[games_access] Top 10 list

AudioGames.net richard at audiogames.net
Mon Oct 1 19:33:34 EDT 2007


got an old version here:


http://kmt.hku.nl/~richard/gatheory/gatheoryshort012_2OLD.zip
  ----- Original Message ----- 
  From: AudioGames.net 
  To: IGDA Games Accessibility SIG Mailing List 
  Sent: Tuesday, October 02, 2007 1:05 AM
  Subject: Re: [games_access] Top 10 list


  Hi again,

  Based on much of Dimitris' theory/practice, as well as the works of Eelke, the current top 10 list and the other guidelines of other GA initiatives, I've been able to devise 10 key points for developing accessible games, each one including (and bringing order to) the guidelines, design patterns and recommendations that are floating around in this field. I don't have the latest version with me now on this computer, but I'll upload it (mind it is still a bit of a work in progress) tomorrow.

  Greets,

  Richard

    ----- Original Message ----- 
    From: Graham McAllister 
    To: IGDA Games Accessibility SIG Mailing List 
    Sent: Tuesday, October 02, 2007 12:51 AM
    Subject: Re: [games_access] Top 10 list


    Hi All,


    If you haven't already read it, it might be worth reading Dimitris Grammenos's paper entitled Unified Design of Universally Accessible Games which was published at HCII 2007.  I've only joined the GASIG today, so please don't shoot me down if you've looked at this already.


    Graham.


    Graham McAllister, Ph.D.
    University of Sussex
    Interact Lab
    +44 1273 877267






    On 1 Oct 2007, at 23:38, Eelke Folmer wrote:


      Hi Barrie,


      That list looks pretty good to me. Only bullet 3 is kind of something
      of the past. I see more and more manuel less games since its much
      easier and accessible to provide in- game feedback e.g a tutorial
      agent etc. I'm not against this format but would it be an idea to
      relate these requirements to actual accessibility problems? E.g. why
      is it important to have re-mappable controls? a picture of a quad
      controller or a one button might help visualize the actual
      accessibility problem rather than have a game designer wonder about
      why that requirement needs to be implemented. We could actually go for
      2 lists of 5 with a little bit more elaboration on the actual
      problems. We could center it around our ghosts but maybe some others
      have some good ideas?


      cheers Eelke




      On 10/1/07, Barrie Ellis <barrie.ellis at oneswitch.org.uk> wrote:
        Top 10 list on the GASIG wiki is here:
        http://www.igda.org/wiki/Top_Ten


        Most up to date version here: http://tim.thechases.com/top10_2.pdf
          1.. allow all controls (mouse, keyboard, gamepad) to be remapped
          2.. add closed-captioning for all dialog and important sound-effects
          3.. provide documentation in an accessible format (HTML or plain-text)
          4.. provide assist modes (auto-targeting, training options, etc)
          5.. provide a broad range of difficulty levels from incredibly simple to
        difficult
          6.. make interface fonts scalable
          7.. allow for high-contrast color schemes
          8.. add audio tags to all significant elements (actors, doors, items,
        resulting actions, etc) in true spatial 3D
          9.. allow for a varied range of control over play-speed
          10.. announce accessibility features on packaging
        Still looks good to me - with personal one-switch wish lists being 1, 4, 5,
        9 and 10. I think there should be inclusion of an alternative reduced
        controls option, such as with Electronic Arts Wii Madden game:
        http://switchgaming.blogspot.com/2007/07/well-done-electronic-arts.html -
        this does tie up with section 4, but I think we need to highlight this need.


        Barrie
        www.OneSwitch.org.uk








        ----- Original Message -----
        From: "d. michelle hinn" <hinn at uiuc.edu>
        To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
        Sent: Monday, October 01, 2007 8:58 AM
        Subject: Re: [games_access] same proposal in multiple tracks




            Sweet !


            Cool so can I help organize /coordinate the accessibility task force
            and use my physical appearance to intimidate game developers and get
            their asses at our talks?


          Hehe. Ok, but you have to tell me what an accessibility task force is
          first! And remember I'm the "accessibility evangelist" (as Richard dubbed
          me) so I'm always for multiple approaches because it spreads the word!
          Yes, I think if you stood in front of the doors to other talks and pointed
          at our room, looking super fierce that would help. ;)


            What we need:
            - cool shirts


          So as Barrie found out...Cafe Press yanked our design. I'm going to shop
          around town here at some t-shirt shops to find out cost per shirt and
          where the quantity price breaks are. Can you do the same in Reno? Wherever
          there's a university, there's t-shirt shops. Then we can compare prices
          for bulk shirt orders. And we need some place who will print the ghosts.
          :D


          Should we go with the file Barrie sent? That would make sense to me. It
          might need to be tweaked in photoshop if we are going to print it on
          black, which always adds a little extra work. Richard, can you help us
          tweak Barrie's file so that it can be printed (and look good) on black? We
          definitely needs some shirts of some sort for E for All but I don't know
          where we can get them quickly enough if Vista Print can't do it.


            - if only we had booth babes/hunks to help us.


          hmmmmm....this probably isn't gonna happen unless we figure out where we
          can find a set of really good looking people who all want to stand at the
          booth for free. :D So I guess we'll all just have to do our best to be as
          baby (babish? babelike?) and as hunky as we can. Hmm...I just remembered
          that my class is making an accessible game with sexual themes...well maybe
          the graphics guys in the class can make us some avatars we can make
          lifesize cutouts of? Lol.


            - brief concise flyers with 10 little nuggets of knowledge that can be
            pinned to a game developers cubicle and provide immediate inspiration
            on how to improve his or her game. Draft topics list (lets vote on
            what should be on here & this is in no way a promotion of my work I
            suggest we keep the number of "adds' to a minimum maybe just a link to
            the igda / accessibility sig so they can find the rest from there):
              1. Closed captions
              2. Customizable controls
              3. Slow
              4. Assists
              5. x
              6. x
              7. x
              8. x
              9.x
            10. x


          Well we have our current top ten list (it's somewhere on the wiki too but
          I'm still madly typing) -- that has a lot on it. We can update it
          though -- so far I think the ones you suggest are on the list. So maybe
          take a look at the list we've used for the past two years and see what can
          be consolidated, added, subtracted, better explained. And then we can
          start there with the addition of other ideas and then we can discuss/vote
          on what makes the cut for the flier. As you said, the rest can be on the
          sig site.


          I think we're getting there for GDC -- I'm already feeling pumped now that
          we have you looking at the "what to do when you aren't speaking" plan of
          attack and I'll keep charge of the proposals and CMP stuff.


          So we do both and hopefully reap the benefits of having a real plan in
          place for negotiating the talks AND the expo. There's no reason to drop
          proposals when so many get axed anyway and they are important too -- but
          networking is just as important and it will no doubt help get more people
          into our talks and visiting our booth. And it's also something that
          happens after a talk, during Q&A and when people come up to you to swap
          cards with you. So with strong proposals like we have and a strong
          marketing plan, it can only serve to help us!


          Kick. Ass. :D


          Michelle
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      -- 
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      Eelke Folmer                           Assistant Professor
      Department of CS&E/171
      University of Nevada              Reno, Nevada 89557
      Game interaction design        www.helpyouplay.com
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