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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 accessibility.

Published in: Education, Design, Technology
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Game Design and Accessibility: Using Stem Stumper as a Use Case

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