed to the machine learning system, which soon became proficient at picking out those same elements on its own.

It’s not as simple as it sounds — as humans, we’ve gotten quite good at understanding the intention of a particular graphic or bit of text, and so often we can navigate even abstract or creatively designed interfaces. It’s not nearly as clear to a machine learning model, and the team had to work with it to create a complex set of rules and hierarchies that ensure the resulting screen reader interpretation makes sense.

The new capability should help make millions of apps more accessible, or just accessible at all, to users with vision impairments. You can turn it on by going to Accessibility settings, then VoiceOver, then VoiceOver Recognition, where you can turn on and off image, screen and text recognition.

It would not be trivial to bring Screen Recognition over to other platforms, like the Mac, so don’t get your hopes up for that just yet. But the principle is sound, though the model itself is not generalizable to desktop apps, which are very different from mobile ones. Perhaps others will take on that task; the prospect of AI-driven accessibility features is only just beginning to be realized.

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