Exploring the Opportunities of Haptic Technology in the Practice of Visually Impaired and Blind Sound Creatives
Abstract
:1. Introduction
2. Background
2.1. Accessible Music Technology
2.2. Screen Readers
2.3. Digital Audio Workstations
- Recording, editing and processing of both audio and MIDI data.
- Supporting time-based transitions through parameter automation.
- Hosting third-party software instrument and audio effect plugins.
- Rendering to standard audio file formats.
2.4. Additional Software
2.5. Additional Hardware
2.6. Industry
2.7. Online Communities
2.8. Haptics for VIB Accessibility
- Haptics-Based Accessibility in Music Production and Performance
3. Interview Study
3.1. Design
- Composing a short section of music.
- Mixing a selection of pre-recorded audio stems.
- Designing a sound to reflect a magic spell being cast in a fantasy game.
- Audio editing to remove unwanted incidental sounds from recorded dialogue.
3.2. Analysis
3.2.1. Phase One—Familiarisation
3.2.2. Phase Two—Coding
3.2.3. Phase Three—Generating Initial Themes
3.2.4. Phase Four—Developing and Reviewing Themes
3.2.5. Phase Five—Refining, Defining and Naming Themes
3.2.6. Author Statements of Positionality
4. Discussion of Themes
- Theme 1: In the absence of support from the mainstream music technology industry, online communities have found it necessary to step in to make improvements.
Conor McPhilemy: “So those guys [Reaper developers] have been the most receptive, apparently to, you know, to feedback from the blind community. So they literally have open channels there so bugs are going on all the time from the guys on the Reapers without Peepers list. And they are, they are getting stuff fixed for us, do you know what I mean? All the time, they are, they are fixing stuff for us. They’re being proactive with all their new software, you know, when they are releasing new software and stuff like that, they are thinking about us, they are thinking about accessibility, they are thinking about the way things are laid out and stuff like that. So I think that is one of the reasons why Reaper has been super successful.”
Justin Macleod: “[Kontakt] is just not accessible and easy to use out of the box. You cannot make patches from scratch in their synths. You cannot make—you cannot sample your own instruments with Kontakt, you get what they spoon feed you and that is it. Furthermore, you cannot you cannot use Native Instruments effectively without a bunch of extra scripts and AutoHotKey things and whatnot. So for example, to use Kontakt to batch re-save content, to get it to load faster, I need a script, which I had to purchase from someone else. Access 4 Music25, they do great stuff, you know, I do not begrudge them the money but it should not be the case.”
- Theme 1.1: The priorities of the music-technology industry directly impact the range of options available to VIB sound creatives.
Joey Stuckey: “I will say, I am very concerned about Dolby Atmos and you know that kind of immersive-audio experience because right now it’s totally inaccessible to the blind and it’s here to stay.”
James Cunningham: “So you’re not able to use these other programs because they do not support screen reader access?”
Justin: “That is certainly true in the case of Basehead and Soundly when I last checked them—I haven’t checked out Soundminer personally, but I am pretty confident that it’s not accessible.”
- Theme 1.2: Online communities support learning and development.
Conor: “[Referring to the Reapers without Peepers mailing list] So if you were looking at a new, you know, a new plugin that you’d seen was on special offer or something like that. You can throw an email up there and say, guys, anybody using this, anybody any thoughts on this? Is everything labelled? Can you get at the presets? Can you get at the parameters and all that sort of stuff? So there is real good feedback there.”
- Theme 1.3: Screen readers are an imperfect access strategy due to the lack of support from mainstream software companies.
Justin: “Basically, you have some plugin developers, you look at their—so let’s say there’s a slider with a four stage switch for an LFO shape, so it’d be sines or square or triangle. On some plugins, you will see that: the screen reader will represent it as sine, square, triangle. In other plugins, it’ll be just zero to one, there’ll be a slider going from zero to one. So you have to know that you need to bring your slider to 0.25 to make this work, and you have to know what 0.25 is going to be. So there is a lot of things that can trip you up in a plugin.”
- Theme 1.4: Developments in technology have helped improve access, led by community and industry efforts.
Peter Bosher: “At the time, I had a DX726, and an Alesis sequencer, before I even knew Sequencer Plus27, so I knew how to do sequencing. But then I had a PC. And it was obvious that it was much better to use a PC with speech, so that I could, rather than trying to figure out what was going on, on a sequencer where I had to remember the sequences of button presses, and yeah, you know, having speech feedback was was such a huge game changer.”
Peter: “In Pro Tools with speech … you can do this in two different ways. You can have what is called the Inspector where it will speak the level every now and then. And so you can tell roughly where it’s peaking. And you can say ‘I want it to hold for three seconds so that I don’t miss any peaks’. You can go into a particular track. So you need to find the track on the screen and interact with it. It’s all doable, but it takes longer. And Flo Tools has made some of that much quicker. So you can use a keystroke just to see quickly which tracks are selected, which used to take a long time before, just if you weren’t sure which tracks are selected, they will immediately tell you. You can immediately find out your whereabouts on the timeline, how long the selection is, stuff like that, which is super helpful. So Flo Tools has made it even more accessible.”
- Theme 1.5: The experience of VIB people can provide valuable insight in the design of accessible music-technology tools.
- Theme 2: Access comes through a multitude of factors not limited to technology.
Peter: “So if you’ve got existing tracks, and you want to stick a particular spot effect at this point, you don’t want to be creating a new track, you want to drag the clip from wherever it is, and put it on your track. And there’s a keystroke to do it in Flo Tools, but it doesn’t work very well. So the first time you do it, it will probably say drag failed or drop failed. And it’s because they’ve had to go through these hoops to simulate the mouse click process, but it doesn’t, it doesn’t work well at all.”
- Theme 2.1: VIB sound creatives invest time in developing their own access strategies.
- Theme 2.2: Hardware and screen readers are complementary methods of interaction for VIB creatives.
Peter: “So normally, the easy way to do that [edit EQ parameters precisely] is with the control surface, which then puts the main bands that I want access to—the high shelf, the low mid band, high mid band—are on pairs of faders. So I have the gain and the frequency on the faders. And that way, it’s much easier to adjust the EQ that way.”
Alex Lucas: “I guess when you’re using that [control surface] you’re not receiving any VoiceOver feedback?”
Peter: “Yes, you are, because Flo Tools has a very nice thing called the plugin inspector, which when you switch it on, it actually speaks to the parameters as they change. So it’s very nice.”
Alex: “Ah, great, and that is kind of optional, you can choose to either have it on or off, I guess?”
Peter: “Yeah.”
Conor: “So let’s say dialling in a bit of EQ on a snare or something like that. So you know, if you need to be you need to be super precise, and you’re moving up and down a fader, I have seen Scott, and what you can do in NVDA is turn the speech off. So you’re not turning off NVDA but you’re turning off the speech”.
- Theme 2.3: A mental map can replace information in the visual domain, acting as a reference point, aiding usability but requiring effort.
Jacob Harrison: “Is the information that the screen reader is giving you, is that useful? Are you happy for it to read that out and then wait for it to stop talking?”
Conor: “Yeah, I am because it’s given me the name of the presets if I want to remember. As I know that one—I was on this something smooth, wasn’t it? So yeah, no, it’s useful.”
- Theme 2.4: Supporting materials need to be accessible to maintain independent learning.
Alex: “What’s the kind of process like learning that gear? Are you sort of able to find accessible resources?”
Trey Culver: “I can read the manuals accessibly, but I have sighted help to help me on the mouse.”
- Theme 3: All access barriers are inequivalences, but not all inequivalences are access barriers.
- Theme 3.1: VIB sound creatives share common creative and professional goals with sighted users but have different workflows and unequal opportunities.
- Theme 3.2: There are fewer employment opportunities for VIB sound creatives.
Peter: “You still can’t just rock up at a studio that you’ve not been to before and use the equipment. That would be the dream, and it’s miles away from being anywhere near feasible. And so it’s still very difficult, I think, for a blind person to just get an ordinary job in the mainstream studio.”
- Theme 3.3: VIB sound creatives may not necessarily be at a disadvantage in sound-based creative practice.
Maja Sobiech: “I have heard about sound engineers who purposefully turn (off) their screens or do not look at them to not be distracted.”
- Theme 4: Hardware may bring enhancements to VIB sound creatives.
Joey: “The other thing about analogue is, I know, the third knob on the left does the same thing every single time. I know every button on my console. So I do not even have to think about that. In the digital domain, that’s not true, you have soft keys that change their function depending on what is going on screen. And if you don’t have access to that information it is a real problem. So that is one of the—that’s the main reason, from an accessibility standpoint, that I like analogue.”
Maja: “For example, if I am able to switch to using a braille display with Pro Tools, I think it will be beneficial for my work because I don’t have to use VoiceOver that much. And I don’t distract my hearing, then it might be useful there.”
Joey: “If they don’t have a marking that shows you where the arrow is a knob, I get someone that can see to take a Dremel or a knife. And you know, it kind of defaces the equipment a little bit, but I make a mark. So I can feel where the arrow’s at so I know where I’m turning.”
Maja: “I made signs in braille on the tape, which I could stick to the different places on the keyboard.”
- Theme 4.1: Awareness of the potential of haptics for DAW access is varied.
Joey: “Then, there’s haptics, which I really believe in… I was a big part of the Haptic Wave study and was a big fan of that… So there are haptics, which I think would benefit the sighted user as much as blind user. I think tactile information is just another way to process things. I think if we could make it something where a sighted user also was excited about it, I think we could get further with it [in regard to making it widely available].”
Joey: “[Discussing the inaccessibility of Dolby Atmos] I have got ideas about that, but none of them are fully formed. However, if we could get haptics involved, where you’re able to have a 3D space, what if you had something like, and you know, this is very primitive… However, what if you had something like a Rubik’s Cube, where you could tell the piece of equipment, okay, block number one is left front, block number four is the fourth speaker to the right overhead. Then, you could move those around, you know, in a physical way.”
Peter: “There is a guy who [makes] tactile PPM [Peak Program Meter] meters… [using] existing braille cell technology. However, that could be recreated now, much, much more effectively and cheaply.”
Alex: Is it noisy, mechanically, when you use it?
Peter: “No, not at all. That reminds me that there is like an audio peak meter, which is noisy. And you’d have to, you’d have to use headphones sort of split in order to hear it, but it would still interfere with listening to the actual audio. So I’m not really sold on those.”
- Theme 4.2: Tactile methods can improve accessibility, learning and communication between sighted and non-sighted people.
Joey: “My regular guitar teacher, honestly taught me more than I learned in college. He was brilliant. And honestly, the only reason I was able to keep up in college was because he had already taught me that stuff and taught it in a way that made sense to a blind person, with no help with braille or anything like that. It was all mental imagery. So he took a box of sand and drew in it and said ‘I know you can’t see this. I know you can’t read it. But I want you to at least know and understand what the musical staff looks like. And what these quarter notes look like and a whole note looks like so at least if somebody described it to you on a page, you can understand it.’”
- Theme 5: Screen readers are an imperfect access strategy.
- Theme 5.1: Screen readers are an imperfect access strategy due to the limitations of the TTS modality.
Alex: “Yeah, I was wondering about the screen reader, the synthesised voice that is generated by NVDA. I’m thinking about that and listening to that whilst working with audio. Is that ever problematic for you? Do you ever find that there is a conflict between the two?”
Conor: “Yes, aye totally yeah, yeah, that is something you have to get used to as well. So you can obviously split it. So I have NVDA at the minute coming through my cans. When recording, I’m kind of jumping between both. Sometimes if I’m recording guitars, I will move NVDA over to the laptop speaker, so the synthetic voice will come out the laptop speaker, and it will keep my headphones clean. As sometimes if you’re halfway through recording a track, for some reason, NVDA might decide to talk or might decide to tell you that the battery’s low or something like that, you know what I mean. So it is something to be aware of.”
Conor: “You can hear how NVDA, might distract you a wee bit, because you’re hearing my voice, and you’re maybe not hearing it move as it pans over and stuff like that. So I would just, you know, have a listen to it afterwards. And make sure it’s where I want it to be. So it’s quite chatty when you come to that… So what I will do this time—I will stop NVDA and I will show you what I mean, by hitting Control just to stop it talking… I will just shut it up. You know, so I do not need to hear all that. But if I do want to have a listen to see what have I got on this track again, it’ll let you continue on.”
- Theme 5.2: Screen readers are an imperfect access strategy due to the lack of support from mainstream software companies.
Trey: “In my case, take for example, things like Massive, FM8. Yeah, now, sure, we can tweak a few presets right now and that’s fine. That’s brilliant. It’s more accessible than 10-12 years ago. Can I make a patch from scratch on either of them? No.”
Peter: “Basically they didn’t have the version of Pro Tools that spoke, so I was not able to use Pro Tools directly, then.”
- Theme 5.3: Vision-centric design can result in screen-reader compatibility being overlooked, resulting in access barriers.
Conor: “I think the visual people who have the visual access to it, yes, I think they’re getting through stuff [editing tasks] a lot quicker. It’s designed for them, you know, everything’s designed visually for them, you know, what I mean, the way things are laid out and stuff like that. So it’s up to us to find our, you know, the quickest way for me to do it might necessarily not be the quickest way for people who can see to do it. So I think aye definitely we probably are at a bit of a disadvantage, you know, from design wise and away, you know, they like to make things look pretty and you know, things, they like the graphics and they like stuff to look—whereas for me, that’s all kind of irrelevant, like, Can I, can I just get a simple layout, you know, with my buttons or labels and stuff like that, were things make sense. And I can jump from one side to the other side, back and forth as quick as I can and things like that.”
- Theme 5.4: Vision-centric design creates a discrepancy between sighted and non-sighted workflows.
Justin: “[Sighted people] could do whatever they wanted. Absolutely, yeah, they could load stuff up and load this patch and load that patch and find this instrument and manually import this—and make sure this was integrated with the Komplete Kontrol database and just load up this synth and start from scratch and build the—sighted people can do all of that. We can’t. We dive through the presets in alphabetical order very slowly. And there are 1000s of presets. And then we find what we like, and we fiddle with it. And we hope the controls which we would like to fiddle with are exposed. And maybe they are and that’s great. And then that’s how it goes yeah. There’s so much that sighted people can access with the whole Native Instruments deal, and we can’t.”
- Theme 6: Accessibility is not a VIB sound creative’s only priority.
Peter: “That’s another thing where, however much we’d like to be able to say, ‘okay, we can compete on an equal footing with a sighted sound engineer’, it’s not true, because some of the things that you have to do will simply, they just take longer, they just do. And if you’ve got something that has to be done in two hours. And it’s something a sighted person would be able to do in two hours because they can ‘click click click’ and it’s done—we have to use the workaround.”
- Theme 6.1: VIB sound creatives do not just want things to be possible; they want things to be usable.
Justin: “If you asked Scott [Chesworth—Reaper accessibility specialist/tutor] how to use plugin, A or B, or C, he would, I believe, be the most likely to be able to make it go to the best possible amount. That’s because he knows all the workarounds, and is best at implementing them. Which doesn’t really mean it’s an accessible thing. It just means he knows how to fight with it, and win. So I don’t know all the workarounds. So it could be that stuff is slightly more doable than I believe, in some cases. But if you don’t know the password to open the door, then the door isn’t going to open. And the point is that for sighted people, there is no password, you load up your plugin, you see what’s on the screen, you click the buttons, you read the manual… [For] blind people interacting in these environments, It’s ‘how much experience have you had with this? How much are you prepared to bang your head against walls? How much are you prepared to trial and error?’”
- Theme 6.2: VIB sound creatives place value on the use of common tools and workflows.
Trey: “In my subjective experience from production, yes I do feel disadvantaged. I can’t use Ableton for a start. But everyone else is using Ableton. It’s a massive disadvantage in a few ways. Number one, it affects your learning. Number two, it affects your social capital if you turn up and someone goes ‘what are you using? Ableton?.’ And then everyone speaks to you. It’s a good way to break the ice, you know, and it’s a recognised thing.”
5. Discussion
5.1. Which Access Barriers Could Haptic Technology Address?
5.1.1. Effect Parameters and Mixing
5.1.2. Peak Metering
5.1.3. Spatial Audio
5.2. How Are New Tools Used and Appropriated by VIB Sound Creatives?
- Do haptic technologies represent the values and needs of VIB sound creatives?
- Should modern DAWs be accessible without the need for additional specialist tools?
- Does technology explicitly designed for VIB sound creatives risk further siloing of a community who often aim to be considered as equivalent to their sighted peers?
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Harrison, J.; Lucas, A.; Cunningham, J.; McPherson, A.P.; Schroeder, F. Exploring the Opportunities of Haptic Technology in the Practice of Visually Impaired and Blind Sound Creatives. Arts 2023, 12, 154. https://doi.org/10.3390/arts12040154
Harrison J, Lucas A, Cunningham J, McPherson AP, Schroeder F. Exploring the Opportunities of Haptic Technology in the Practice of Visually Impaired and Blind Sound Creatives. Arts. 2023; 12(4):154. https://doi.org/10.3390/arts12040154
Chicago/Turabian StyleHarrison, Jacob, Alex Lucas, James Cunningham, Andrew P. McPherson, and Franziska Schroeder. 2023. "Exploring the Opportunities of Haptic Technology in the Practice of Visually Impaired and Blind Sound Creatives" Arts 12, no. 4: 154. https://doi.org/10.3390/arts12040154
APA StyleHarrison, J., Lucas, A., Cunningham, J., McPherson, A. P., & Schroeder, F. (2023). Exploring the Opportunities of Haptic Technology in the Practice of Visually Impaired and Blind Sound Creatives. Arts, 12(4), 154. https://doi.org/10.3390/arts12040154