Colour Blindness Simulator

How to use 3 steps
  1. Press Choose an image, such as a chart or screenshot.
  2. Pick a Vision type.
  3. Press Simulate and compare it with the original.
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Each simulation applies the published Brettel and Viénot colour transformation matrices to every pixel, the same approach used by accessibility auditing tools. A simulation shows what information survives the transformation, not exactly what another person experiences — the practical test is whether your design still reads when hue alone stops carrying meaning.

How this tool works

Each pixel is passed through a matrix that redistributes the red, green and blue channels to approximate how a particular form of colour vision deficiency responds to them. Eight types are covered: the three dichromacies where a cone type is absent, their milder anomalous counterparts where a cone is present but shifted, and the two forms of reduced or absent colour vision altogether.

This is a widely used approximation, not a clinical model. It captures what matters for design — which pairs of colours stop being distinguishable — without claiming to reproduce anyone's actual experience. Nobody's vision is a matrix, severity varies between people with the same diagnosis, and someone who has never seen a colour differently does not perceive an absence in the way a simulation depicts one.

Using it to make something usable

  • Red and green together is the common failure: the deuter- and prot- types affect roughly one man in twelve and one woman in two hundred. A red error message beside a green success state is the classic case of information that disappears.
  • Colour must never be the only signal: the fix is not a better palette but a second cue — an icon, a label, a shape, a position. If the simulation still communicates, the design does not depend on colour.
  • Check contrast separately: two colours can stay distinguishable in the simulation and still be too close in lightness to read as text against one another. The contrast checker answers a different question.
  • The blue-yellow types are rarer but real: tritanopia and tritanomaly affect far fewer people, and are the reason a blue-against-purple distinction is worth checking even when red and green look fine.

What the simulation is, and is not

Each pixel is passed through a matrix that redistributes the red, green and blue channels to approximate how a particular form of colour vision deficiency responds to them. Eight types are covered: the three dichromacies where a cone type is absent, their milder anomalous counterparts where a cone is present but shifted, and the two forms of reduced or absent colour vision.

It is a widely used approximation and not a clinical model. It captures what matters for design — which pairs of colours stop being distinguishable — without claiming to reproduce anyone's experience.

That distinction is worth holding onto. Nobody's vision is a matrix. Severity varies between people with the same diagnosis. And someone who has never seen colour differently does not perceive an absence the way a simulation depicts one; they perceive a world that has always looked like that. The [msm_tool slug="colorblind-simulator"] is a design instrument, not a window into someone's head.

The numbers

Around one man in twelve and one woman in two hundred has some form of red-green deficiency. On any real audience that is not a rounding error — it is several people in a meeting room and thousands on a moderately trafficked site.

The blue-yellow types, tritanopia and tritanomaly, are far rarer. They are still worth a check, because a blue-against-purple distinction is exactly the kind of thing that survives a red-green test and fails anyway.

Test against deuteranomaly first

It is by far the most common, and a design that survives it plus achromatopsia — no colour at all — is not relying on colour alone.

Achromatopsia is the harshest test and the most useful one, because it removes the variable entirely. If the interface still communicates in greyscale, colour is doing decorative work rather than load-bearing work, which is where you want it.

The classic failures

  • Red error text beside green success text. The single most common case. Both become similar muddy tones and the distinction disappears.
  • Charts and graphs with a colour legend and no other differentiator. Line charts fail worst, since there is nothing but the colour to go on.
  • Status dots. A red, amber and green indicator with no label or shape difference.
  • Required form fields marked only by a red asterisk or a red border.
  • Links distinguished from body text by colour alone, with the underline removed. This one also fails for anyone on a poor monitor.

The fix is a second cue, not a better palette

This is the point most often missed. Adjusting the red and green until they survive the simulation is possible, and it is fragile — it works for one type and may fail another, and it constrains the palette for no lasting benefit.

Adding a second signal works for everyone, permanently:

  1. An icon — a cross for error, a tick for success. Instantly readable regardless of colour.
  2. A word — "Error", "Available", "Overdue". Also helps screen readers, which see no colour at all.
  3. Shape or position — different markers on a chart, a consistent location for a status.
  4. Direct labelling — put the series name on the line rather than in a legend. Better for everyone, not only for this.

Contrast is a separate question

Two colours can remain perfectly distinguishable in the simulation and still be far too close in lightness to work as text against one another. Colour blindness and contrast are different problems with different tools, and passing one says nothing about the other.

Run both checks. They take a minute between them.

What passing this does not mean

It covers one aspect of accessibility. Contrast, text size, focus indicators, keyboard operation, alt text, motion preferences and semantic markup are all separate and all necessary.

Treat the simulator as one item on a list rather than as the list. It is a good item — it catches a class of problem that is otherwise invisible to most designers — but a design that passes it can still be unusable in half a dozen other ways.

Frequently Asked Questions

Specific to the Colour Blindness Simulator. Broader questions about this category are answered on the category page.

No, and it is worth being clear about that. It approximates which colours become hard to tell apart. Someone whose vision has always been this way does not experience it as a filtered version of yours.
Deuteranomaly first — it is by far the most common. If a design survives that and achromatopsia, it is not relying on colour alone.
Add a second cue rather than only changing the colours. An icon, a word or a shape carries the meaning where colour cannot.
No. It covers one aspect. Contrast, text size, focus states and keyboard operation are all separate and all necessary.
Around one man in twelve and one woman in two hundred have some form of red-green deficiency. On any real audience that is not a rounding error.

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