Two children may describe the same color sample differently, and a game that relies on color alone may be difficult or uninteresting for one of them. The five activities below are ordered by the number of additional cues in the specific examples: the first is an open conversation about color, and the last combines a color with shape, texture, and a label. More cues do not automatically make a game accessible or better. Ask the child which information and materials actually work for them.
What the ranking does and does not measure
The order counts additional cues in the setup described here; it does not rank children, diagnose vision, or measure difficulty. A label can help someone who reads it and be useless to someone who cannot access that print. Texture can offer information to one child and be uncomfortable for another. Choose or change cues with the person who will use them, and provide a way to ask for help or stop.
Color can be an enjoyable subject even when participants do not see it in the same way. The goal might be to describe a preference, make a pattern, or create an image. State the goal before choosing materials. If the goal is to identify a game piece, an added shape or label can communicate its role. If the goal is to compare the appearance of two colors, an adult should not claim that a shape label gives the child the same visual experience.
The [W3C's guidance on using color](https://www.w3.org/WAI/WCAG21/Understanding/use-of-color.html) advises that web information should not depend on color alone. A physical game is not a web page, but the underlying design question is useful: can a participant find the needed information another way? A second cue is a starting point, not proof that every child can access the activity.
Use materials suitable for the child's age and needs. An adult prepares or checks pieces, surfaces, and tools; a child can point, speak, sign, use a communication device, or direct a partner. Ask before offering physical assistance or touch. The child may choose a different activity or take a break without having to justify that decision.
1. Describe two samples: no added identifying cue
Place two large plain color samples on a surface the child can access. Ask an open question such as ‘What do you notice?’ One person might describe a sample as blue, another might use a different name or focus on its brightness. Neither person needs to match the adult's label. The conversation can be about what each participant experiences, not a search for a hidden correct answer.
This first example adds no shape, texture, or label to identify which color is which. It may therefore be inaccessible as a color-discrimination task for some participants. If the child wants to identify or discuss a particular sample, they can ask for a spoken description, a label, a different material, or another game. Do not keep the sample unlabeled merely to preserve its position in the ranking.
Lighting, background, and glossy surfaces can affect how a sample appears. Place both samples under comfortable, similar lighting and check for a shadow over only one. A different description after moving the samples may reflect changed conditions as well as personal perception. The activity is not a standardized assessment; one response cannot establish how someone sees in every situation.
2. Add a name or label
Offer two large samples with their names printed beside them or read aloud by a partner. For example, one card is labeled ‘red’ and another ‘blue.’ The label identifies the sample in this game even if a participant does not distinguish the colors visually. Confirm that the print, spoken description, braille, or communication-device vocabulary is accessible and understandable to the person using it.
A child might choose the card labeled ‘blue’ for an imagined river because they like the word, the sample, or the role it has in the story. Ask what they mean if the reason matters; do not assume a label reveals exactly how they see the card. The partner can describe a color as they experience it while acknowledging that the child may experience or name it differently.
Written labels introduce reading demands. If the child does not read print, a spoken label, recorded label, or familiar symbol may be more useful. A symbol needs an agreed meaning: a star could stand for the first card in this activity, but it does not inherently mean blue. The child can choose which form of information to use.

3. Add a shape to identify each piece
Prepare a red circle and a blue square of a size appropriate to the participants. Explain that, for this round, the circle is the red piece and the square is the blue piece. Shape is an additional cue for identifying a game piece; it does not reveal the appearance of red or blue to someone who cannot distinguish those colors. A child can select the circle by its shape and still participate in the shared game.
Agree on a repeating unit: circle, square. Lay out circle, square, circle, square and ask what comes next if that unit continues. The next piece is a circle. A participant may use the shape, an accessible description, or the color if useful to them. If the unit was never agreed, other continuations are possible; the expected answer depends on the rule chosen together.
Check each piece against the agreed mapping. If a blue circle is accidentally mixed into a set where red always corresponds to circle and blue to square, color and shape now give conflicting information. Pause and ask whether the mapping changed or a different piece was included. Do not assume the child made the mistake; an adult may have prepared the set incorrectly.
4. Combine shape and an optional texture
Use the same red circle and blue square, and add a smooth area to the circle and a securely attached raised strip to the square. The two additional cues in this example are shape and texture. First ask whether the child wants to explore the pieces by touch and whether the material feels comfortable. An adult checks that the pieces and attachments are safe and appropriate.
Explain the mapping before beginning: in this set, the circle has the smooth area and the square has the raised strip. The mapping is a convention for this game, not an inherent property of a color. Someone may identify the square by shape, texture, a partner's description, or more than one cue. Confirm which cue each person wants to use rather than requiring a particular method.
To compare two pieces, the child can ask a partner to place them within reach or describe their positions. They might point to the square and request another one with the same shape. If touch is uncomfortable, offer a different material or remove that cue. A cue that one person avoids is not a failure; it is information for changing the setup.
If the raised strip falls off, the texture cue no longer matches the agreed set. Pause and repair or replace the piece with permission, or continue using the remaining cues if everyone agrees. Do not tell a participant they missed a signal that the material no longer provides. Regularly check whether the setup still communicates what the partners intended.
A tactile representation may require preparation with the person and people familiar with their access needs. Not every raised mark is distinguishable or pleasant for everyone. Describe the layout, give time to explore, and offer a way to direct the placement without touching. The intended comparison is between two game pieces, not a test of tactile sensitivity.
5. Add a label to color, shape, and texture
Keep the circle smooth and the square marked with a raised strip, then add accessible labels identifying each piece. The example now uses three additional cues beyond color: shape, texture, and a label. A label might be large print, braille, a spoken description, or a familiar communication symbol. Choose a form the participant can actually access; printing a word that no one can read is not a functional cue.
Before starting, check that all the cues describe the same intended piece: the circle, its smooth area, and its label belong together. If a card says ‘blue’ but is attached to the piece the group calls the red circle, clarify whether the label or the convention needs changing. A participant should not have to guess which cue the adult considers authoritative.
Invite the child to make a short pattern with the two labeled pieces. They may choose circle, square, circle, square or invent a different rule. A partner can describe, move, or record pieces under the child's direction. Ask the creator what should repeat before judging a continuation. If the child wants the color removed from the game, the same shape sequence can still be played.
More cues can also add visual or tactile clutter. A large label might cover an important part of a shape; a raised strip might make handling unpleasant. Remove or relocate a cue when the person asks. The ranking counts what was added to this particular example, but the participant's experience—not the number of additions—determines whether the result is useful.
A spoken label and a printed label are not interchangeable for every person. An audio description should be available at a usable time and volume; written information may need a different size or format. If a partner supplies the label, allow the child to request it again or ask for clarification. No single representation should be assumed to work for everyone.
A worked example: a pattern that can be checked together
Set out two red circles and two blue squares using the agreed mapping. Lay them in a row: circle, square, circle, square. The repeating unit is one circle followed by one square. If the partners agree to continue that unit, the next position calls for a circle, followed by a square. Shape, label, texture, or color can help identify the piece, depending on the setup and the individual's preferences.
If someone selects a square after the final square, do not assume they misunderstood. They may have a different rule in mind, may not have received the agreed cue, or may be creating a free design. Ask what pattern they intend. Under the stated circle-square rule, compare the last complete pair with the next position and offer a circle as a possible correction only if they want to continue that rule.
Suppose the child chooses a circle by its raised outline and asks an adult to place it. The adult sets it after the last square and asks for confirmation. The child can approve, request a move, or end the activity. Recording ‘the child chose the circle and the adult placed it’ accurately describes both roles without treating physical manipulation as the only meaningful contribution.
If the group adds a third shape, it needs a new convention. A triangle could become part of a circle-square-triangle unit, or it could be a decorative piece outside the sequence. Agree on the rule before asking what follows. Do not reuse a label or texture in a way that makes two different pieces indistinguishable to someone who relies on that cue.
At the end, the child can keep the pattern, turn it into a collage, or take it apart. A partner may describe the repeating pair if invited. A note or photograph is optional, and sharing a child's work requires a separate decision about consent and privacy. The completed activity can be one chosen piece rather than a long row.
Different goals need different kinds of support
A matching game might ask participants to find two pieces with the same agreed label. If the pieces also differ by shape, a child may complete the match using shape. That is a valid way to play an accessible matching game. It does not establish whether the child can visually discriminate the colors. Name the actual goal so the support is not misrepresented.
An art activity might ask the child to select materials for a picture. They can choose by color name, texture of the tool, a sample, or another preference. If an adult describes a paint as ‘red,’ the child may decide what that label means in their artwork. Avoid replacing the child's choice with an assumed conventional color for grass, water, a face, or a house.
A conversation about lightness compares how light or dark specific samples appear under particular conditions. It is different from matching two hue labels. A child may notice a brightness difference that helps them distinguish two pieces, but whether it is useful depends on the samples, lighting, and person. Offer a comfortable background and allow uncertainty rather than requiring a precise rank for nearly identical shades.
For a group game, explain all cues to every participant. One child might use a large-print label while another uses shape and a third listens to a partner's description. Those choices do not need to be made into a public demonstration of difference. Give each person enough information to play and allow them to choose whether to discuss the support they use.
When the aim is simply to enjoy a story, describe colors if the child finds them meaningful and include other details such as place, action, texture, or sound. A story about a scarf can identify who chose it and what happens next without requiring everyone to see the same shade. Description should add options, not impose an adult's interpretation of the child's experience.
Plan a game around one child’s choices
Start by asking what the child wants to make or explore. They might prefer a pattern, a picture, a conversation, or no color activity. If they choose a pattern, ask how they would like the pieces identified. Present one or two available options in an accessible format rather than assigning a method based on an adult's assumption about their vision.
Consider the whole route from instruction to response. Can the child find the starting piece? Is the example within reach or available in their usual format? Is there enough time to ask for a description? Can they change the rule or say ‘stop’? A game can have high-contrast pieces and still be inaccessible if the response method or instructions are unavailable.
Imagine a child chooses the square because it has a raised strip. A partner places it after a circle at the child's direction. The group can verify that the selected shape fits the agreed circle-square unit. It would be inaccurate to report that the child matched blue by sight unless that is actually what happened and is relevant to the child's own account. Describe the cue and support used.
If a child says a sample looks green while an adult calls it blue, listen before correcting. They may be using different names, looking at different areas, or experiencing the color differently. Agree on a label for the game if one is needed and preserve the child's description as their observation. A friendly conversation is not a substitute for a formal assessment of vision.
The [National Eye Institute explains that color-vision differences have more than one form](https://www.nei.nih.gov/eye-health-information/eye-conditions-and-diseases/color-blindness/types-color-vision-deficiency). The list of games cannot tell which, if any, applies to a child. If a family has a concern about vision or access, an appropriate eye-care professional can discuss it with them. Do not infer a diagnosis from a single match or color name.
When two children use different cues in the same game, they can still share a rule. One may identify the circle by its shape and another by a spoken label. Before the next turn, make sure both know what the cues mean. Avoid assigning one participant the role of checking the other's vision; a partner can instead help carry out the chosen game.
A child may enjoy a color even if they identify it by a label or associate it with a familiar object. Do not assume that color words have no meaning for someone who experiences color differently. Equally, do not insist that they describe a visual quality they do not perceive. Ask what they would like to say or make, and accept an answer in their preferred form.
A local library's craft table, a classroom, or a kitchen table can host the activity if the space and materials are appropriate. A pattern made from paper circles and squares needs no particular holiday or cultural association. If the child wants to design a banner for a family celebration, let the family choose the symbols and meanings rather than assigning them in advance.
A partner's descriptive language can be specific without claiming access to another person's perception: ‘This card is labeled red and has a circular outline’ identifies the materials. ‘You should see this as bright red’ asserts an experience the partner cannot verify. If a description is not useful, the child can ask for a different detail or choose another cue.
Light and background can change the visibility of a piece. A pale label on a pale card may be hard to read even when the colors of the shapes are distinct. Try a different placement, size, or contrast in consultation with the participant. High contrast is not comfortable for everyone, so ask rather than assuming the strongest available brightness is always best.
Digital games need their own access check. If a square is identified by color and shape on screen, an accessible name or other programmatic information may also be needed for someone using assistive technology. A physical texture added to a toy does not automatically transfer to a screen. Test the actual activity with the child's tools and, where appropriate, consult the accessibility guidance for that platform.
If a child becomes frustrated, pause and ask whether the difficulty concerns the pieces, the rule, the response method, or something else. The partner may have forgotten to explain the mapping or placed a label out of reach. Change one relevant condition if the child wants to continue. There is no need to repeat the same inaccessible instruction until it produces a response.
A short record can capture useful context: ‘The child selected the square by its shape and directed an adult to place it.’ It should not be expanded into a claim about all colors or all settings. Keep or share the note only for a clear purpose and with appropriate privacy. The child may prefer to keep the work private or discard it.
Close by asking which cue, if any, the child would choose next time. They might keep the label, remove the texture, or prefer a story without a pattern. The answer can change with the materials and the day. A successful shared activity can end after one informed choice, with access and agency preserved throughout.
Helpful answers
Does this ranking measure a child's vision?
No. It describes additional cues in particular game examples and is not a vision assessment.
Does a shape label show what a color looks like?
No. A shape can identify a game piece associated with a color, but it does not reproduce another person's visual experience of that color.
Must a child touch textured pieces?
No. Ask first and offer another cue or activity. Texture is useful only when the person wants and can use it.



