1 of 21

Digital Audio Workstations: Opening a DAW for Accessibility

Jacob Harrison (Presenter)1, Amy Dickens2, Alex Lucas3, James Cunningham3, Tillmann Richter2, Laurel Pardue2, Spencer Rudnick2, Andrew McPherson1, Franziska Schroeder3

1Imperial College London, 2Ableton, 3Queen’s University Belfast

2 of 21

Overview of the presentation

What is a Digital Audio Workstation (DAW)?

Overview of DAW accessibility for Visually Impaired and Blind (VIB) people

Two participant studies

Discussion and next steps

3 of 21

Who we are

  • Bridging the Gap
    • Three year AHRC-funded research project
    • Led by Performance without Barriers research group @ Queen’s University Belfast
    • Collaboration with Augmented Instruments Laboratory @ Imperial College London
    • Co-funded by Ableton
  • Ableton
    • Ableton make software and hardware for music creation and performance (Live, Push, Link, and Note)
    • Researching accessibility of DAWs for VIB music makers since 2020.

4 of 21

What is a DAW? - Overview

  • Digital Audio Workstation
  • Multiple use cases:
    • Writing, recording and producing music
    • Non-musical audio editing e.g. sound design, audiobook and podcast production
    • Performing live music
    • Controlling external hardware
  • Basic functionality:
    • Recording and editing audio
    • Recording and editing MIDI
    • Manipulating sounds using virtual audio effects and software instruments
    • File management and metadata

5 of 21

Image of a typical DAW user interface

6 of 21

What is a DAW? – Comparison to Analogue

  • Comparison to analogue recording studios:
    • Can be entirely ‘in the box’ (e.g. no hardware required)
    • Affordable and flexible
    • Highly visual
      • Often uses graphical representation of analogue equipment (skeuomorphic)

7 of 21

Common Access Barriers for VIB people - Categories

  • Categories of access barriers:
    • Barriers related to poor implementation of screen-reader access
    • Intrinsic barriers related to operating a DAW with a visual impairment
    • Social barriers e.g. education, stigma

8 of 21

Common Access Barriers for VIB people - Implementation

  • Access barriers related to poor implementation:
    • UI elements unavailable to accessibility software e.g. screen reader
    • UI elements can be poorly labelled e.g. ‘button 1’ vs. ‘mute/solo/record’
    • Lack of zoom functionality or colour/contrast adjustment
    • Screen reader verbosity, granularity and order of announcements
    • Lack of keyboard access or counterintuitive tab order
      • Highly mouse dependent
    • Software updates can break compatibility with existing access tools
    • Third-party plugins can be inaccessible, even if the host DAW is accessible
      • Lack of standards for audio software
    • Auxiliary tasks (file management, plugin installation etc.) can also be inaccessible

9 of 21

Common Access Barriers for VIB people – Intrinsic Barriers

  • Access barriers intrinsic to operating a DAW as a VIB user:
    • Screen reader output can conflict with audio content
    • Screen reader output can be fatiguing when focussing on audio content
    • Visual representation of waveforms, EQ curves, amplitude and peak metering
      • Inability to ‘glance’ across multiple UI elements
    • Highly contextual and person-specific

10 of 21

The Current State of Accessibility in DAWs and Music Tech

  • Current DAW accessibility is the result of efforts from the music technology industry, as well as user-led and grassroots efforts.
  • Industry
    • JUCE
    • Apple macOS: Logic Pro and VoiceOver
    • Avid (Pro Tools)
    • Hardware with accessibility features: Native Instruments, Arturia and Softube Console 1
  • Grassroots/user-led efforts
    • Osara for Reaper
    • Flo Tools for Pro Tools
    • VOCR

11 of 21

Our research: participant studies - demographics

  • Two separate studies:
    • Bridging the Gap (20 participants)
    • Ableton (23 participants)
  • DAWs used:
    • Logic Pro, Reaper, Pro Tools (most popular)
    • Garageband, Sound Forge, Samplitude, Live, Cubase, Cakewalk Sonar, Band-in-a-box
  • Disciplines:
    • Audio Engineer, Musician, Music Producer, Composer, Arranger, Beat Maker, DJ, Audiobooks, Podcasts, Sound designer
  • Accessibility tools used:
    • VoiceOver, NVDA (most popular)
    • JAWS, Narrator
    • Digital magnification
    • Optical Character Recognition as a fall-back

12 of 21

Our research: participant studies – study format

  • Semi-structured interviews conducted over zoom
    • Between 1 - 2 hours
    • Focus on musical background, current workflow/setup and future plans
    • Asked participants to demonstrate a typical workflow using screen share.
    • Think aloud” approach
  • Auto-transcribed then proofread manually
  • Coded for reflexive thematic analysis (ongoing)

13 of 21

Findings – Ecosystem of Tools

  • VIB sound creatives employ a complex ecosystem of access tools, commercial products, hacks, workarounds
    • Highly personalised based on preferences, prior experience, typical use cases
    • Screen reader settings: verbosity, output channel etc.
    • Use of hardware
    • Use of legacy software - ‘if it ain’t broke…
    • Longer learning curve compared with sighted users
      • Usually the result of extensive periods of trial-and-error, frustration with existing tools, additional financial outlay

14 of 21

Findings – Common Tools

  • Importance of using common tools:
    • Job opportunities: ability to work in different studios
    • Social capital. Different genres/disciplines tend to favour different DAWs. Important to be able to ‘speak a common language

15 of 21

Findings - Education

  • Role of education
    • Typical pathway (in global North): music technology at secondary school or college
    • Mainstream schools are not always aware of accessibility issues. Some people get lucky with teacher or mentor willing to learn/adopt accessible techniques
    • Self-teaching common, particularly when school/college education is limited

16 of 21

Findings - Community

  • Role of community
    • Online communities play a major role in sharing knowledge
      • Tutorials, forum posts, mailing lists, product reviews, one-to-one tutoring
    • Open-source, grassroots efforts to develop third-party software
    • Dialogue with manufacturers/music tech companies

17 of 21

Findings – Mental Models

  • Mental models:
    • Linear / tabularised representation: MIDI event lists
    • Keyboard shortcuts
      • Ad hoc navigation, not based on current visual/graphical context
      • Large requirement for memorisation
    • Anchors: markers, playhead position
      • Reduce the need to memorise entire song structure or layout of the project
      • Divides project into usable chunks
    • User journey may be very different from a sighted user, or original intention of the developer

18 of 21

Discussion – Conformance and Revision

  • Approaches to accessibility: conformance/revision
  • Conformance
    • Bring current software up to existing accessibility standards
    • Full integration with OS accessibility tools e.g. VoiceOver, Narrator
    • Allows VIB sound creatives to use the same software as sighted peers
    • Taking a visual UI as a starting point and building VIB workflow around it
  • Revision
    • Design a DAW from scratch with VIB workflows in mind
    • Consider new ways of working and interacting with audio
    • Specialist control surfaces e.g. tactile and haptic interfaces
    • Potential lack of crossover with DAWs used by sighted people

19 of 21

Discussion - Experience

  • What are the differences and needs of beginners vs. experienced/professional VIB music-makers?
    • Experienced ‘power users’ may have well established workflows and workarounds
      • VIB workflow can sometimes be faster or more efficient than sighted workflow (e.g. extensive keyboard shortcuts)
      • May not necessarily want to incorporate new tools or workflows - just want existing ones to work (and not break)
    • Beginner users face a steep learning curve
      • Piecing together information from tutorials, forums, tuition, trial-and-error
      • Financial and time cost in simply getting a DAW that works for them, prior to learning techniques
      • How many potential VIB DAW users are being lost due to learning curve and costs?

20 of 21

Discussion - Industry

  • What can the music tech industry do?
    • Work together to develop standards for audio software
      • Ensure plugins and extensions use the same standards as host DAWs
    • Consider impact of software updates on accessibility tools and workflows
    • Screen reader, zoom/contrast support as a basic first step
    • Establish and maintain open dialogue with VIB users

21 of 21

Thanks!