Skip to main content

Goal

Express visual and audio cues through multiple sensory channels so key information is perceivable by players who are blind or have low vision and by players who are deaf or hard of hearing.

Overview

Cues drive gameplay — gunfire direction, taking damage, interactable objects, new objectives. If any cue is single-sense, players who can’t use that sense lose critical information. Ensure important information is expressed through at least two of: text, symbols, color, on-screen elements, spatial audio, distinct sounds, haptics, and screen narration. Color-vision deficiency further complicates visual cues — colors may be muted, indistinguishable, or invisible. Cataracts and other conditions also change color perception.

Scoping questions

  • Do you rely on audio or visual content that causes a negative consequence if missed (e.g. audible gunshots as the only warning to take cover)?
  • Do you use color to distinguish important elements (blue = poison, green = safe)?

Multisensory communication options

Visual

Text and labels

Accessible text (XAG 101) that verbally names on-screen elements reduces cognitive load.

Symbols and shapes

Fast-recognition icons paired with text labels help readers and non-readers alike.

Color

Reinforce other channels — never the sole channel.

On-screen elements

Damage halos, directional indicators, and enemy markers supplement audio.

Audio

  • Spatial audio — encode direction and distance.
  • Distinct audio cues — pings, bells, and stingers for new objectives, contact, kills, hollow swings, etc.

Haptic

Haptics are optional and unsupported on many devices (mouse/keyboard, XBOX Adaptive Controller). Always pair with at least one other channel.

Color-vision deficiency

Given the range of color-vision conditions, aim to have no cue depend on color alone. When color reliance is unavoidable, let the player pick the colors used for individual game elements.

Implementation guidelines

  • Visual critical content is also represented by at least one other sense (spatial audio or haptic).
  • Content represented through multiple visual affordances (shape + location) still needs a non-visual channel — blind players can’t use shape or location alone. Screen narration, spatial audio, or haptic feedback is required.
  • Menu narration. When narration is supported, use images with text alternatives for graphical symbols. Do not use Unicode font glyphs whose Unicode names differ from your intended meaning (e.g. a “3 o’clock” clock face used to represent “Timed Mode”).
  • Color-conveyed critical content is also expressed through shape, pattern, icon, or text label.
  • Player-configurable colors for information carriers (e.g. rare item highlight, ally vs enemy markers on mini-map).
  • Disabled-state color change (graying) is accompanied by another indicator such as a lock icon or a “Not available” text label. See also XAG 102 for inactive-element contrast.
  • Audio critical content is also represented visually (typed indicator, directional graphic) and/or by haptics.
  • Text-only dialogue without a spoken track. Provide the speaker’s name and an indication of where the speaker is spatially located in relation to the player’s character.

Potential player impact

Resources

Last modified on August 4, 2026