Specialised edition developed with advice and guidance from the Thomas Pocklington Trust
Compatible with:
JAWS and other screen readers
Dolphin SuperNova and other magnification software/hardware
Google and other captioning software
Learning to touch type is considered one of the most beneficial skills for visually impaired and blind individuals. This is because it allows them to transfer their thoughts easily and automatically onto a screen. It provides them with an invaluable tool and asset for independent working and communicating.
Learning to touch type at any age can dramatically boost confidence, self-belief and independence. However, teaching learners with visual impairment at an early age can drastically transform their experience whilst at school and in FE/HE. It puts them on a more even standing with their sighted peers and opens doors to new career opportunities.
Achieving muscle memory and automaticity when touch typing increases efficiency and productivity. However, most importantly, it frees the conscious mind to concentrate on planning, composing, processing and editing, greatly improving the quality of the work produced.
The KAZ course is a tutorial and is designed to be used independently or with minimum supervision. However, a structured lesson plan is available in Administrators’ admin-panels should they wish to teach the course during lessons.
Module 1– Flying Start - explains how the course works, teaches the home-row keys, correct posture whilst sitting at the keyboard, and explains the meaning, causes, signs, symptoms and preventative measures for Repetitive Strain Injury.
Module 2– The Basics - teaches the A-Z keys using KAZ’s five scientifically structured and trademarked phrases.
Module 3– Just Do It - offers additional exercises and challenge modules to help develop ‘muscle memory’, automaticity and help ingrain spelling.
Module 4– And The Rest - teaches punctuation and the number keys.
Module 5– SpeedBuilder - offers daily practice to increase speed and accuracy.
Lena started a new game. The child character, pixel-haired and earnest, woke up on a train. No stutter. The sun moved lazily across the sky—eighteen minutes until dusk, not twenty-two. And when the child stepped off the train into the tall grass of the summer-village, the new ambient sound kicked in: crickets, wind, and far away, the low buzz of a sunflower field.
The dog followed correctly. Even behind the silo.
That was the logo’s secret. At first glance, it was a postcard. At second, a memory.
Lena smiled. That was the story. Not the code. Not the version number. The tiny, silent roof between the words.
She closed the code editor and opened the asset folder. There, waiting, was the new logo.
She hit "Build." The process took nine minutes. While waiting, she made iced tea and watched a crow land on the power line outside her window. She thought about the grandmother she had never met, but who, in the game’s fiction, knitted sweaters for the scarecrow every autumn.
Lena leaned back. A patch note is a list of fixes. A version number is a timestamp. But a logo? A logo is the face of the season you are trying to preserve. v0.3.1 was not the final game. It was not even close. But it was the version where Summer Story stopped being a project and started being a place she would want to visit.
Lena copied the new logo into the build folder, replacing the old logo.png . Then she opened the game’s about screen. Version number: v0.3.1. Build date: Summer, 2024.
It read Summer Story in a soft, hand-drawn script, each letter slightly off-kilter, as if written with a stick in warm sand. The ‘S’ in ‘Summer’ curled into a snail shell. The ‘y’ in ‘Story’ dropped low, its tail becoming a single, glowing firefly. Behind the text, a gradient of late-afternoon gold faded into the deep purple of an approaching storm. And in the negative space between the two words, barely visible unless you looked, was the outline of a farmhouse roof.
The new logo appeared. The firefly blinked. The farmhouse roof emerged from the negative space. Then the title screen music started: a solo acoustic guitar, recorded in Clara’s living room in São Paulo, with the sound of actual summer rain on a tin roof in the background.
The build finished. Lena installed it on a test laptop—the same cheap one her own grandmother had used for solitaire. She launched Summer Story v0.3.1 .
She uploaded the patch to the store. Then she wrote a short post for the game’s forum: New logo. Smoother walking. Sunflowers now hum. Go find the dog. He’s behind the silo. He never really left. The next morning, someone left a comment: “The new logo made me cry. I didn’t expect the farmhouse.”
The June heat had finally broken, not by rain, but by the quiet click of a final commit. Lena stared at her screen, the cursor blinking on the last line of the changelog. She typed:
Lena started a new game. The child character, pixel-haired and earnest, woke up on a train. No stutter. The sun moved lazily across the sky—eighteen minutes until dusk, not twenty-two. And when the child stepped off the train into the tall grass of the summer-village, the new ambient sound kicked in: crickets, wind, and far away, the low buzz of a sunflower field.
The dog followed correctly. Even behind the silo.
That was the logo’s secret. At first glance, it was a postcard. At second, a memory.
Lena smiled. That was the story. Not the code. Not the version number. The tiny, silent roof between the words. Summer Story -v0.3.1- -Logo-
She closed the code editor and opened the asset folder. There, waiting, was the new logo.
She hit "Build." The process took nine minutes. While waiting, she made iced tea and watched a crow land on the power line outside her window. She thought about the grandmother she had never met, but who, in the game’s fiction, knitted sweaters for the scarecrow every autumn.
Lena leaned back. A patch note is a list of fixes. A version number is a timestamp. But a logo? A logo is the face of the season you are trying to preserve. v0.3.1 was not the final game. It was not even close. But it was the version where Summer Story stopped being a project and started being a place she would want to visit. Lena started a new game
Lena copied the new logo into the build folder, replacing the old logo.png . Then she opened the game’s about screen. Version number: v0.3.1. Build date: Summer, 2024.
It read Summer Story in a soft, hand-drawn script, each letter slightly off-kilter, as if written with a stick in warm sand. The ‘S’ in ‘Summer’ curled into a snail shell. The ‘y’ in ‘Story’ dropped low, its tail becoming a single, glowing firefly. Behind the text, a gradient of late-afternoon gold faded into the deep purple of an approaching storm. And in the negative space between the two words, barely visible unless you looked, was the outline of a farmhouse roof.
The new logo appeared. The firefly blinked. The farmhouse roof emerged from the negative space. Then the title screen music started: a solo acoustic guitar, recorded in Clara’s living room in São Paulo, with the sound of actual summer rain on a tin roof in the background. The sun moved lazily across the sky—eighteen minutes
The build finished. Lena installed it on a test laptop—the same cheap one her own grandmother had used for solitaire. She launched Summer Story v0.3.1 .
She uploaded the patch to the store. Then she wrote a short post for the game’s forum: New logo. Smoother walking. Sunflowers now hum. Go find the dog. He’s behind the silo. He never really left. The next morning, someone left a comment: “The new logo made me cry. I didn’t expect the farmhouse.”
The June heat had finally broken, not by rain, but by the quiet click of a final commit. Lena stared at her screen, the cursor blinking on the last line of the changelog. She typed:
Copyright KAZ Type Limited 2025. KAZ is a registered trade mark of KAZ Type Limited.
Developed by : STERNIC Pvt. Ltd.