Making Digital Work - Accessibility
Making Digital Work - Accessibility
Digital
Work:
Accessibility
Accessibility
The UK has a long and proud history of supporting
and producing work by disabled artists and those
artists and organisations are constantly evolving
their practice in response to what new technology
can offer.
Over the years there have also been advances in
support of audiences with access needs, providing
them with additional services such as audio
description, captioning and signed performances.
These services to date have generally tended to
be bolted on to existing performances rather than
natively designed and built into the overall experience.
This is one of the opportunities that digital presents
new ways of using technology to support both
artists and audiences in as seamless, convenient
and authentic way as possible.
Accessibility is one of the major learning
themes from the Digital R&D Fund for the Arts.
The accessibility work across the R&D Fund projects
has mainly been focused specifically on improvements
for disabled people. But as the projects have reported,
improving access for a targeted section of an
audience often improves it for all. The user testing
that makes a better product for disabled people
in an audience has benefits for everyone.
In this guide you will find five articles which each
explore a key principle to making accessibility work.
Jo Verrent is Senior
Producer at Unlimited
and a disability arts
consultant with a
particular interest
in accessibility.
Contents
4
6
Audience Focused
Circus Starr share their experience
of making Show&Tell, an app which
supports autistic children getting
prepared for performing arts.
Sound Thinking
Techniques
10
12
14
Audience
Focused
Autism is a lifelong condition
that affects how a person
relates to others and can
make it difficult for them
to interpret situations or
make sense of the world
around them. The isolating
nature of the condition
can make this an extremely
difficult audience to reach.
We realised
that there had
to be a balance
between fun
and keeping
it simpletoo
many bells on
and it simply
didnt work for
this audience.
As well as face-to-face
interviews, Logan used
questionnaires and monitored
social media feedback. It was
research that made the team
kill off some of their darlings
ideas that you love but dont
really workhaving a clapometer, for instance. We
realised that there had to be
a balance between fun and
keeping it simpletoo many
bells on and it simply didnt
work for this audience.
Were any mistakes made?
Yes. I think thats why it can
be important to take it slowly.
We did at one point take the
after-story tool out. This was
after some negative feedback.
We needed to keep to our
original purpose. The tool is
good on lots of levels; it helps
the children to look back at
their own photos, and they
get a lot out of it.
Developing the app was
expensive in terms of time.
Logan says it was almost
a full-time jobat points.
I think thats one reason why
you need a very clear idea of
what you want to achieve at
the outset. Wed done a lot
of research and that helped.
Mapping things out in advance
is really important.
Logan finishes: People who
are anxious about something
new can be taken through
it step by step via a visual
process. Over the next few
years I think we are going
to see a lot more projects
like this one.
Sound
Thinking
Techniques
We decided on a research
experience that had
participants coming and
making stuff with very little
explanation, says project
lead Justin Spooner. It was
like have a go at this and see
what you think. We learnt
a lot from that and got user
feedback really early on,
improving our workshops
and making them focused.
This ability to explore and
research unhindered ensured
results were based on research,
rather than using research to
prove what the team already
believed.
If you get locked into thinking
and knowing exactly what you
are going to solve or discover
then the creativity is sucked
out of it from the beginning,
says project owner Mark
Williams. Youre probably
going to be disappointed
with the results if you work
that way. Find out what you
need to solve. You have to
embrace user testing and
ensure that whoever you
are trying to make your work
accessible to is at the very
heart of the project.
SoundLabs commitment
to user testing not only
produced results but also
impressed technology
businesses they worked
with. The R&D Fund allowed
for the kind of user-specific
testing that tech companies
can only dream of. What
we said to companies was
that we planned to test out
lots of technologies in lots
of different ways with lots
of different people, says
Spooner. They would often
say yes, thats very much like
the process we wish we had
done. If you are developing
software like this you should
be looking at the innate
complexity of your system,
the weirdness of language
you use, the actual purpose
of your product.
Blind Leading
the Blind
UCAN-GO, an indoornavigation
tool for the blind, is a great
example of user-led design,
or co-creation. It stems
directly from a user-groups
wish list.
Co-creation
is often really
powerful, but
in this case
it was vital;
there is such
a huge range
of difference
in impairment
within the
potential
users.
1 Scope, A million
futures: Halving the
disability employment
gap, April 2014
Live&
Kicking
Graham is an advocate of
thinking sideways. What
if a phone or an iPad could
be put right in front of that
mana small device, that
wouldnt disturb the rest of
the audience? Could subtitling
systems become more flexible,
more personalised and
therefore adaptable?
Stagetext applied for, and
received, a Digital R&D Fund
for the Arts grant to help
develop these ideas further.
The team realised that this
was an opportunity in more
ways than one. By making
captioning more flexible and
more intuitive when it came
to audio quality, picking up
and interpreting nuance, they
could also be opening up a
wider market and encouraging
theatres to make more
productions accessible.
The team decided it would be
better to piggyback off other
technologies than to develop
new programming from
ground zero. Graham started
looking into the subtitling
services developed for news
services like the BBC. Working
alongside Andrew Langbourne
of Sound Systems, the team
started adapting and
combining existing softwares,
sewing them together by
writing new programs. Help
with microphone technology
and sound quality came from
the National Theatre and
audio expert Tim Middleton.
It should be an absolute
right for people who
are deaf to have genuine
access to culture.
Games
Without
Frontiers
Sophisticated use of sound
can bring a new level of
drama to gaming. In Papa
Sangre, players navigate the
monstrous world of the dead
through palaces that are all
identified with a sound type:
brass, strings, wind and bone.
Theme
Films
Product
Toolkit
Print
Magazine
Engaging
short films
on the four
learning
themes
of mobile,
accessibility,
data & business
models.
The processes
and tools you
need to take
an idea through
to a successful
product.
Limited edition
publication full
of inspiration
and opinion,
also available
as a PDF.
Research
Reports
Digital
Culture
Magazine
Features
Fascinating
accounts
from the R&D
Fund projects
from England,
Scotland and
Wales on the
successes and
challenges of
their work.
Results from
this major
3-year study
tracking
how arts
and cultural
organisations
in England
use technology.
Interviews,
profiles and
guides from
a range of
people and
organisations
working in arts,
technology,
research and
beyond.
Special thanks
Editor
Jane Audas
Design
Ryan R Thompson / Rydo
Jo Verrent
Anna Dinnen
Rohan Gunatillake
Clara McMenamin
Tim Plyming
Emma Quinn
Further Resources
Unlimited
Unlimited commissions and celebrates work
by disabled artists.
www.weareunlimited.org.uk
Gari
Directory of accessible mobile technologies.
www.gari.info
Gov.uk Accessibility
Guidance and sensible advice on UX.
www.gov.uk/service-manual/user-centred-design/
accessibility
artsdigitalrnd.org.uk