Game Design and Accessibility: Using Stem Stumper as a Use Case
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Game Design and Accessibility: Using Stem Stumper as a Use Case

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A look at accessibility concerns we had on Stem Stumper, a blind accessible iOS game. We provide concrete things and we did to make the game accessible and resource for finding out more about game......

A look at accessibility concerns we had on Stem Stumper, a blind accessible iOS game. We provide concrete things and we did to make the game accessible and resource for finding out more about game accessibility.

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  • St Helena’s, Regis and the Steelers!At Demiurge worked on Mass Effect Pinnacle Station, Green Day Rock Band, Word FuAnanse Productions “Games for the rest of us”Who is Ananse?
  • Finding fertiliizer spread out on the fieldMore music layers as you get closerStumper, Weed Killer, Brikck Wall in the wayDon’t run out of Flower Power
  • Game devs use accessibility to mean usability. Make the terms clear in context of this presentation
  • Even if every button and label was setup for screen readers, the core concept of Photoshop can be hard for someone who’s visually impaired.

Transcript

  • 1. Game Design and Accessibility
    A case study using Stem Stumper
  • 2. Who Am I?
    Born and Raised The Bronx, NY
    CMU SCS 2008
    Interned at EALA on MOH:Airborne
    Demiurge Studios – Engineer
    Founded Ananse Productions November 2010
  • 3. What I’m Playing
    Portal 2, Mass Effect and Bejewled!
  • 4. Stem Stumper
  • 5. Sonar Mode
  • 6. Accessibility versus Usability
    Accessibility: Taking into account physical and mental impairments
    Usability: Making interaction with the game as intuitive as possible
  • 7. Accessibility leads to Usability
    A lotof overlap
  • 8. Starts with Design
    Needs to be a priority from the start
  • 9. Overview
    Hearing
    Touch and Mobility
    Sight
    Screen Readers
    Resources
  • 10. Hearing
    Approximately 36 million (17%) US adults report a form of hearing loss (NIDCD)
    Uncharted 2 sales = 3.8 million worldwide
    Includes unilateral hearing loss (loss of hearing in a single ear)
  • 11. Hearing – Visual Cues
    Using multiple channels for information reinforces it
    Mobile players aren’t always listening to your game
  • 12. Hearing – Stereo
    Papa Sangre uses binaural audio
    Have to hear with both ears!
    Avoided stereo on Stem Stumper
  • 13. Touch and Mobility
    14.5 million (7.1%) of Americans report a severe motion impairing disability
    Modern Warfare 2 Sales = 10 million US
    Interesting repercussions for motion gaming
  • 14. Touch and Motion – Time
    Allowing playing at own pace
  • 15. Touch and Motion - Controls
    Chording: require multiple button presses at the same time
    Virtual D-pads
    Stem Stumper only requires one finger!
    Beware of time-sensitive controls!
    Double tapping, not in Stem Stumper*
    Remapping wasn’t an issue for Stem Stumper
  • 16. Sight
    25 million Americans with serious vision loss (AFB)
    Gears of War 2 Sales = 2 million worldwide
    Only 10% are completely blind!
    Biggest concern on Stem Stumper
  • 17. Sight - Symbols
    Helps children, those with reading disabilities, and can be more intuitive overall
    Still need text substitute for screen readers. Not a localization sliver bullet.
  • 18. Sight – Legible Text
    Make sure font is always easily distinguishable from background
    In Stem Stumper we created a black outline around text to help it pop out.
  • 19. Sight - Colorblind
    10% of US men are red-green color blind (rare amongst women)
    Photoshop magic versus silhouettes and texturing
  • 20. Screen Readers
    New to gaming
    Not supported on any console!
    Apple has VoiceOver built in to newer iOS models
  • 21. VoiceOver
    Captures and preprocess input
    Requires multiple taps with multiple fingers
    Handy API
  • 22. UI With Screen Readers
    Don’t make items disappear
  • 23. UI With Screen Readers
    Stick with conventions
  • 24. UI With Screen Readers
    Information (like a meter) isn’t instantly visible!
  • 25. Test, Test, Test!
    Find testers in your target group and test
    Also great for building buzz!
  • 26. Resources
    www.blindcomputergames.com
    7-128 worked with audio gamers to come up with clear guidelines to present developers
    IGDA GASIG
    A lot of high level things to keep in mind
    WCAG 2.0
    Web standard for accessibility that covers more impairments