Bhadresh studied Computer Science. While in college, he developed an accessible digital format for learning math. With the Holman Prize, he would create an online platform where blind people can learn this digital format.
Rachel, a psychotherapist and singer, would use the Holman Prize to travel both the United States, and around the world to countries like Russia and Tanzania, teaching pre-existing vocal choirs how to make their organizations more accessible and accommodating for blind and low-vision participants.
Shahid, currently a student at the California School for the Blind, would use the Holman Prize to build an app for street crossing for the blind and visually-impaired.
Nancy, an artist and trained holistic healer, would use the Holman Prize to document and photograph a series of intricate, hundred year-old totem poles in Alaska and British Columbia.
Markus, a long time practitioner of the healing arts, would use the Holman Prize to travel to China to study the healing art of chilel, and then incorporate it into his practice upon returning home.
Marco, an accessibility specialist and self-proclaimed “hockey nut,” would use the Holman Prize to travel for a full year with the San Jose Sharks hockey team, attending at least one game at each arena, in order to assess the accessibility of each rink and promote hockey to blind and visually-impaired athletes.
Dennis, a longtime Disability Rights activist, would use the Holman Prize to lead leadership trainings for people with disabilities across the United States and around the world.
Vincent, who is originally from Uganda, would use the Holman Prize to travel to Scandinavia to learn more about various accessible technologies, and subsequently teach his peers in California about them.
Jean would use the Holman Prize to travel North America, creating small paintings and sketches that she will turn into larger pieces when she returns home. Jean would also create a video blog of her journey, to give her audience more insight into her process and challenges.
Danny and Jeshua would construct a multi-sensory “escape room” that enables visitors, and visually-impaired users in particular, to gather information and instructions from their environment.