[games_access] Top 3 for indie games
d. michelle hinn
hinn at uiuc.edu
Sun Apr 2 14:56:02 EDT 2006
> > which features have the biggest impact (hopefully limiting
>> to 3, maybe 4). Where is the top 10 list online? I would
>> love to see that, maybe it will be do-able for our titles
>> to cover your top 10.
>
>I've got two drafts of it...I don't know which Michelle et.
>al. decided to use for the handout at GDC'06, but the
>content is pretty much the same:
>
>http://tim.thechases.com/top10.pdf
>http://tim.thechases.com/top10_2.pdf
>
>It was originally drafted at
>http://www.igda.org/wiki/index.php/Top_Ten
>
>where there are lots of other ideas as well, that over time
>were whittled down to a top-10 list. Some may have some
>practical implementation ideas in there too.
Yes, we used this at GDC:
http://tim.thechases.com/top10_2.pdf -- that was the list that formed
the basis for our roundtables. The list came about because of what
you are saying, Kelly, that sometimes a top "whatever" list is a
great way to get started. So I hope that it helps you out -- let us
know if we can help more by explaining the issues in more detail.
> > It feels like we almost need to hire a contractor who
>> specializes in this stuff to sort out what issues would be
>> in our game because I know I'm not familiar with the full
>> range of accessibility problems in games and the range of
>> options we have for fixing them. For instance, I've heard
>> about color-blindness and issues with contrast but am not
>> certain how people go about fixing these problems in a 3D
> > world.
I used to work at MS Games as a usability engineer but we never
covered accessibility there. That was something that I've always
worked on during my own time. But I have run usability/accessibility
tests before and, as Tim said, the methods are very similar -- it
just takes recruiting some gamers with disabilities. And Tim is also
right -- universities, if you can get access, are great places to
start.
Michelle
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