Full Issue: AccessWorld Winter 2024

Editor's Page: Happy Holidays from AccessWorld!

Dear AccessWorld Readers,

Happy holidays from all of us here at AccessWorld! Before we discuss the articles for this quarter's issue, I have some exciting news to share, especially if you're pursuing a career in the field of technology.

We are happy to announce that the American Foundation for the Blind (AFB) is now accepting applications for our Talent Lab Summer Boot Camp! AFB’s Digital Accessibility Boot Camp is a 3-month summer program designed for college students studying computer science or related fields. Participants will learn to design and build digital solutions that prioritize accessibility, ensuring inclusivity in technology. The fully remote experience includes hands-on projects, mentorship from accessibility experts, and networking opportunities with tech industry leaders in the field of accessibility. Students will earn digital credentials, receive an iPad for learning assistive technology, and may qualify for milestone and scholarship awards totaling $2,000. Applications for the 2025 program are currently open and close on January 31, 2025, with the Boot Camp running from June 2 to August 29, 2025. For eligibility requirements and to apply, visit the Boot Camp Info Page or submit your application here.

We begin this issue with a staple of our holiday editions: our annual accessible shopping article. This year, Janet Ingber brings us a review of the iOS mobile apps and desktop websites for both Target and Macy’s. This article highlights their wide array of available products and clothing.

For those new to accessibility, you may have heard mentions of the Web Content Accessibility Guidelines (WCAG). We mention them in AccessWorld frequently, but you might not be terribly familiar with them. In this issue, I’ve written an article introducing readers to WCAG and explaining their importance in ensuring digital accessibility.

Next, we review two fully accessible action role-playing video games: Shadow Line and Fantasy Story II. Both games share similarities but handle accessibility using some differing approaches, though both do so effectively. Both games are free to download and play, and both have full visuals and text, making them helpful for sighted users who would like a hands-on experience with accessible gaming.

Being well versed in matters of personal finance can frequently be a critical skill when seeking financial success. Chris Peterson founded Penny Forward to aid people who are blind or have low vision in acquiring these vital skills. In this issue, Deborah Kendrick brings us an article in her Employment Matters series on Chris himself and his organization.

Finally, we share updates from the Google accessibility team, who are always hard at work enhancing the accessibility of their products and services. Google has kindly provided us with a summary of their third-quarter accessibility enhancements related to blindness and low vision, and we share them here for you.

We hope you have a great holiday season and thank you for being a reader of AccessWorld.

Sincerely,
Aaron Preece
AccessWorld Editor-in-Chief
American Foundation for the Blind

Accessible Shopping: Target and Macy’s-A Review of Desktop Websites and iOS Mobile Apps

Happy holidays and welcome to AccessWorld’s 2024 Holiday Shopping Guide

In this year's guide, we bring you reviews of the desktop and iOS versions of Target and Macy’s online shopping platforms. Both companies offer an extensive range of products, and for this guide, I have chosen to focus on clothing items, as these often require careful consideration of details such as size, color, and style.

When shopping online, it is essential to ensure you are browsing on reputable websites. As always, exercise caution-if a deal seems too good to be true, it likely is and may be a scam.

For this review, I will evaluate features that may pose challenges for screen reader users. Specifically, I will review the browsing experience, search functionality, product pages, and the purchase process on both platforms.

The devices used for this evaluation include an iPhone 16 running iOS 18.1 and an M1 Mac running macOS Sequoia.

Target’s iOS App

The home screen of the Target app is well-organized, containing a wealth of information without appearing cluttered. A prominent search box is positioned at the top of the screen, accompanied by an option to scan codes. At the bottom, five tabs-Discover, Essentials, Wallet, Cart, and My Target-offer straightforward navigation to various sections.

Beneath the search box is a clearly labeled list of 11 product categories, followed by lists of popular items. While the app includes headings for different groupings of content, these headings do not always function as intended. To read all the available material, users can either flick right with one finger or use the scroll bar located on the right side of the page.

Importantly, the app contains no broken links or unlabeled graphics. However, navigation using headings is inconsistent, and links or forms navigation is unavailable for most sections of the app.

Finding an item and narrowing search results was a seamless process. Product descriptions were detailed and easy to understand, making it simple to select the desired size for an item. Adding the item to my cart was straightforward. When I realized I had forgotten my password, I was able to reset it using a passkey. Unfortunately, after resetting my password, I encountered an issue where the sign-in button failed to work. Closing the Target app and removing it from the app switcher resolved this issue. Upon reopening the app, my cart was intact, and I was able to complete the checkout process successfully.

Target’s Desktop Website

The Target desktop website mirrors the app in being uncluttered and user-friendly.

At the top of the homepage is a search box that not only prompts the user for input but also indicates that results will be displayed below. VoiceOver provides additional context by announcing, “search text field.” Search results are conveniently located directly beneath the search box, eliminating the need to navigate away. Filters for narrowing results are intuitive and easy to use.

Once a search result is selected, the subsequent page is navigable using headings, links, and forms. Item descriptions are clear and well-structured, and VoiceOver reliably announces links as the user interacts with them.

In addition to the search box, the homepage features links to highlighted or featured items. Headings navigation within this section functions significantly better than in the app, with VoiceOver properly announcing links and supporting forms navigation.

Below these deals were the same links to deals and categories that are present in the app. Selecting an item and narrowing results worked smoothly, and adding an item to my cart was effortless. The checkout process was equally efficient.

Target’s iOS App vs Target’s Desktop Website

In my opinion, the Target desktop website provides a superior navigation experience compared to the iOS app. The website offers comprehensive support for headings, links, and forms navigation, which makes browsing and purchasing more intuitive. However, both the app and the website excel in maintaining an uncluttered interface and avoiding broken links.

Macy’s App

The Macy’s app presents a search box prominently at the top of the screen, followed by options to check a price, create an account, or sign in. At the bottom of the screen, five tabs-Home, Shop, Favorites, Bag, and Account-allow access to key features.

The search box performed admirably, allowing results to be reviewed and refined effortlessly. As I typed a search term, the app dynamically narrowed the results, which appeared directly beneath the search form. Filters for refining search results were fully accessible and easy to navigate.

The main screen is divided into several categories, including Trending Now, Top Gifts, and Offers. Although the screen contains a substantial amount of information, it is well-structured and avoids the appearance of clutter. A scroll bar on the right-hand side provides an alternative means of navigation.

Finding a potential item for purchase was straightforward. Sorting items by brand and size posed no challenges, though garment color descriptions, such as “Fortress” and “Silver Spoon,” were occasionally ambiguous. Fortunately, this was not a universal issue. Initial product descriptions were often brief, but a helpful link provided additional information, aiding decision-making.

During an attempt to recover my Macy’s account password, I encountered a CAPTCHA that lacked an audio option, preventing me from completing the recovery process. As a result, I opted to create a new account. Unfortunately, navigating and filling out the account creation form proved cumbersome due to limited navigation options. For example, I missed the “Done” button after using a picker to input my birthdate.

Macy’s Desktop Website

Unlike the app, the search form on Macy’s desktop website is not located at the top of the page, but rather beneath the Macy’s Home Page link, making it inaccessible via forms navigation. VoiceOver, however, does announce the presence of the search form.

Near the top of the homepage, a section labeled “Today’s Top Deals” is displayed. Unfortunately, this section is not accessible via headings, links, or forms navigation, though the list of deals can be explored using links.

Searching for and selecting the same garments I had chosen in the app proved more challenging on the website. This was particularly true when choosing size, color, and brand. Radio buttons often failed to indicate whether they were selected. Moving focus away from a button and returning to it sometimes resolved this issue. Unlike the app’s pop-up interface for size and color selection, the website required navigating across the screen using the right arrow key.

When selecting boots, the radio button initially displayed only one size. With sighted assistance, I discovered that additional sizes were available, but VoiceOver failed to announce them.

Compared to the other parts of the site, The checkout form on the desktop website was more accessible and intuitive than the app version.

Macy’s iOS App vs Macy’s Desktop Website

In my view, the Macy’s app is significantly easier to navigate than its desktop counterpart. Although the website includes rotor options for headings, links, and forms, these do not reliably lead to the desired information. Additionally, radio buttons on the website frequently failed to provide accurate feedback regarding their selection status.

It is important to note that the inaccessible captcha is a very serious issue, and would be something that could potentially cause the most barriers for blind and low vision users. Several accessible captcha services are available and also happen to be those most used across the web, so this issue stands out.

Conclusion

Overall, the Target website and the Macy’s app emerged as the most accessible platforms in their respective categories, outperforming their counterparts in terms of user-friendliness and accessibility.

Accessibility Basics: Understanding the Web Content Accessibility Guidelines (WCAG)

Aaron Preece

In many of our AccessWorld articles, we talk about the Web Content Accessibility Guidelines (WCAG), but usually, this is in passing. We haven’t often gone into significant detail about what these guidelines are for those who may not be familiar. For this article, we will take a closer look at the Web Content Accessibility Guidelines, explaining what they are, why they are important, and why they are so frequently referenced in accessibility work.

The Web Content Accessibility Guidelines were developed as a project of the World Wide Web Consortium. Since their inception, they have been updated several times to keep up with advancements in web technology. While initially focused on websites, WCAG can now be applied to mobile apps and other types of digital technology. Due to their widespread adoption, as well as their incredible detail and organization, WCAG has become the gold standard for measuring accessibility on the web and in similar digital contexts.

Increasingly, governments adopting standards for digital accessibility compliance are using WCAG as their benchmark. For example, a recent ruling under Title II of the Americans with Disabilities Act requires covered organizations to meet specific WCAG standards. For more information, see this blog post from our website.

Organization of the Guidelines

The Web Content Accessibility Guidelines are organized around four principles of accessibility: Perceivable, Operable, Understandable, and Robust.

  • Perceivable means that the information must be presented in ways that can be perceived by people with disabilities. For instance, ensuring content is accessible to screen readers, adding labels to elements, and providing alternative text for images are examples under this principle.

  • The second principle, Operable, ensures that users can interact with the site or application in accessible ways. This includes enabling keyboard navigation and ensuring that interactive elements are usable.

  • The third principle is Understandable. This means that users must not only perceive the content but also be able to comprehend it. Clear language, avoiding excessive jargon, and maintaining consistent navigation are critical here.

  • Finally, Robust refers to content being compatible with a wide range of technologies. This includes various browsers, operating systems, and assistive tools, ensuring accessibility across different platforms.

Each principle is further divided into guidelines, which are then broken down into success criteria. These success criteria provide specific, measurable requirements for accessibility.

Levels of Conformance

WCAG defines three levels of conformance:

  • Level A: This represents the most basic requirements for accessibility. If these criteria are not met, content may be completely inaccessible to people with disabilities.

  • Level AA: Most organizations aim for this level of conformance. It provides a more comprehensive standard of accessibility, addressing a wider range of needs and disabilities.

  • AAA is the most stringent and comprehensive level of accessibility. Usually, this particular conformance level is used selectively for specific disabilities that may need it, but otherwise, it may not be practical for many situations.

Other Considerations and Details

When reviewing the guidelines, you will notice references to normative and non-normative content.

  • Normative content refers to the official guidelines and success criteria. These define the specific requirements that developers must meet.

  • Non-normative content includes supporting materials such as introductions, examples, and the "Understanding Success Criteria" pages. These resources provide additional context and guidance but are not requirements themselves.

After introducing the principles, guidelines, and success criteria, WCAG includes a section dedicated to helping users understand how to comply with the standards. Following this, there is a comprehensive glossary of terms to clarify the language used in the guidelines. Even familiar terms may have specific meanings in this context, so reviewing the glossary can be helpful to ensure accurate interpretation.

The "Understanding Success Criteria" pages also provide detailed explanations of how meeting specific criteria benefits individuals with various disabilities. If you are interested in the specific barriers faced by particular groups, these pages offer valuable insights into the issues they may encounter when using digital content.

Why WCAG Is Helpful

If you're a web developer who is looking to make your website or other digital asset more accessible, you can't go wrong with the Web Content Accessibility Guidelines. They are incredibly detailed, well-organized, and link to a wide range of resources to help you make your website as accessible as possible.

While originally designed for the web, WCAG is flexible enough to be applied to other digital platforms, such as mobile apps, desktop software, and even operating systems.

For accessibility advocates, familiarity with WCAG can be an essential tool. Referencing specific success criteria provides solid support when requesting changes to an interface, helping organizations understand what needs to be done and why. Citing these standards often equips teams with the actionable information they need to make meaningful improvements in accessibility.

Shadow Line and Fantasy Story II: A Review of Two Top-Down Action RPGs

Aaron Preece

In this article, we’ll take a deep dive into two fantasy action role-playing games that are similar in some ways yet distinct in others, especially in how they handle accessibility for players who are blind or have low-vision. Both games, Shadow Line by Galaxy Laboratory and Fantasy Story II by Toya Shiwasu, feature audio landscapes designed to provide a fully navigable experience without sight. Despite their differences, these games exemplify how audio cues can create immersive, accessible environments.

Both games are played from a 2D, top-down perspective, a view familiar to anyone who has played classics like The Legend of Zelda, Dragon Quest, Final Fantasy, or Pokémon. This perspective lends itself well to accessibility features that rely on audio cues to simulate navigation and interaction. For instance, while first-person games for blind players often use soundscapes to simulate 3D environments, they are frequently, in practice, adaptations of 2D gameplay.

Both games allow a user to use several screen readers for speech output as well as SAPI speech if a screen reader is not present or the user's screen reader is unsupported.

Let’s explore how these two games—available for free—use their unique approaches to accessible audio navigation.

Shadow Line: A Story-Driven Action RPG

Shadow Line (Shadow Rine in most romanizations) is an action role-playing game developed by the Japanese studio Galaxy Laboratory. Recently, an unofficial English translation by Thunderstep Gaming has made the game far more accessible to English-speaking players. While previous versions required screen readers with on-the-fly translation, the patch now incorporates English text directly into the game, with only a few untranslated elements. If you wish to translate the remaining portions of the game for completeness or to better access settings, I recommend using Ian Reed's Japanese Games Translator (JGT) for the NonVisual Desktop Access (NVDA) screen reader. If you are a sighted player, you can open the NVDA menu, select Tools, and then select Speech Viewer to see what NVDA is saying so you can view the translations. See the Resources section for links to JGT and NVDA.

Gameplay and Accessibility

In Shadow Line, players are summoned to save the world of Kareshia from an encroaching darkness. The game features a robust cast of characters, a detailed story, and full Japanese voice acting. With the English patch, dialogue is also presented in english, making it more accessible to English-speaking players.

The world of Shadow Line is divided into individual screens. Players navigate by moving to the edges of each screen, which transitions to new areas. The game’s audio cues are positioned around the player character, creating a dynamic audio “camera”.

In Shadow Line, the audio design revolves around the concept of positional audio, ensuring that players can navigate the game world effectively. Sounds to the north are higher-pitched, while those to the south are lower-pitched, with items to the left or right playing from their respective directions. Interactive elements, such as treasure chests or other objects, remain silent until they are directly aligned with the player character, at which point a sound cue is triggered. Note that these sound cues only play when the player takes a step, not continuously. For example, if a player is walking east to west and comes upon a chest positioned to the north, a sound will emit from the direction of the chest once aligned, growing louder as the player approaches. Hazards and navigation challenges are also communicated through continuous sounds that indicate dangers like water or magma. When near a ledge, players can hear their footsteps echo, and an alert is played when the player is directly on a ledge or the edge of a hazard. Distinct audio cues signal whether a jump will land on safe ground or carry them over a hazard, particularly helpful when traversing small platforms among a field of hazards.

One of the unique accessibility features in Shadow Line is how the game uses sound cues to communicate the presence—or absence—of walls. Unlike some games that use continuous audio tones to indicate walls, Shadow Line takes a minimalist approach. Sounds play only when there is a gap or opening adjacent to the player. Rather than constant audio feedback, the game uses a single "wind swish" sound that plays in the direction of the opening as soon as it aligns with the player character.

For example, if the player is walking along a hallway and an alcove or passage opens to the right, a wind swish will sound once to indicate the gap. Even if the opening is only a few tiles wide, the game will alert the player the moment they step in line with it. The sound does not repeat unless the player leaves and realigns with the opening, providing concise and clear feedback without overwhelming the player with continuous audio.

Field Viewer and Combat

The Field Viewer mode allows players to explore the map tile-by-tile. Each type of terrain, from walls to treasure chests, has a unique sound. Characters can explore the entire screen with the arrow keys and press the ENTER key to cycle between objects of interest. Pressing Escape returns the field "camera" to the player’s current position. This feature is especially helpful when navigating maze-like screens or those requiring careful platforming.

Combat relies on a robust system of audio cues to convey critical information about enemies and the environment. Players can hear enemies moving nearby, as well as distinct sounds associated with different types of attacks. For example, a standard enemy strike produces a unique sound, while a projectile attack or special ability has its own distinct audio cue. Helpfully, projectile attacks play a continuous sound when used, making it possible to dodge them effectively. These cues not only differentiate threats but also provide vital information about timing and direction, allowing players to anticipate and react effectively.

One of the standout features of Shadow Line’s combat is its dual-layered system for attack range indicators. When the player character enters an enemy’s attack range, a specific sound plays, warning the player that they are in danger of being hit. Conversely, another distinct sound plays when the player moves out of the enemy’s range, signaling safety. Similarly, there is a separate set of audio cues that indicate when an enemy has entered or exited the player’s own attack range. These cues allow players to understand both when they are vulnerable to enemy attacks and when they have the opportunity to strike. Notably, these attack range cues account for the type of attack an enemy is using, such as ranged or melee, ensuring the player remains aware even if the enemy is far across the screen.

The sounds for attack range, both your own and those of your opponents, can be critical in determining strategies. For example, as I was testing the game for this review, I noticed that my most commonly used character, though fast and agile, had a shorter range than most of the larger enemies. Being able to determine this from the attack range audio cues allowed me to ensure that I would switch from her to a slower, larger character with a greater range when facing those sorts of enemies in particular.

Fantasy Story II: Open-Ended Multiplayer RPG

While Shadow Line offers a story-driven single-player experience, Fantasy Story II focuses on open-ended multiplayer gameplay. Players are free to craft their own goals, develop skills, and explore the world at their own pace. The game is reminiscent of MMORPGs like RuneScape, with an emphasis on skill-based progression and crafting.

Gameplay and Accessibility

The design of Fantasy Story II’s game map, along with its use of audio cues and text information, sets it apart from Shadow Line. While the perspective—a 2D, top-down view—and the screen-based maps with exits on the sides to navigate the world are similar to Shadow Line, Fantasy Story II employs a different approach to making its world accessible.

Screens are laid out in a predictable manner, and more complex layouts involving mazes or hazards are absent in Fantasy Story II. For screens without enemies, their design is consistent: points of interest are typically located in the top-left, top-right, bottom-left, and bottom-right corners of the screen. Exceptions to this pattern occur in specific circumstances, such as when a player designs their own living space. While these elements may not always be present, when they are, they follow this predictable layout—items are generally found first in the top-left and top-right, followed by the bottom-left and bottom-right corners.

Players can bring up a map of the current zone, whether it’s a city, forest, desert, plains, or other area. Unlike Shadow Line, where players can explore individual tiles on the screen, Fantasy Story II does not allow tile-by-tile exploration. However, this level of detail is unnecessary, as the game’s design ensures that important elements are clearly accessible. When viewing a section on the map, the player will be told the contents of that section, though if it is an enemy, the number of enemies is not reported. For example, a player focusing on "E3" in Firewall Volcano might hear: "(E3) Upper left: Inn, Upper right: Item Shop, Lower left: Witch, Lower right: Traveler."

As in Shadow Line, audio cues are provided for points of interest, but in Fantasy Story II, these sounds play continuously rather than only when the player moves or aligns with an object along the X or Y axis.

Enemies in Fantasy Story II share similarities with those in Shadow Line. Players can hear them moving around and attacking, with distinct sounds indicating the type of attack—whether it’s a standard attack, a special ability, a magic spell, or another type of skill. A specific sound plays when an enemy enters the player’s attack range, particularly for melee weapons. For ranged attacks, whether using a bow and arrow or magic, strikes are automatically targeted with high accuracy, removing the need for manual aiming.

In addition to audio cues, Fantasy Story II provides numerous text cues that players can call on demand. These cues allow players to assess the presence and direction of specific elements, such as exits, points of interest, collectible items, and enemies. Players can also cycle through enemies or elements on the current screen, with their character automatically moving toward the selected target. This feature is particularly helpful for quickly navigating to items or chasing down an enemy attempting to flee while casting a spell at your character.

In Fantasy Story II, it is also possible to craft items, with their quality determined by how close to the center of a moving gauge the player presses a key. To make this activity accessible, the game plays a sound exactly when the indicator is in the center of the gauge, enabling blind or low-vision players to fully participate in crafting. Additionally, players have significant control over their appearance, with detailed descriptions provided during character creation.

Key Differences and Personal Thoughts

These two games share several similarities. Both are action role-playing games that utilize a top-down perspective and feature individual screens or sections that players navigate through, rather than a continuously scrolling world as seen in other games. However, they differ significantly in how they present audio cues to alert players to nearby elements of interest.

Shadow Line adopts a minimalist approach, where sounds only play when the player character aligns with an element of interest along the same axis. Walls are identified solely by the absence of sound, with alerts playing only when a passage opens next to the player. In contrast, Fantasy Story II employs a more continuous audio system, with persistent cues that consistently indicate the location of interactable objects and points of interest. Both methods are equally valid, offering blind and low-vision players seamless access to their respective game worlds.

Fantasy Story II is also notable for its robust text-based information systems and automatic targeting system for ranged combat. The targeting system simplifies gameplay by ensuring that attacks or interactions with points of interest are both precise and intuitive.

For any game developer seeking to implement accessibility into a game with a navigable world, I highly recommend exploring these two titles. Both are free to play and pair their audio soundscapes with text and visuals, making them excellent entry points for those new to playing games entirely by sound. I also recommend visiting both games' websites, linked in the resources section below. Shadow Line's site includes audio demonstrating gameplay and environmental sounds, while Fantasy Story II features several screenshots with excellent alt-text.

On a personal note, I consider both games exceptional. I have spent many hours playing them, even before writing this review. I would go so far as to say that Shadow Line is one of the best audio-based games ever produced, despite being several years old. Meanwhile, Fantasy Story II offers an enjoyable experience whether playing online with friends or solo. To the best of my knowledge, it remains the only fully accessible real-time multiplayer video game of its kind, distinct from traditional text-based games.

Resources

Employment Matters: Chris Peterson, CEO of Penny Forward

Deborah Kendrick

One of my earliest blind adult role models was a talented pianist named George, whose music and the luxurious ambiance of a downtown cocktail lounge drew all manner of movie stars, musicians, professional athletes, and other celebrities. He was well-known, respected, and had a profession that enabled him to support himself, a wife, and six children. So it was with a certain amount of shock and chagrin when news spread through the blind community that George was in trouble with the IRS.

For years, it turned out, he had not paid taxes on his income. When I asked him how that could have happened, he said without shame, "I didn’t know blind people had to pay taxes."

Even as a newlywed in my twenties, the absurdity made me laugh. Of course, we have to pay taxes if we work and are paid for it. But that is honestly the extent of my own tax expertise. If the central character and company in this article had been around in those days, George might have avoided some serious penalties.

We've evolved somewhat in our society, but there remain certain categories of questions that are always acceptable in conversation and others that should stay inside the head. We ask for a person’s name and usually, "What do you do?" And then when we hear that second answer—if it is artist or teacher or cook or manager—we wonder, "And how much do you make?"

Money stirs our curiosity, our imagination, even our hunger. The possibility of it or lack thereof can incite anxiety and keep us up at night. Earning, saving, and managing money is a skill set, one not learned by all of us at school or the family dinner table.

Chris Peterson is one among us, a blind guy who discovered that he had a natural talent for understanding how to manage money and build wealth. Casually, almost coincidentally, he found himself helping one blind friend here and another there to balance a job offer with disability benefits, begin saving for a home, make a move, or cut a corner. His career as a software engineer was solid enough—taking him from IBM to Lenovo to Thrivent with roles that exercised his programming talent and leadership abilities.

Less than a year into that final corporate step, however, programming for the financial company Thrivent, Chris Peterson’s routine was abruptly changed by the same worldwide phenomenon that changed life for millions of Americans: the coronavirus pandemic. Rather than a daily 40-minute commute each way to his job, Chris Peterson was working from home and finding himself with more time on his hands and more time to think about delving into the world of personal finance. His interest in personal finance had been bubbling for some time, as was his desire to share his financial acumen with other blind people.

Penny Forward

Chris Peterson started with a website, a podcast, and even some funding to launch this new idea. Then one morning, inspiration mushroomed out of his days of mulling over metaphors and word plays related to money and blindness. Javier, Chris Peterson’s fourth guide dog from Guide Dogs for the Blind, had a little something to do with it. As every guide dog handler knows, the most important command used daily to travel safely from Point A to Point B is “Forward.” And the most fundamental unit in our American currency is the penny. Thus, the inspired name for his new nonprofit, Penny Forward, sprang to life. Soon to follow was the organization’s tagline: Blind People Building Bright Futures One Penny at a Time.

The concept of teaching and talking about money to enable blind people to establish more financially stable lives rapidly drew positive attention. He now has a solid board of capable blind people from around the country, some of whom are working to become certified financial advisors. On his Penny Forward podcast, he interviews blind people with a variety of stories—financial and otherwise—to tell. On the Penny Forward website, visitors will find workshops and self-paced courses designed to assist blind people in managing money and building wealth from a variety of directions.

Would you like to know more about taxes? Social Security? Building your credit or getting out of debt? These are just some of the topics covered in self-paced courses and workshops on PennyForward.com. Are you the sort of person who just wants to have a conversation? One-on-one client consultations are available as well.

Tasks and Tools as CEO

Completely blind since birth, Chris Peterson is an avid user of technology and braille. Daily, he uses a Windows-based PC (purchased for $50 at a convention two years ago from Computers for the Blind), JAWS screen reader, a Mantis Q40 braille display, an iPhone, and a variety of software applications, both mainstream and blind-centric.

Each day on the job is unique, but primary tasks he performs include writing content for the website, writing grants to keep the funding coming, and holding Zoom meetings or phone calls with clients. For the first three years, he and his family—a wife, two children, a guide dog, and two other pets—were supported by savings and his wife’s income. In 2025, for the first time, Penny Forward will pay its CEO and founder a small salary.

He travels to about a dozen conventions and conferences each year, including the national conventions of the American Council of the Blind and the National Federation of the Blind. He proudly proclaims that his own experience demonstrates that it doesn’t take enormous sums of money to succeed as a small business owner or CEO.

In addition to the computer he snagged for $50 from Computers for the Blind, he says he pays $30 a month for cell phone service, $30 monthly for internet, and has a nationwide toll-free number for Penny Forward that costs only $10 a month. His own resourcefulness and ability to dig deep when researching are among the primary areas he works to impart through his teaching and consulting—skills that can benefit everyone and that many blind people may not have developed.

I asked Chris Peterson how it feels to be CEO of a nonprofit, working with a few part-time staff and a volunteer board, after nearly 20 years in the corporate sector. “I’m much happier than I’ve ever been with work,” he says. Recalling a time when he was a team leader in a corporate environment where his entire team was laid off—one member losing vision and another at home with a new baby—he says he doesn’t want to be in an environment where those kinds of disappointments are taken in stride. As the leader of that remembered team, he was the only one who was spared, and the experience was painful.

Today, as leader of his own company, he values the distinction that, as he puts it, “Now I decide whether I get paid or not, and the only person I can let down is me.”

Want to Know More?

Penny Forward gets its funding from grants, fees, memberships, and donations. (Chris Peterson’s former employer, Thrivent, gave him one of Penny Forward’s first grants and has continued with notable generosity; other supporters include Wells Fargo, the American Printing House for the Blind, and others.)

You can become a member of Penny Forward for $9.99 a month or $99 a year—or even for free. All members have access to weekly workshops, self-paced course materials, and one-on-one consultations.

To learn more, visit:

Google Update: Vision Related Accessibility Enhancements from Q3 2024

Editor's Note: The following article was provided to AccessWorld by Google Accessibility. We thank Google for allowing us to republish this piece. The article highlights accessibility enhancements across a wide range of Google products for people who are blind or have low vision. We hope you find it both enjoyable and informative.

Q3 brought exciting accessibility updates to Google products! The highlights below focus on features for people who are blind or have low vision. Feel free to share them with your community!

Want updates on accessibility for other disability groups? Subscribe to the Google Accessibility Newsletter: g.co/a11y/news

The latest episode of "What's new in Google accessibility" is here! Get the scoop on exciting accessibility updates across our products, including Workspace, Maps, Android, Chrome + Chromebooks and more.

Don't miss out and please share this episode with anyone who might be interested. If you missed the previous episodes you can find them on the “What’s new in Google accessibility” playlist "What’s new in Google accessibility".

General updates

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The latest episode of "What's new in Google accessibility" is here! Get the scoop on exciting accessibility updates across our products, including Workspace, Maps, Android, Chrome + Chromebooks and more.

Don't miss out and please share this episode with anyone who might be interested. If you missed the previous episodes you can find them on the “What’s new in Google accessibility” playlist "What’s new in Google accessibility".

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Exciting updates for Google Disability Support! Our disability support specialists are here to help users with disabilities with Google products, including accessibility features, functionalities, and assistive technologies. We offer support via phone, email, chat, Be My Eyes and ASL and we're happy to announce that US-based users can now call +1 (650) 417-9257 (toll-free) between 4 AM and 7 PM PT to connect directly with a specialist.

We've also made it simpler for TalkBack users to get support with Google products. TalkBack users can now find a "Contact Disability Support" link right in their TalkBack settings! Our team is here to answer your questions and help with any accessibility issues, whether about TalkBack or other Google products.

Pixel

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Pixel's Guided Frame Gets Even Better. Guided Frame, built with and for people with blindness or low vision, lets you take great photos and selfies with your Pixel Camera. And it just got upgraded!

The latest Guided Frame update on Pixel phones brings exciting improvements: -

  Improved AI object recognition, for example It can now prioritize the
  main object identified by the user, like a person or a product, while
  minimizing other distracting elements.
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  Intelligent face filtering in group photos, for example when taking a
  group photo, people walking by  will not interrupt the auto-capture, thanks
  to intelligent face filtering.
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  Better focus on subjects even in complex scenes.
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  Low light reminder for a better shot.
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  Easier access: you can also turn the feature on right from the camera
  settings, making it even easier for those who don’t use screen readers.

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Pixel's Magnifier app, co-designed with the low-vision community, just got smarter with AI. Now you can: -

  Search for specific words in your surroundings, which can be very
  useful when searching for words on menus, airport boards, and more.
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  Use picture-in-picture to zoom in on details without losing context.
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  Choose the best lens for each situation - macro for close-ups,
  wide-angle for the big picture.
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  Turn on Selfie Illumination for a well-lit mirror experience.

Check the recently launched video: Get to know the newly updated Magnifier app on Pixel.

Android

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Hear detailed audio descriptions of images — now powered by Gemini. Android's TalkBack screen reader just got a major upgrade! Now, with the power of Google's Gemini models, you'll hear even more detailed and informative audio descriptions of images across your device. Whether you're browsing online, checking your photos, or scrolling through social media, TalkBack can help like never before.

Chromebook / ChromeOS / Chrome

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ChromeOS' Select-to-Speak now includes AI-powered OCR (object character recognition), enabling text-to-speech for inaccessible or scanned PDFs directly in the Chrome PDF viewer. This bridges a major accessibility gap across the web, making more content available to everyone.

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Chromebook users can now take advantage of Read Aloud, a feature that converts web content into audio. This can be a game-changer for individuals with reading challenges like dyslexia, ADHD, and SLD, and other learning disabilities.

Workspace

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New Workspace Help Center Articles - For Workspace screen reader and keyboard users, we recently published 5 new help center articles about navigating apps like Chat, Docs, and Drive, and ways to take advantage of collaboration and editing features. These can be found at link g.co/workspace/accessibility.

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Embedded calendars refresh. You’ll now notice a refreshed look and feel for embedded calendars that is in line with Google Material Design 3 and now includes: -

  Enhanced accessibility features, such as the ability to use an
  embedded calendar with a [screen reader](https://support.google.com/accessibility/answer/6101541?hl=3Den) and
  keyboard shortcuts to navigate more easily.
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  Improved spacing to make text easier to read.
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  A responsive layout that adapts to different sizes seamlessly

Payments

  • Guided instructions when saving an ID in Google Wallet. We recently released an update to Google Wallet that makes it easier for blind and low vision users to save their state-issued ID to Wallet. Screen reader users will now receive verbal directions on how to position the phone camera to take a clear image of their ID, as well as audio and haptic feedback, in real time.