From InRNette at aol.com Sat Oct 1 09:03:36 2005 From: InRNette at aol.com (InRNette at aol.com) Date: Sat, 1 Oct 2005 09:03:36 EDT Subject: [games_access] Game Accessibility Survey updated Message-ID: <1db.4513636b.306fe328@aol.com> Hello! Just a word from the peanut gallery about the input devices. Those listed seem to be more output devices. But if you add: braille writer video screen with onscreen keyboard with enlarged fonts then you would have types of input devices. Jeanette -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sat Oct 1 16:04:14 2005 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Oct 2005 22:04:14 +0200 Subject: [games_access] Game Accessibility Survey updated References: <1db.4513636b.306fe328@aol.com> Message-ID: <004f01c5c6c3$4c1823e0$29fc8418@Delletje> Hi, That's interesting. Do "braille-writers" linked to a computer exist? I only the braille-typewriter types, which only output paper with braille. Greets, Richard ps: with "video screen with onscreen keyboard with enlarged fonts", you mean a touchscreen or not?. Simply showing a keyboard with enlarged fonts on a screen doesn't make it an input device.... ----- Original Message ----- From: InRNette at aol.com To: games_access at igda.org Sent: Saturday, October 01, 2005 3:03 PM Subject: Re: [games_access] Game Accessibility Survey updated Hello! Just a word from the peanut gallery about the input devices. Those listed seem to be more output devices. But if you add: braille writer video screen with onscreen keyboard with enlarged fonts then you would have types of input devices. Jeanette ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From rkimball at gmail.com Sun Oct 2 19:29:42 2005 From: rkimball at gmail.com (Reid Kimball) Date: Sun, 2 Oct 2005 19:29:42 -0400 Subject: [games_access] Game Accessibility Survey updated In-Reply-To: <004f01c5c6c3$4c1823e0$29fc8418@Delletje> References: <1db.4513636b.306fe328@aol.com> <004f01c5c6c3$4c1823e0$29fc8418@Delletje> Message-ID: OK, I've updated the survey with more of the feedback. - input changed to output - added more gaming systems. but our list is getting too long, otherwise why not add the Tiger handhelds and the MAC and the TI-84 calculator? I think we should look at each systems main control devices and group those that resemble each other into one category. - removed question from gaming habits that asked user to comment on general accessibility issues they see. It was redundant when each disability group asks the same question. If people don't like how a certain question is worded or the answers given then the author of that question should re-write it, if they agree that is. I'm mainly talking about the "Please list accessible 3D games that have the best interface for the following:" question. I think that's it for now. -Reid On 10/1/05, AudioGames.net wrote: > > Hi, > > That's interesting. Do "braille-writers" linked to a computer exist? I only > the braille-typewriter types, which only output paper with braille. > > Greets, > > Richard > > ps: with "video screen with onscreen keyboard with enlarged fonts", you mean > a touchscreen or not?. Simply showing a keyboard with enlarged fonts on a > screen doesn't make it an input device.... > > ----- Original Message ----- > From: InRNette at aol.com > To: games_access at igda.org > Sent: Saturday, October 01, 2005 3:03 PM > Subject: Re: [games_access] Game Accessibility Survey updated > > > Hello! > > Just a word from the peanut gallery about the input devices. > > Those listed seem to be more output devices. > > But if you add: > > braille writer > video screen with onscreen keyboard with enlarged fonts > > then you would have types of input devices. > > Jeanette > > ________________________________ > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > From hinn at uiuc.edu Sun Oct 2 20:25:16 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Sun, 2 Oct 2005 19:25:16 -0500 Subject: [games_access] Game Accessibility Survey updated Message-ID: <7e1ee154.452f0e4e.8faa000@expms2.cites.uiuc.edu> Thanks, Reid, for the update and thanks for all your hard work on this! Thanks everyone for the input too! Hope to see many of you tomorrow at the meeting! Michelle ---- Original message ---- >Date: Sun, 2 Oct 2005 19:29:42 -0400 >From: Reid Kimball >Subject: Re: [games_access] Game Accessibility Survey updated >To: IGDA Games Accessibility SIG Mailing List > >OK, I've updated the survey with more of the feedback. > >- input changed to output > >- added more gaming systems. but our list is getting too long, >otherwise why not add the Tiger handhelds and the MAC and the TI-84 >calculator? I think we should look at each systems main control >devices and group those that resemble each other into one category. > >- removed question from gaming habits that asked user to comment on >general accessibility issues they see. It was redundant when each >disability group asks the same question. > >If people don't like how a certain question is worded or the answers >given then the author of that question should re-write it, if they >agree that is. I'm mainly talking about the "Please list accessible 3D >games that have the best interface for the following:" question. > >I think that's it for now. > >-Reid > > > >On 10/1/05, AudioGames.net wrote: >> >> Hi, >> >> That's interesting. Do "braille-writers" linked to a computer exist? I only >> the braille-typewriter types, which only output paper with braille. >> >> Greets, >> >> Richard >> >> ps: with "video screen with onscreen keyboard with enlarged fonts", you mean >> a touchscreen or not?. Simply showing a keyboard with enlarged fonts on a >> screen doesn't make it an input device.... >> >> ----- Original Message ----- >> From: InRNette at aol.com >> To: games_access at igda.org >> Sent: Saturday, October 01, 2005 3:03 PM >> Subject: Re: [games_access] Game Accessibility Survey updated >> >> >> Hello! >> >> Just a word from the peanut gallery about the input devices. >> >> Those listed seem to be more output devices. >> >> But if you add: >> >> braille writer >> video screen with onscreen keyboard with enlarged fonts >> >> then you would have types of input devices. >> >> Jeanette >> >> ________________________________ >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Oct 3 01:20:28 2005 From: richard at audiogames.net (AudioGames.net) Date: Mon, 3 Oct 2005 07:20:28 +0200 Subject: [games_access] Game Accessibility Survey updated References: <1db.4513636b.306fe328@aol.com><004f01c5c6c3$4c1823e0$29fc8418@Delletje> Message-ID: <002501c5c7da$2ad70620$29fc8418@Delletje> Hi, *quote* - added more gaming systems. but our list is getting too long, otherwise why not add the Tiger handhelds and the MAC and the TI-84 calculator? *quote end* For thes same reason that the C64 is not on the list: those clearly are not modern game platforms. I do agree that a part of the list (Nintendo 8-bit, the Sega consoles, the (original) Gameboy) features several "aged" platforms. Maybe we should draw the line agewise? *quote* If people don't like how a certain question is worded or the answers given then the author of that question should re-write it, if they agree that is. I'm mainly talking about the "Please list accessible 3D games that have the best interface for the following:" question. *quote end* Agreed, Reid. The only reason I did not yet submit my alternative questions was because I ran out of time :) Greets, Richard On 10/1/05, AudioGames.net wrote: > > Hi, > > That's interesting. Do "braille-writers" linked to a computer exist? I > only > the braille-typewriter types, which only output paper with braille. > > Greets, > > Richard > > ps: with "video screen with onscreen keyboard with enlarged fonts", you > mean > a touchscreen or not?. Simply showing a keyboard with enlarged fonts on a > screen doesn't make it an input device.... > > ----- Original Message ----- > From: InRNette at aol.com > To: games_access at igda.org > Sent: Saturday, October 01, 2005 3:03 PM > Subject: Re: [games_access] Game Accessibility Survey updated > > > Hello! > > Just a word from the peanut gallery about the input devices. > > Those listed seem to be more output devices. > > But if you add: > > braille writer > video screen with onscreen keyboard with enlarged fonts > > then you would have types of input devices. > > Jeanette > > ________________________________ > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Oct 4 00:28:51 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Mon, 3 Oct 2005 23:28:51 -0500 Subject: [games_access] SIG Meetings Every Day this Week! Message-ID: <2d7d0f3.45c92fb6.8d0f300@expms2.cites.uiuc.edu> Hi everyone, Because we're working on the SIG Tutorial final plan for GDC 2006 (due this Friday, Oct 7), we'll be having online meetings on MSN at noon US Eastern Time every day this week. Please join us if you can -- we can use any and all input. If you cannot make it to a meeting but want to help with the tutorial, be a part of the tutorial, etc, email me off list at hinn at uiuc.edu Thanks! Michelle From agdev at thechases.com Tue Oct 4 13:03:20 2005 From: agdev at thechases.com (Tim Chase) Date: Tue, 04 Oct 2005 12:03:20 -0500 Subject: [games_access] SIG Meetings Every Day this Week! In-Reply-To: <2d7d0f3.45c92fb6.8d0f300@expms2.cites.uiuc.edu> References: <2d7d0f3.45c92fb6.8d0f300@expms2.cites.uiuc.edu> Message-ID: <4342B5D8.5060509@thechases.com> Below is the IM transcript from today's meeting. Due to Michelle's network problems, she said she wanted a transcript, and Thomas expressed an interest too. Hopefully others will find it interesting (or at least not too boring) -tim michelle says: ok i'm having some serious network probs thomaswestin = Skype ID says: OK michelle says: so if i drop out keep talking and then someone save the conversation to email me with it gumnos (Tim Chase) says: ok michelle says: so to my surprise last night michelle says: after re-reading the requirements and after jason from igda sent a clarification michelle says: i realized that the longest part of our proposal is our abstract ***You are having temporary network problems and are no longer in this conversation.*** michelle says: which needs to be 2000 CHARACTERS michelle says: http://www.igda.org/wiki/index.php/GDC_2006_Tutorial#Introduction michelle says: so for example michelle says: look at my bio ***michelle has left the conversation.*** ***Kevin has left the conversation.*** michelle says: http://www.igda.org/wiki/index.php/GDC_2006_Tutorial#Introduction michelle says: so for example michelle says: look at my bio michelle says: that's 1000 characters michelle says: so...the "meat" of our proposal needs to be twice that size michelle says: so that's not a lot michelle says: WHEW michelle says: ok dang michelle says: sorry about this michelle says: i thought this cafe had better wireless michelle says: i have a meeting here at noon so that's why i'm here versus my office ***michelle has left the conversation.*** ***Kevin has left the conversation.*** michelle says: crap ok Kevin says: Well, this is annoying. michelle says: yes it is michelle says: tomorrow i'll be in my office gumnos (Tim Chase) says: No, 2000 chars is not a lot, ballpark about 400 words which is about 1-3 paragraphs. michelle says: yep michelle says: about 2 paragraphs michelle says: so that radically changed what i had written last night michelle says: thinking we had to write 2000 words michelle says: so i'm reworking it michelle says: can you guys work on a title, the take away message and intended audience? gumnos (Tim Chase) says: you have last night's writings posted anywhere? (that is if you want to collaboratively edit...) michelle says: in case i totally lose my network thomaswestin = Skype ID says: and it is one proposal for the entire tutorial day, not one for each speaker? michelle says: no, because i keep losing connection :( michelle says: one proposal michelle says: each speaker needs to send me a 1000 char max bio michelle says: so i need one from each of you thomaswestin = Skype ID says: OK michelle says: tim -- even if you are not going, can you send a bio and contact info gumnos (Tim Chase) says: alrighty michelle says: we can give your pass away to another person thomaswestin = Skype ID says: I have last nights writings, just a sec michelle says: if you cant go michelle says: so what i wrote last night gumnos (Tim Chase) says: not gonna be able to make it, though it would be fun to meet ya'll face-to-face michelle says: was taken from the book proposal michelle says: and was more choppy michelle says: ok, that's ok tim -- we're trying to make sure we have a lot of conf passes so we can substitute people as needed michelle says: since the igda has given us until friday to do this michelle says: and just told us michelle says: :P michelle says: so if you don't mind sending a short bio, that'd be great michelle says: so i'm going to re-work the abstract (the 2000word thing) michelle says: but we need a catchy title thomaswestin = Skype ID says: Could the book title work, "Game not over" ? ***michelle has left the conversation.*** thomaswestin = Skype ID says: to further promote it ***Kevin has left the conversation.*** michelle says: please talk about: * a catchy title * takeaway message * intended audience i have links at the top of the wiki page http://www.igda.org/wiki/index.php/GDC_2006_Tutorial that lead to last year's tutorial blurbs from others so we have a better sense of what to write and please send me your bios and contact info as soon as you can! and email me with the chat! thank you so much. i'm sorry about the networking probs. so annoying... m thomaswestin = Skype ID says: OK gumnos (Tim Chase) says: I miss much there? :) Catchy titles...Thomas suggested "Game not over" michelle says: can you guys forward what i just sent you to tim? thomaswestin = Skype ID says: yes michelle says: thx! gumnos (Tim Chase) says: ditto on the thx :) michelle says: good, the title sounds good michelle says: so basically take the audience part from the book proposal and condense it michelle says: to 200 characters gumnos (Tim Chase) says: 200? 2000? michelle says: wow. that's about 2 sentences :) michelle says: audience = 200 chars michelle says: http://www.igda.org/wiki/index.php/GDC_2006_Tutorial gumnos (Tim Chase) says: (y) michelle says: the breakdown is on here thomaswestin = Skype ID says: Tim, I've forwarded the e-mails to you now gumnos (Tim Chase) says: Thanks michelle says: the section of the book proposal called LIST 5 TO 10 SIGNIFICANT SELLING POINTS OF YOUR BOOK michelle says: can be the idea take away (250 chars max) Kevin says: "Our primary audience is Game Designers, Programmers, and Publishers. Designers will be interested new game play possibilities, programmers in techniques used to date and future techniques, and publishers in the effect on their customers." thomaswestin = Skype ID says: good michelle says: i'd sort it a little bit to include accessibility somewhere in there but sounds good so far! :) michelle has left the conversation. Kevin says: "Our primary audience is Game Designers, Programmers, and Publishers. Designers will be interested new game play possibilities, programmers in techniques used to date and future techniques, and publishers in the effect of increased accessibility on their customers." Kevin says: How about that one? thomaswestin = Skype ID says: even better :) gumnos (Tim Chase) says: >250 chars though :( thomaswestin = Skype ID says: Perhaps skip the first sentence Kevin says: I'll try to trim it a bit Kevin says: "Game Designers will be interested new game play possibilities, programmers in techniques used to date and future techniques, and publishers in the effect of increased accessibility on their customers." thomaswestin = Skype ID says: Perhaps we could capitalize the professions to make it them more visible in the text, to catch the eye Kevin says: "Game Designers will be interested new game play possibilities, Programmers in techniques used to date and future techniques, and Publishers in the effect of increased accessibility on their customers." Kevin says: "Game Designers will be interested in new game play possibilities, Programmers in techniques used to date and future techniques, and Publishers in the effect of increased accessibility on their customers." Kevin says: Fixed a minor typo thomaswestin = Skype ID says: or GAME DESIGNERS will be interested new game play possibilities, PROGRAMMERS in techniques used to date and future techniques, and PUBLISHERS in the effect of increased accessibility on their customers Kevin says: That would work too gumnos (Tim Chase) says: "techniques used to date and future techniques" -> "present and future techniques" ? thomaswestin = Skype ID says: yes Kevin says: "Game Designers will be interested in new game play possibilities, Programmers in present and future techniques, and Publishers in the effect of increased accessibility on their customers." gumnos (Tim Chase) says: 188 characters there Kevin says: I don't think we're going to get much closer to the limit gumnos (Tim Chase) says: It leaves a little room if one needed to sharpen the text any. thomaswestin = Skype ID says: to further clarify the target groups: * GAME DESIGNERS will be interested in new game play * possibilities * PROGRAMMERS in present and future techniques, and * PUBLISHERS in the effect of increased accessibility on * their customers Kevin says: Game Designers will be interested in new game play possibilitiesProgrammers in present and future techniques, and Publishers in the effect of increased accessibility on their customers." gumnos (Tim Chase) says: ooh! bullet points. lazy readers love bullet points. gumnos (Tim Chase) says: ;) thomaswestin = Skype ID says: yes, like me ;) Kevin says: That will work out well - lets do the bulleted list thomaswestin = Skype ID says: OK, so we have the title and the intended audience covered. Should we move on to the "takeaway message" ? gumnos (Tim Chase) says: Sure thomaswestin = Skype ID says: just a first draft: "Learn why disabled gamers can't play your games, how you could meet their needs and what has been done to date" ? gumnos (Tim Chase) says: perhaps something like "Attendees will learn why game accessibility matters and tips for making games more accessible"? thomaswestin = Skype ID says: yes, a combo: "Attendees will learn why game accessibility matters and tips for making games more accessible. Learn why disabled gamers can't play your games, how you could meet their needs and what has been done to date" gumnos (Tim Chase) says: we can bullet-ify it too :) Attendees will learn -why game accessibilty matters -why disabled gamers can't play your games -what has been done to date, and -how you can meet their needs in the future thomaswestin = Skype ID says: yes :) I like Kevin says: That looks good thomaswestin = Skype ID says: cool, should I publish this on the wiki? gumnos (Tim Chase) says: I reordered your last two, as there's sorta a natural progression from now into the future, whereas the previous ordering kinda lost the forward-looking perspective. gumnos (Tim Chase) says: I'd not try and update the wiki in real-time as we're typing, but when we're done here, it would certainly be good to have on the wiki thomaswestin = Skype ID says: so do we have more to add / change? Kevin says: I think we're set for today. thomaswestin = Skype ID says: OK, I'll copy paste the sections to the wiki in an hour or two (need to eat dinner first!) Kevin says: OK, I'll talk to you Wednesday. I've got to go to another meeting here on campus. gumnos (Tim Chase) says: That was the "intended audience", "idea takeaway", and promise to edit the stuff from the book for the "abstract" portion. Yup. I think we're done. I've got the logs of this all tacked together and prettified a tad, so I can email them to ya'll. Sounds good. thomaswestin = Skype ID says: so do we have more to add / change? Kevin says: I think we're set for today. From hinn at uiuc.edu Tue Oct 4 13:06:24 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Tue, 4 Oct 2005 12:06:24 -0500 Subject: [games_access] SIG Meetings Every Day this Week! Message-ID: <97ff9d05.460e8a6f.87b4000@expms2.cites.uiuc.edu> hi tim -- thanks for the transcript. just as a reminder, we'll be back online tomorrow (wednesday) at noon eastern on msn. by then we'll have the proposal on the wiki and we'll talk more about any final changes to that and about how gdc will work this year. boy that conversation looks funny! :) michelle ---- Original message ---- >Date: Tue, 04 Oct 2005 12:03:20 -0500 >From: Tim Chase >Subject: Re: [games_access] SIG Meetings Every Day this Week! >To: IGDA Games Accessibility SIG Mailing List > >Below is the IM transcript from today's meeting. Due to >Michelle's network problems, she said she wanted a transcript, >and Thomas expressed an interest too. Hopefully others will find >it interesting (or at least not too boring) > >-tim > > > > > >michelle says: > ok i'm having some serious network probs > >thomaswestin = Skype ID says: > OK > >michelle says: > so if i drop out keep talking and then someone save the > conversation to email me with it > >gumnos (Tim Chase) says: > ok > >michelle says: > so to my surprise last night > >michelle says: > after re-reading the requirements and after jason from > igda sent a clarification > >michelle says: > i realized that the longest part of our proposal is our > abstract >***You are having temporary network problems and are no >longer in this conversation.*** > >michelle says: > which needs to be 2000 CHARACTERS > >michelle says: > http://www.igda.org/wiki/index.php/GDC_2006_Tutorial#Introduc tion > >michelle says: > so for example > >michelle says: > look at my bio >***michelle has left the conversation.*** >***Kevin has left the conversation.*** > >michelle says: > http://www.igda.org/wiki/index.php/GDC_2006_Tutorial#Introduc tion > >michelle says: > so for example > >michelle says: > look at my bio > >michelle says: > that's 1000 characters > >michelle says: > so...the "meat" of our proposal needs to be twice that > size > >michelle says: > so that's not a lot > >michelle says: > WHEW > >michelle says: > ok dang > >michelle says: > sorry about this > >michelle says: > i thought this cafe had better wireless > >michelle says: > i have a meeting here at noon so that's why i'm here > versus my office >***michelle has left the conversation.*** >***Kevin has left the conversation.*** > >michelle says: > crap ok > >Kevin says: > Well, this is annoying. > >michelle says: > yes it is > >michelle says: > tomorrow i'll be in my office > >gumnos (Tim Chase) says: > No, 2000 chars is not a lot, ballpark about 400 words > which is about 1-3 paragraphs. > >michelle says: > yep > >michelle says: > about 2 paragraphs > >michelle says: > so that radically changed what i had written last night > >michelle says: > thinking we had to write 2000 words > >michelle says: > so i'm reworking it > >michelle says: > can you guys work on a title, the take away message and > intended audience? > >gumnos (Tim Chase) says: > you have last night's writings posted anywhere? (that is > if you want to collaboratively edit...) > >michelle says: > in case i totally lose my network > >thomaswestin = Skype ID says: > and it is one proposal for the entire tutorial day, not > one for each speaker? > >michelle says: > no, because i keep losing connection :( > >michelle says: > one proposal > >michelle says: > each speaker needs to send me a 1000 char max bio > >michelle says: > so i need one from each of you > >thomaswestin = Skype ID says: > OK > >michelle says: > tim -- even if you are not going, can you send a bio and > contact info > >gumnos (Tim Chase) says: > alrighty > >michelle says: > we can give your pass away to another person > >thomaswestin = Skype ID says: > I have last nights writings, just a sec > >michelle says: > if you cant go > >michelle says: > so what i wrote last night > >gumnos (Tim Chase) says: > not gonna be able to make it, though it would be fun to > meet ya'll face-to-face > >michelle says: > was taken from the book proposal > >michelle says: > and was more choppy > >michelle says: > ok, that's ok tim -- we're trying to make sure we have a > lot of conf passes so we can substitute people as needed > >michelle says: > since the igda has given us until friday to do this > >michelle says: > and just told us > >michelle says: > :P > >michelle says: > so if you don't mind sending a short bio, that'd be great > >michelle says: > so i'm going to re-work the abstract (the 2000word thing) > >michelle says: > but we need a catchy title > >thomaswestin = Skype ID says: > Could the book title work, "Game not over" ? >***michelle has left the conversation.*** > >thomaswestin = Skype ID says: > to further promote it >***Kevin has left the conversation.*** > >michelle says: > please talk about: > > * a catchy title > * takeaway message > * intended audience > > i have links at the top of the wiki page > > http://www.igda.org/wiki/index.php/GDC_2006_Tutorial > > that lead to last year's tutorial blurbs from others so we > have a better sense of what to write > > and please send me your bios and contact info as soon as > you > can! > > and email me with the chat! > > thank you so much. i'm sorry about the networking probs. > so > annoying... > > m > >thomaswestin = Skype ID says: > OK > >gumnos (Tim Chase) says: > I miss much there? :) > > Catchy titles...Thomas suggested "Game not over" > >michelle says: > can you guys forward what i just sent you to tim? > >thomaswestin = Skype ID says: > yes > >michelle says: > thx! > >gumnos (Tim Chase) says: > ditto on the thx :) > >michelle says: > good, the title sounds good > >michelle says: > so basically take the audience part from the book proposal > and condense it > >michelle says: > to 200 characters > >gumnos (Tim Chase) says: > 200? 2000? > >michelle says: > wow. that's about 2 sentences :) > >michelle says: > audience = 200 chars > >michelle says: > http://www.igda.org/wiki/index.php/GDC_2006_Tutorial > >gumnos (Tim Chase) says: > (y) > >michelle says: > the breakdown is on here > >thomaswestin = Skype ID says: > Tim, I've forwarded the e-mails to you now > >gumnos (Tim Chase) says: > Thanks > >michelle says: > the section of the book proposal called LIST 5 TO 10 > SIGNIFICANT SELLING POINTS OF YOUR BOOK > >michelle says: > can be the idea take away (250 chars max) > >Kevin says: > "Our primary audience is Game Designers, Programmers, and > Publishers. Designers will be interested new game play > possibilities, programmers in techniques used to date and > future techniques, and publishers in the effect on their > customers." > >thomaswestin = Skype ID says: > good > >michelle says: > i'd sort it a little bit to include accessibility > somewhere in there but sounds good so far! :) > > michelle has left the conversation. > > >Kevin says: > "Our primary audience is Game Designers, Programmers, and > Publishers. Designers will be interested new game play > possibilities, programmers in techniques used to date and > future techniques, and publishers in the effect of > increased accessibility on their customers." > >Kevin says: > How about that one? > >thomaswestin = Skype ID says: > even better :) > >gumnos (Tim Chase) says: > >250 chars though :( > >thomaswestin = Skype ID says: > Perhaps skip the first sentence > >Kevin says: > I'll try to trim it a bit > >Kevin says: > "Game Designers will be interested new game play > possibilities, programmers in techniques used to date and > future techniques, and publishers in the effect of > increased accessibility on their customers." > >thomaswestin = Skype ID says: > Perhaps we could capitalize the professions to make it > them more visible in the text, to catch the eye > >Kevin says: > "Game Designers will be interested new game play > possibilities, Programmers in techniques used to date and > future techniques, and Publishers in the effect of > increased accessibility on their customers." > >Kevin says: > "Game Designers will be interested in new game play > possibilities, Programmers in techniques used to date and > future techniques, and Publishers in the effect of > increased accessibility on their customers." > >Kevin says: > Fixed a minor typo > >thomaswestin = Skype ID says: > or > GAME DESIGNERS will be interested new game play > possibilities, PROGRAMMERS in techniques used to date and > future techniques, and PUBLISHERS in the effect of > increased accessibility on their customers > >Kevin says: > That would work too > >gumnos (Tim Chase) says: > "techniques used to date and future techniques" -> > "present and future techniques" ? > >thomaswestin = Skype ID says: > yes > >Kevin says: > "Game Designers will be interested in new game play > possibilities, Programmers in present and future > techniques, and Publishers in the effect of increased > accessibility on their customers." > > >gumnos (Tim Chase) says: > 188 characters there > >Kevin says: > I don't think we're going to get much closer to the limit > >gumnos (Tim Chase) says: > It leaves a little room if one needed to sharpen the text > any. > >thomaswestin = Skype ID says: > to further clarify the target groups: > * GAME DESIGNERS will be interested in new game play > * possibilities > * PROGRAMMERS in present and future techniques, and > * PUBLISHERS in the effect of increased accessibility on > * their customers > >Kevin says: > Game Designers will be interested in new game play > possibilitiesProgrammers in present and future techniques, > and Publishers in the effect of increased accessibility on > their customers." > > >gumnos (Tim Chase) says: > ooh! bullet points. lazy readers love bullet points. > >gumnos (Tim Chase) says: > ;) > >thomaswestin = Skype ID says: > yes, like me ;) > >Kevin says: > That will work out well - lets do the bulleted list > >thomaswestin = Skype ID says: > OK, so we have the title and the intended audience > covered. Should we move on to the "takeaway message" ? > >gumnos (Tim Chase) says: > Sure > >thomaswestin = Skype ID says: > just a first draft: > "Learn why disabled gamers can't play your games, how you > could meet their needs and what has been done to date" ? > >gumnos (Tim Chase) says: > perhaps something like "Attendees will learn why game > accessibility matters and tips for making games more > accessible"? > >thomaswestin = Skype ID says: > yes, a combo: > "Attendees will learn why game accessibility matters and > tips for making games more accessible. Learn why disabled > gamers can't play your games, how you could meet their > needs and what has been done to date" > >gumnos (Tim Chase) says: > we can bullet-ify it too :) > > Attendees will learn > -why game accessibilty matters > -why disabled gamers can't play your games > -what has been done to date, and > -how you can meet their needs in the future > >thomaswestin = Skype ID says: > yes :) I like > >Kevin says: > That looks good > >thomaswestin = Skype ID says: > cool, should I publish this on the wiki? > >gumnos (Tim Chase) says: > I reordered your last two, as there's sorta a natural > progression from now into the future, whereas the previous > ordering kinda lost the forward-looking perspective. > >gumnos (Tim Chase) says: > I'd not try and update the wiki in real-time as we're > typing, but when we're done here, it would certainly be > good to have on the wiki > >thomaswestin = Skype ID says: > so do we have more to add / change? > >Kevin says: > I think we're set for today. > >thomaswestin = Skype ID says: > OK, I'll copy paste the sections to the wiki in an hour or two >(need to eat dinner first!) > >Kevin says: > OK, I'll talk to you Wednesday. I've got to go to another >meeting here on campus. > >gumnos (Tim Chase) says: > That was the "intended audience", "idea takeaway", and > promise to edit the stuff from the book for the "abstract" > portion. Yup. I think we're done. I've got the logs of > this all tacked together and prettified a tad, so I can > email them to ya'll. Sounds good. > >thomaswestin = Skype ID says: > so do we have more to add / change? > >Kevin says: > I think we're set for today. > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Tue Oct 4 14:53:57 2005 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 04 Oct 2005 20:53:57 +0200 Subject: [games_access] SIG Meetings Every Day this Week! In-Reply-To: <4342B5D8.5060509@thechases.com> References: <2d7d0f3.45c92fb6.8d0f300@expms2.cites.uiuc.edu> <4342B5D8.5060509@thechases.com> Message-ID: have updated the wiki now (SIG projects / GDC Tutorial section) with title, audience and idea takeaway /Thomas Pin Interactive AB www.pininteractive.com MSN ID: thomas at pininteractive.com Skype ID: thomaswestin Time zone: CET (GMT+1, PST+9) ____________________________________________________ Award Winning 3D Game for Blind and Sighted: www.terraformers.nu IGDA Game Accessibility SIG www.igda.org/accessibility/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue Oct 4 15:17:27 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Tue, 4 Oct 2005 14:17:27 -0500 Subject: [games_access] SIG Meetings Every Day this Week! Message-ID: <6ca5f0da.461a89c7.900ee00@expms2.cites.uiuc.edu> great, thanks thomas! i'll add in the remainder and then we can all talk about it tomorrow. in the meantime, if you are planning to be a part of the tutorial "staff" -- i need a 1000 character (not words, characters) bio about you plus your contact information as soon as possible. email me at hinn at uiuc.edu offlist with this and/or if you have any questions. thanks, michelle ---- Original message ---- >Date: Tue, 04 Oct 2005 20:53:57 +0200 >From: "Thomas Westin" >Subject: Re: [games_access] SIG Meetings Every Day this Week! >To: "IGDA Games Accessibility SIG Mailing List" > > have updated the wiki now (SIG projects / GDC > Tutorial section) > > with title, audience and idea takeaway > > /Thomas > > Pin Interactive AB www.pininteractive.com > MSN ID: thomas at pininteractive.com > Skype ID: thomaswestin > Time zone: CET (GMT+1, PST+9) > ____________________________________________________ > Award Winning 3D Game for Blind and Sighted: > www.terraformers.nu > IGDA Game Accessibility SIG > www.igda.org/accessibility/ >________________ >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Oct 4 17:13:05 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Tue, 4 Oct 2005 16:13:05 -0500 Subject: [games_access] SIG Business Cards Message-ID: Hi all, I have LOTS of SIG business cards (cards with the sig web address, email address, and the igda symbol) for people. Please email me off list at hinn at uiuc.edu if you'd like me to send you some by mail. Useful to hand out at conferences, etc. :) Thanks! Michelle From richard at audiogames.net Wed Oct 5 18:46:22 2005 From: richard at audiogames.net (AudioGames.net) Date: Thu, 6 Oct 2005 00:46:22 +0200 Subject: [games_access] SIG Meetings Every Day this Week! References: <2d7d0f3.45c92fb6.8d0f300@expms2.cites.uiuc.edu><4342B5D8.5060509@thechases.com> Message-ID: <002301c5c9fe$9c7051d0$29fc8418@Delletje> Read it! Excellent stuff! I plan to visit next years GDC (for a presentation on game audio I hope) and I'm wondering how I can contribute? I have the idea of having footage of disabled gamers trying to play mainstream games (and failing miserably) that can run on some presentation computer(s) and/or be used in a presentation. Our foundation has footage of our foundation but mostly it's of sighted and blind gamers playing audio games, like Drive and Demor (which, by the way, is a good example of one of the most advanced location based games out there :). We're currently setting up a game accessibility project in which there is probably budget to tape such footage (we've already planned it to use on our website). So... ? Also, is it an idea to invite representative disabled gamers to the GDC, each one showing examples of current accessible games? Greets, Richard ----- Original Message ----- From: Thomas Westin To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, October 04, 2005 8:53 PM Subject: Re: [games_access] SIG Meetings Every Day this Week! have updated the wiki now (SIG projects / GDC Tutorial section) with title, audience and idea takeaway /Thomas Pin Interactive AB www.pininteractive.com MSN ID: thomas at pininteractive.com Skype ID: thomaswestin Time zone: CET (GMT+1, PST+9) ____________________________________________________ Award Winning 3D Game for Blind and Sighted: www.terraformers.nu IGDA Game Accessibility SIG www.igda.org/accessibility/ ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Wed Oct 5 19:05:18 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Wed, 5 Oct 2005 18:05:18 -0500 Subject: [games_access] SIG Meetings Every Day this Week! Message-ID: Hi Richard, Do you have some video footage that you could bring to the tutorial then? That'd be great! Michelle ---- Original message ---- >Date: Thu, 6 Oct 2005 00:46:22 +0200 >From: "AudioGames.net" >Subject: Re: [games_access] SIG Meetings Every Day this Week! >To: "IGDA Games Accessibility SIG Mailing List" > > Read it! Excellent stuff! > > I plan to visit next years GDC (for a presentation > on game audio I hope) and I'm wondering how I can > contribute? I have the idea of having footage of > disabled gamers trying to play mainstream games (and > failing miserably) that can run on some presentation > computer(s) and/or be used in a presentation. Our > foundation has footage of our foundation but mostly > it's of sighted and blind gamers playing audio > games, like Drive and Demor (which, by the way, is a > good example of one of the most advanced location > based games out there :). We're currently setting up > a game accessibility project in which there is > probably budget to tape such footage (we've already > planned it to use on our website). So... ? > Also, is it an idea to invite representative > disabled gamers to the GDC, each one > showing examples of current accessible games? > > Greets, > > Richard > > > > > > ----- Original Message ----- > From: Thomas Westin > To: IGDA Games Accessibility SIG Mailing List > Sent: Tuesday, October 04, 2005 8:53 PM > Subject: Re: [games_access] SIG Meetings Every Day > this Week! > have updated the wiki now (SIG projects / GDC > Tutorial section) > > with title, audience and idea takeaway > > /Thomas > > Pin Interactive AB www.pininteractive.com > MSN ID: thomas at pininteractive.com > Skype ID: thomaswestin > Time zone: CET (GMT+1, PST+9) > ____________________________________________________ > Award Winning 3D Game for Blind and Sighted: > www.terraformers.nu > IGDA Game Accessibility SIG > www.igda.org/accessibility/ > > ------------------------------------------------ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access >________________ >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu Oct 6 02:04:06 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Thu, 6 Oct 2005 01:04:06 -0500 Subject: [games_access] No more meetings this week :) Message-ID: <92d32719.46d991e5.81a9800@expms2.cites.uiuc.edu> Hi everyone, Thanks to everyone who helped out with the SIG Tutorial write up. Everything is just about wrapped up and ready to send out. I'll send out the final versions tomorrow afternoon. I have a meeting tomorrow at our regular meeting time that was scheduled late today so I won't be able to meet tomorrow. But since we're mostly all set, I don't think we need to meet online again. So no meeting tomorrow, Thursday, or Friday. Thanks again everyone for your help in getting this together quickly! Michelle From jason at igda.org Wed Oct 19 10:39:56 2005 From: jason at igda.org (Jason Della Rocca) Date: Wed, 19 Oct 2005 10:39:56 -0400 Subject: [games_access] Developer Demographics/Diversity Report Message-ID: <6.2.1.2.0.20051019103953.02879d18@mail.igda.org> Hi all, Just a quick ping to point to our newest report: "Game Developer Demographics: An Exploration of Workforce Diversity" http://www.igda.org/diversity/report.php It is an interesting, and quick (ie, lots of pretty graphs), doc to read through... Jason ~~~~~~~~~~~~~~~~~ Jason Della Rocca Executive Director International Game Developers Association t: +1-514-426-1162 f: +1-514-426-1201 Montreal, Canada ~~~~~~~~~~~~~~~~~ http://www.igda.org/ http://www.realitypanic.com/ "Do or do not. There is no try." - Yoda From richard at audiogames.net Sun Oct 23 18:45:04 2005 From: richard at audiogames.net (AudioGames.net) Date: Mon, 24 Oct 2005 00:45:04 +0200 Subject: [games_access] Developer Demographics/Diversity Report References: <6.2.1.2.0.20051019103953.02879d18@mail.igda.org> Message-ID: <01f801c5d823$68f70000$29fc8418@Delletje> Hi, I also participated in this survey (but since I work in a non-english speaking country, my data was filtered from the results ;). Interesting to read that 13% of the people working in the game industry are disabled THEMSELVES! Here's a snip from page 18-19 (sorry for the inaccessible tables): ------------------------------------------------------------------------------------------------------------------ Disabilities 87% of respondents did not report having a disability. [Fig.9] Of the remaining 13%, mental and cognitive disabilities are the most prevalent. [Fig.10] This could be due to the fact that the mental and cognitive disability categories included common and/or treatable conditions such as depression and ADD/HD. Refer to Table 9 for an extended list of example disabilities that were provided for each category in the survey. Table 9: Disability Examples by Category Sight: Blind or partially sighted Hearing: Deaf or hard of hearing Cognitive: Dyslexia, ADD/HD, specific learning disability, autism, etc Mental: Depression, schizophrenia, etc Mobility: Paraplegia, quadriplegia, cerebral palsy, ALS, etc Opinions by Disability The opinion questions split by disability tend to follow a similar pattern to those split by gender. [Table5] In the first four questions, the two groups are very close to each other; however, they do diverge on the last three questions by a more significant amount. [Table10] Thus, those with disabilities also seem to have a more future-minded outlook. They seem to be optimistic about the direction in which the industry is moving. ------------------------------------------------------------------------------------------------------------------ Greets, Richard ----- Original Message ----- From: "Jason Della Rocca" To: Sent: Wednesday, October 19, 2005 4:39 PM Subject: [games_access] Developer Demographics/Diversity Report > Hi all, > > Just a quick ping to point to our newest report: > > "Game Developer Demographics: An Exploration of Workforce Diversity" > http://www.igda.org/diversity/report.php > > > It is an interesting, and quick (ie, lots of pretty graphs), doc to read > through... > > Jason > > ~~~~~~~~~~~~~~~~~ > Jason Della Rocca > Executive Director > International Game Developers Association > > t: +1-514-426-1162 > f: +1-514-426-1201 > Montreal, Canada > ~~~~~~~~~~~~~~~~~ > > http://www.igda.org/ > http://www.realitypanic.com/ > > "Do or do not. There is no try." > - Yoda > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Mon Oct 24 16:27:27 2005 From: rkimball at gmail.com (Reid Kimball) Date: Mon, 24 Oct 2005 15:27:27 -0500 Subject: [games_access] Ernest Adams mentions accessibility issues in article Message-ID: http://www.gamasutra.com/features/20051003/adams_01.shtml I'm glad he admitted he didn't know about the issues at first, which kept him from writing about it in his 1st publication of the Bill of Player's Rights. We still have much work to do I guess and GDC '06 will be big for us to get the word out. I'm thinking t-shirts, coffee mugs, hired entertainers! Well, maybe not... Also, my independent captioning group is now working on Quake4. Our project will be called, (drum roll please...) Quake4[CC], *ding!* -Reid From hinn at uiuc.edu Mon Oct 24 16:39:31 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Mon, 24 Oct 2005 15:39:31 -0500 Subject: [games_access] Ernest Adams mentions accessibility issues in article Message-ID: Nice!!! Thanks, Reid, for following up with him about that -- nice, honest response from Ernest. Yes GDC06! Speaking of...we need to start meeting again regularly so that we can get everything planned out now that we're officially on the program. :) More details coming soon -- How about starting up again monday, oct 31 (yep, halloween!) at 12noon (new york time)/11am (chicago time)? T-shirts and mugs...not a bad idea. Anyone have some cool logo ideas for a cafepress store? Michelle ---- Original message ---- >Date: Mon, 24 Oct 2005 15:27:27 -0500 >From: Reid Kimball >Subject: [games_access] Ernest Adams mentions accessibility issues in article >To: IGDA Games Accessibility SIG Mailing List > >http://www.gamasutra.com/features/20051003/adams_01.shtml > >I'm glad he admitted he didn't know about the issues at first, which >kept him from writing about it in his 1st publication of the Bill of >Player's Rights. We still have much work to do I guess and GDC '06 >will be big for us to get the word out. I'm thinking t- shirts, coffee >mugs, hired entertainers! Well, maybe not... > >Also, my independent captioning group is now working on Quake4. Our >project will be called, (drum roll please...) Quake4[CC], *ding!* > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Oct 24 16:55:44 2005 From: richard at audiogames.net (AudioGames.net) Date: Mon, 24 Oct 2005 22:55:44 +0200 Subject: [games_access] Ernest Adams mentions accessibility issues in article References: Message-ID: <001901c5d8dd$4d33a750$29fc8418@Delletje> GREAT NEWS! Thanks, Reid! ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, October 24, 2005 10:27 PM Subject: [games_access] Ernest Adams mentions accessibility issues in article http://www.gamasutra.com/features/20051003/adams_01.shtml I'm glad he admitted he didn't know about the issues at first, which kept him from writing about it in his 1st publication of the Bill of Player's Rights. We still have much work to do I guess and GDC '06 will be big for us to get the word out. I'm thinking t-shirts, coffee mugs, hired entertainers! Well, maybe not... Also, my independent captioning group is now working on Quake4. Our project will be called, (drum roll please...) Quake4[CC], *ding!* -Reid _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Mon Oct 24 17:50:55 2005 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 24 Oct 2005 22:50:55 +0100 Subject: [games_access] Ernest Adams mentions accessibility issues in article References: Message-ID: <000c01c5d8e5$02fd9210$0502a8c0@OneSwitch> Good work, Reid. Nice. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, October 24, 2005 9:27 PM Subject: [games_access] Ernest Adams mentions accessibility issues in article http://www.gamasutra.com/features/20051003/adams_01.shtml I'm glad he admitted he didn't know about the issues at first, which kept him from writing about it in his 1st publication of the Bill of Player's Rights. We still have much work to do I guess and GDC '06 will be big for us to get the word out. I'm thinking t-shirts, coffee mugs, hired entertainers! Well, maybe not... Also, my independent captioning group is now working on Quake4. Our project will be called, (drum roll please...) Quake4[CC], *ding!* -Reid _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Tue Oct 25 03:24:41 2005 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 25 Oct 2005 08:24:41 +0100 Subject: [games_access] Accessible Pinball References: Message-ID: <00c501c5d935$2aeebbf0$0502a8c0@OneSwitch> "The Unique Design Challenge of Pinball Simulations" is an interesting article (http://www.gamasutra.com/features/20051003/adams_01.shtml). Pinball Simulations seem like one of the most obvious genres of games that can be made highly accessible for many disabled gamers. Off the top of my head: 1. Game speed control. From VERY slow to how ever fast the designer wishes. 2. User-definable controls with the ability to mask multiple buttons to a single control. There's no reason why START, the plunger, LEFT flipper and RIGHT flipper couldn't all be operated by a single button. 3. Gap adjustment for how widely the flippers are spaced apart. Or alternatively, bounce pins for the gutters (not sure on the terms, but something to help stop the ball going out of play so easily). 4. 3D sound that can be exagerated to aid partially sighted/blind gamers. 5. Simple, clear menus that can be spoken. 6. Simplified graphics modes. E.g. just the outlines of the playing field. Perhaps with a line thickness control. 7. Variety of viewing angles, including one that tracks the ball at various overhead distances. 8. Wide difficulty level settings (choice of balls, ease of play). As for the Cafe Press idea - who designed the AudioGames logo? Might they be able to come up with something that catches all? Might be an idea to use something including the blue badge symbol, as it's so well known around the world. Halloween Monday sounds good to me Michelle. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, October 24, 2005 9:39 PM Subject: Re: [games_access] Ernest Adams mentionsaccessibility issues in article > Nice!!! Thanks, Reid, for following up with him about that -- > nice, honest response from Ernest. > > Yes GDC06! Speaking of...we need to start meeting again > regularly so that we can get everything planned out now that > we're officially on the program. :) More details coming > soon -- How about starting up again monday, oct 31 (yep, > halloween!) at 12noon (new york time)/11am (chicago time)? > > T-shirts and mugs...not a bad idea. Anyone have some cool > logo ideas for a cafepress store? > > Michelle > > ---- Original message ---- >>Date: Mon, 24 Oct 2005 15:27:27 -0500 >>From: Reid Kimball >>Subject: [games_access] Ernest Adams mentions accessibility > issues in article >>To: IGDA Games Accessibility SIG Mailing List > >> >>http://www.gamasutra.com/features/20051003/adams_01.shtml >> >>I'm glad he admitted he didn't know about the issues at > first, which >>kept him from writing about it in his 1st publication of > the Bill of >>Player's Rights. We still have much work to do I guess and > GDC '06 >>will be big for us to get the word out. I'm thinking t- > shirts, coffee >>mugs, hired entertainers! Well, maybe not... >> >>Also, my independent captioning group is now working on > Quake4. Our >>project will be called, (drum roll please...) Quake4[CC], > *ding!* >> >>-Reid >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From j.chetwynd at btinternet.com Tue Oct 25 03:57:08 2005 From: j.chetwynd at btinternet.com (Jonathan Chetwynd) Date: Tue, 25 Oct 2005 08:57:08 +0100 Subject: [games_access] Ernest Adams mentions accessibility issues in article In-Reply-To: References: Message-ID: <0F208338-8064-4D4C-ADFB-278B0D1B2402@btinternet.com> Reid: excellent progress! Congratulations Michelle: please try to include GDC Europe '06 in your plans, If we can get confirmation on this event, I can spend some regular time preparing, inviting etc.... regards Jonathan Chetwynd Accessibility Consultant on Learning Disabilities and the Internet 29 Crimsworth Road SW8 4RJ 020 7978 1764 From agdev at thechases.com Tue Oct 25 10:55:53 2005 From: agdev at thechases.com (Tim Chase) Date: Tue, 25 Oct 2005 09:55:53 -0500 Subject: [games_access] "Top 10" list for GDC Message-ID: <435E4779.3010102@thechases.com> I've updated the "Top 10" page with what I feel to be a good list, though as usual, comments from the peanut gallery are always welcome :) You should be able to find the online copy at http://www.igda.org/wiki/index.php/Top_Ten but for you who are impatient like myself: 1. allow all controls (mouse, keyboard, gamepad) to be remapped 2. add closed-captioning for all dialog and important sound-effects 3. provide help files in an accessible format (HTML or plain-text) 4. provide variable degrees of aiming assistance/auto-targeting 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 audio 9. allow for time-scaling 10. one more idea here I'm still looking for a good candidate for #10, my first though is to make it something like "get out there and do what you can from this list to make a difference". A list of ideas is nice, but not doing any of them fails to benefit anybody. Additionally, I'm taking suggestions for the format in which to put it. A little off-list dialog with Michelle seemed to show that while bookmarks are nice, fitting all these ideas onto a bookmark requires a fairly small font. Don't want to make our "how to be more accessible" list hard on those with poor eyesight :) While some of us have minimal problems with 7-point font, I'm sure most folks would smack me for trying that stunt. A full 8.5"x11" piece of paper was a bit large, hard to fill, and kinda unwieldy in general. My favorite ideas so far are half-sheets of paper...either of regular 8.5"x11" or of legal 8.5"x14", making the final result 5.5"x8.5" or 7"x8.5". I like the half-a-regular-sheet for the simplicity, but I like the half-a-legal-sheet for the asthetic dimensions (it looks and feels more like a "reference card" sort of sheet) Comments, suggestions, ideas, etc. are all welcome. Hey, it's a wiki...you can even tweak it yourself :) -tim From hinn at uiuc.edu Tue Oct 25 13:35:26 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Tue, 25 Oct 2005 12:35:26 -0500 Subject: [games_access] "Top 10" list for GDC Message-ID: <6ee8c031.50e1a963.db93100@expms2.cites.uiuc.edu> thanks, tim, for this! this will be linked from the sig gdc roundtable info on the gdc website so that people can watch and participate in the discussion about the top ten if they like before and after the gdc! wiki's = fun! :) michelle ---- Original message ---- >Date: Tue, 25 Oct 2005 09:55:53 -0500 >From: Tim Chase >Subject: [games_access] "Top 10" list for GDC >To: IGDA Games Accessibility SIG Mailing List > >I've updated the "Top 10" page with what I feel to be a good >list, though as usual, comments from the peanut gallery are >always welcome :) > >You should be able to find the online copy at > >http://www.igda.org/wiki/index.php/Top_Ten > >but for you who are impatient like myself: > > 1. allow all controls (mouse, keyboard, gamepad) > to be remapped > 2. add closed-captioning for all dialog and important > sound-effects > 3. provide help files in an accessible format > (HTML or plain-text) > 4. provide variable degrees of aiming > assistance/auto-targeting > 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 audio > 9. allow for time-scaling > 10. one more idea here > >I'm still looking for a good candidate for #10, my first though >is to make it something like "get out there and do what you can >from this list to make a difference". A list of ideas is nice, >but not doing any of them fails to benefit anybody. > >Additionally, I'm taking suggestions for the format in which to >put it. A little off-list dialog with Michelle seemed to show >that while bookmarks are nice, fitting all these ideas onto a >bookmark requires a fairly small font. Don't want to make our >"how to be more accessible" list hard on those with poor eyesight >:) While some of us have minimal problems with 7-point font, I'm >sure most folks would smack me for trying that stunt. A full >8.5"x11" piece of paper was a bit large, hard to fill, and kinda >unwieldy in general. My favorite ideas so far are half- sheets of >paper...either of regular 8.5"x11" or of legal 8.5"x14", making >the final result 5.5"x8.5" or 7"x8.5". I like the >half-a-regular-sheet for the simplicity, but I like the >half-a-legal-sheet for the asthetic dimensions (it looks and >feels more like a "reference card" sort of sheet) > >Comments, suggestions, ideas, etc. are all welcome. Hey, it's a >wiki...you can even tweak it yourself :) > >-tim > > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Tue Oct 25 13:42:31 2005 From: richard at audiogames.net (AudioGames.net) Date: Tue, 25 Oct 2005 19:42:31 +0200 Subject: [games_access] Accessible Pinball References: <00c501c5d935$2aeebbf0$0502a8c0@OneSwitch> Message-ID: <00d901c5d98b$7a1d28a0$bec85dd5@Delletje> Hi Barrie, I designed the AudioGames.net personally. For our Game Accessibility project I also designed a similar logo, of a white joystick with red stripes, mixing the traditional blind cane with a joystick. Will show it to you when the project launches (a month or so I hope). I've made a couple of designs for this project. I might have something laying around that we can use. Greets, Richard ----- Original Message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, October 25, 2005 9:24 AM Subject: [games_access] Accessible Pinball > "The Unique Design Challenge of Pinball Simulations" is an interesting > article (http://www.gamasutra.com/features/20051003/adams_01.shtml). > Pinball Simulations seem like one of the most obvious genres of games that > can be made highly accessible for many disabled gamers. Off the top of my > head: > > 1. Game speed control. From VERY slow to how ever fast the designer > wishes. > 2. User-definable controls with the ability to mask multiple buttons to a > single control. There's no reason why START, the plunger, LEFT flipper and > RIGHT flipper couldn't all be operated by a single button. > 3. Gap adjustment for how widely the flippers are spaced apart. Or > alternatively, bounce pins for the gutters (not sure on the terms, but > something to help stop the ball going out of play so easily). > 4. 3D sound that can be exagerated to aid partially sighted/blind gamers. > 5. Simple, clear menus that can be spoken. > 6. Simplified graphics modes. E.g. just the outlines of the playing field. > Perhaps with a line thickness control. > 7. Variety of viewing angles, including one that tracks the ball at > various overhead distances. > 8. Wide difficulty level settings (choice of balls, ease of play). > > > As for the Cafe Press idea - who designed the AudioGames logo? Might they > be able to come up with something that catches all? Might be an idea to > use something including the blue badge symbol, as it's so well known > around the world. > > Halloween Monday sounds good to me Michelle. > > Barrie > www.OneSwitch.org.uk > > > > > > > > ----- Original Message ----- > From: > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Monday, October 24, 2005 9:39 PM > Subject: Re: [games_access] Ernest Adams mentionsaccessibility issues in > article > > >> Nice!!! Thanks, Reid, for following up with him about that -- >> nice, honest response from Ernest. >> >> Yes GDC06! Speaking of...we need to start meeting again >> regularly so that we can get everything planned out now that >> we're officially on the program. :) More details coming >> soon -- How about starting up again monday, oct 31 (yep, >> halloween!) at 12noon (new york time)/11am (chicago time)? >> >> T-shirts and mugs...not a bad idea. Anyone have some cool >> logo ideas for a cafepress store? >> >> Michelle >> >> ---- Original message ---- >>>Date: Mon, 24 Oct 2005 15:27:27 -0500 >>>From: Reid Kimball >>>Subject: [games_access] Ernest Adams mentions accessibility >> issues in article >>>To: IGDA Games Accessibility SIG Mailing List >> >>> >>>http://www.gamasutra.com/features/20051003/adams_01.shtml >>> >>>I'm glad he admitted he didn't know about the issues at >> first, which >>>kept him from writing about it in his 1st publication of >> the Bill of >>>Player's Rights. We still have much work to do I guess and >> GDC '06 >>>will be big for us to get the word out. I'm thinking t- >> shirts, coffee >>>mugs, hired entertainers! Well, maybe not... >>> >>>Also, my independent captioning group is now working on >> Quake4. Our >>>project will be called, (drum roll please...) Quake4[CC], >> *ding!* >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Oct 25 13:53:48 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Tue, 25 Oct 2005 12:53:48 -0500 Subject: [games_access] Ernest Adams mentions accessibility issues in article Message-ID: >Michelle: please try to include GDC Europe '06 in your plans, If we >can get confirmation on this event, I can spend some regular time >preparing, inviting etc.... Hi Jonathan -- yes, let me know when you hear about the call for proposals. I normally get an email about it too but let's be on the lookout for it the second it comes out. We have enough stuff to easily get a proposal in quickly. Thanks! Michelle From richard at audiogames.net Tue Oct 25 17:16:12 2005 From: richard at audiogames.net (AudioGames.net) Date: Tue, 25 Oct 2005 23:16:12 +0200 Subject: [games_access] Accessible Pinball References: <00c501c5d935$2aeebbf0$0502a8c0@OneSwitch> Message-ID: <002501c5d9a9$53d92f90$bec85dd5@Delletje> Hi, I forgot the White Cane/Joystick- symbol design I made was already published in this article: http://www.accessibility.nl/internet/artikelen/gametoegankelijkheid (a Dutch article on Game Accessibility) Greets, Richard ----- Original Message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, October 25, 2005 9:24 AM Subject: [games_access] Accessible Pinball > "The Unique Design Challenge of Pinball Simulations" is an interesting > article (http://www.gamasutra.com/features/20051003/adams_01.shtml). > Pinball Simulations seem like one of the most obvious genres of games that > can be made highly accessible for many disabled gamers. Off the top of my > head: > > 1. Game speed control. From VERY slow to how ever fast the designer > wishes. > 2. User-definable controls with the ability to mask multiple buttons to a > single control. There's no reason why START, the plunger, LEFT flipper and > RIGHT flipper couldn't all be operated by a single button. > 3. Gap adjustment for how widely the flippers are spaced apart. Or > alternatively, bounce pins for the gutters (not sure on the terms, but > something to help stop the ball going out of play so easily). > 4. 3D sound that can be exagerated to aid partially sighted/blind gamers. > 5. Simple, clear menus that can be spoken. > 6. Simplified graphics modes. E.g. just the outlines of the playing field. > Perhaps with a line thickness control. > 7. Variety of viewing angles, including one that tracks the ball at > various overhead distances. > 8. Wide difficulty level settings (choice of balls, ease of play). > > > As for the Cafe Press idea - who designed the AudioGames logo? Might they > be able to come up with something that catches all? Might be an idea to > use something including the blue badge symbol, as it's so well known > around the world. > > Halloween Monday sounds good to me Michelle. > > Barrie > www.OneSwitch.org.uk > > > > > > > > ----- Original Message ----- > From: > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Monday, October 24, 2005 9:39 PM > Subject: Re: [games_access] Ernest Adams mentionsaccessibility issues in > article > > >> Nice!!! Thanks, Reid, for following up with him about that -- >> nice, honest response from Ernest. >> >> Yes GDC06! Speaking of...we need to start meeting again >> regularly so that we can get everything planned out now that >> we're officially on the program. :) More details coming >> soon -- How about starting up again monday, oct 31 (yep, >> halloween!) at 12noon (new york time)/11am (chicago time)? >> >> T-shirts and mugs...not a bad idea. Anyone have some cool >> logo ideas for a cafepress store? >> >> Michelle >> >> ---- Original message ---- >>>Date: Mon, 24 Oct 2005 15:27:27 -0500 >>>From: Reid Kimball >>>Subject: [games_access] Ernest Adams mentions accessibility >> issues in article >>>To: IGDA Games Accessibility SIG Mailing List >> >>> >>>http://www.gamasutra.com/features/20051003/adams_01.shtml >>> >>>I'm glad he admitted he didn't know about the issues at >> first, which >>>kept him from writing about it in his 1st publication of >> the Bill of >>>Player's Rights. We still have much work to do I guess and >> GDC '06 >>>will be big for us to get the word out. I'm thinking t- >> shirts, coffee >>>mugs, hired entertainers! Well, maybe not... >>> >>>Also, my independent captioning group is now working on >> Quake4. Our >>>project will be called, (drum roll please...) Quake4[CC], >> *ding!* >>> >>>-Reid >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Wed Oct 26 00:06:04 2005 From: rkimball at gmail.com (Reid Kimball) Date: Tue, 25 Oct 2005 23:06:04 -0500 Subject: [games_access] "Top 10" list for GDC In-Reply-To: <6ee8c031.50e1a963.db93100@expms2.cites.uiuc.edu> References: <6ee8c031.50e1a963.db93100@expms2.cites.uiuc.edu> Message-ID: I may be insensitive here but I think some are going a little too far with our "accessibility for all, in all media" mantra. I suggest we focus on games instead. I don't think we should become experts in how to make a piece of paper accessible. People with vision impairments typically carry tools with them to help cope with the world around them, like a magnifying glass, in addition to glasses, I would think. I wear contacts/glasses, does that mean I demand that all road signs have fonts in hundreds of feet in size so my less than 20/20 vision can read them? Let's focus on getting our information out there about how to develop the tools gamers can use that help them play games. Each accessiblity feature will become the canes, glasses, and ramps that help disabled gamers play more, let's not let the accessiblity issues of a bookmark or website or survey get in the way of us educating developers. -Reid On 10/25/05, hinn at uiuc.edu wrote: > thanks, tim, for this! > > this will be linked from the sig gdc roundtable info on the > gdc website so that people can watch and participate in the > discussion about the top ten if they like before and after > the gdc! > > wiki's = fun! :) > > michelle > > ---- Original message ---- > >Date: Tue, 25 Oct 2005 09:55:53 -0500 > >From: Tim Chase > >Subject: [games_access] "Top 10" list for GDC > >To: IGDA Games Accessibility SIG Mailing List > > > > >I've updated the "Top 10" page with what I feel to be a good > >list, though as usual, comments from the peanut gallery are > >always welcome :) > > > >You should be able to find the online copy at > > > >http://www.igda.org/wiki/index.php/Top_Ten > > > >but for you who are impatient like myself: > > > > 1. allow all controls (mouse, keyboard, gamepad) > > to be remapped > > 2. add closed-captioning for all dialog and important > > sound-effects > > 3. provide help files in an accessible format > > (HTML or plain-text) > > 4. provide variable degrees of aiming > > assistance/auto-targeting > > 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 audio > > 9. allow for time-scaling > > 10. one more idea here > > > >I'm still looking for a good candidate for #10, my first > though > >is to make it something like "get out there and do what you > can > >from this list to make a difference". A list of ideas is > nice, > >but not doing any of them fails to benefit anybody. > > > >Additionally, I'm taking suggestions for the format in > which to > >put it. A little off-list dialog with Michelle seemed to > show > >that while bookmarks are nice, fitting all these ideas onto > a > >bookmark requires a fairly small font. Don't want to make > our > >"how to be more accessible" list hard on those with poor > eyesight > >:) While some of us have minimal problems with 7-point > font, I'm > >sure most folks would smack me for trying that stunt. A > full > >8.5"x11" piece of paper was a bit large, hard to fill, and > kinda > >unwieldy in general. My favorite ideas so far are half- > sheets of > >paper...either of regular 8.5"x11" or of legal 8.5"x14", > making > >the final result 5.5"x8.5" or 7"x8.5". I like the > >half-a-regular-sheet for the simplicity, but I like the > >half-a-legal-sheet for the asthetic dimensions (it looks and > >feels more like a "reference card" sort of sheet) > > > >Comments, suggestions, ideas, etc. are all welcome. Hey, > it's a > >wiki...you can even tweak it yourself :) > > > >-tim > > > > > > > > > > > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From rkimball at gmail.com Wed Oct 26 00:29:43 2005 From: rkimball at gmail.com (Reid Kimball) Date: Tue, 25 Oct 2005 23:29:43 -0500 Subject: [games_access] "Top 10" list for GDC In-Reply-To: References: <6ee8c031.50e1a963.db93100@expms2.cites.uiuc.edu> Message-ID: Number 10 should be something like: 10. Show on your game packaging material that you offer accessibility features. If you close caption the game, use the [CC] symbol. Specify whether it is subtitled only, sfx only or both. If you game has other accessibility features, use icons to indicate their presence. Many people who have a disability have no way of know if a game will be playable by them until they buy the game. If it is not playable due to a lack of accessibility features, they are not able to return the game and get their money back. -Reid On 10/25/05, Reid Kimball wrote: > I may be insensitive here but I think some are going a little too far > with our "accessibility for all, in all media" mantra. I suggest we > focus on games instead. I don't think we should become experts in how > to make a piece of paper accessible. People with vision impairments > typically carry tools with them to help cope with the world around > them, like a magnifying glass, in addition to glasses, I would think. > I wear contacts/glasses, does that mean I demand that all road signs > have fonts in hundreds of feet in size so my less than 20/20 vision > can read them? Let's focus on getting our information out there about > how to develop the tools gamers can use that help them play games. > Each accessiblity feature will become the canes, glasses, and ramps > that help disabled gamers play more, let's not let the accessiblity > issues of a bookmark or website or survey get in the way of us > educating developers. > > -Reid > > On 10/25/05, hinn at uiuc.edu wrote: > > thanks, tim, for this! > > > > this will be linked from the sig gdc roundtable info on the > > gdc website so that people can watch and participate in the > > discussion about the top ten if they like before and after > > the gdc! > > > > wiki's = fun! :) > > > > michelle > > > > ---- Original message ---- > > >Date: Tue, 25 Oct 2005 09:55:53 -0500 > > >From: Tim Chase > > >Subject: [games_access] "Top 10" list for GDC > > >To: IGDA Games Accessibility SIG Mailing List > > > > > > > >I've updated the "Top 10" page with what I feel to be a good > > >list, though as usual, comments from the peanut gallery are > > >always welcome :) > > > > > >You should be able to find the online copy at > > > > > >http://www.igda.org/wiki/index.php/Top_Ten > > > > > >but for you who are impatient like myself: > > > > > > 1. allow all controls (mouse, keyboard, gamepad) > > > to be remapped > > > 2. add closed-captioning for all dialog and important > > > sound-effects > > > 3. provide help files in an accessible format > > > (HTML or plain-text) > > > 4. provide variable degrees of aiming > > > assistance/auto-targeting > > > 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 audio > > > 9. allow for time-scaling > > > 10. one more idea here > > > > > >I'm still looking for a good candidate for #10, my first > > though > > >is to make it something like "get out there and do what you > > can > > >from this list to make a difference". A list of ideas is > > nice, > > >but not doing any of them fails to benefit anybody. > > > > > >Additionally, I'm taking suggestions for the format in > > which to > > >put it. A little off-list dialog with Michelle seemed to > > show > > >that while bookmarks are nice, fitting all these ideas onto > > a > > >bookmark requires a fairly small font. Don't want to make > > our > > >"how to be more accessible" list hard on those with poor > > eyesight > > >:) While some of us have minimal problems with 7-point > > font, I'm > > >sure most folks would smack me for trying that stunt. A > > full > > >8.5"x11" piece of paper was a bit large, hard to fill, and > > kinda > > >unwieldy in general. My favorite ideas so far are half- > > sheets of > > >paper...either of regular 8.5"x11" or of legal 8.5"x14", > > making > > >the final result 5.5"x8.5" or 7"x8.5". I like the > > >half-a-regular-sheet for the simplicity, but I like the > > >half-a-legal-sheet for the asthetic dimensions (it looks and > > >feels more like a "reference card" sort of sheet) > > > > > >Comments, suggestions, ideas, etc. are all welcome. Hey, > > it's a > > >wiki...you can even tweak it yourself :) > > > > > >-tim > > > > > > > > > > > > > > > > > >_______________________________________________ > > >games_access mailing list > > >games_access at igda.org > > >http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > From agdev at thechases.com Wed Oct 26 11:40:16 2005 From: agdev at thechases.com (Tim Chase) Date: Wed, 26 Oct 2005 10:40:16 -0500 Subject: [games_access] "Top 10" list for GDC In-Reply-To: References: <6ee8c031.50e1a963.db93100@expms2.cites.uiuc.edu> Message-ID: <435FA360.6010401@thechases.com> > 10. Show on your game packaging material that you offer > accessibility features. Excellent idea. I've added it to the wiki and will start in on a print version. I think I'll go with a half-legal "cheat-sheet" layout unless anybody has great gripes about it. -tim PS: Michelle, is there access to paper-colors other than white for legal-sized stock? And what sort of color printing method would be used? (wax, dye, standard inkjet, etc) Printing on colored paper impacts some methods more than others...wax color can print nicely on a variety of colored stock, while dyes and inkjets can bleed the paper-color a bit. From hinn at uiuc.edu Wed Oct 26 12:02:02 2005 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Wed, 26 Oct 2005 11:02:02 -0500 Subject: [games_access] "Top 10" list for GDC Message-ID: <3e99a8d5.515cf180.da2ca00@expms2.cites.uiuc.edu> hi reid -- i think the main issue was that putting the list on a small bookmark was just plain too small -- it didn't give us enough room to include the list without it looking like that size 2 font medical warnings information text that comes with prescriptions that no one bothers to read. so it was more of a matter of printing the list in a format that was just generally easier to read in a regular size font like 10 or 12. don't worry -- we're not going to become the bookmark accessibility sig. :) michelle ---- Original message ---- >Date: Tue, 25 Oct 2005 23:06:04 -0500 >From: Reid Kimball >Subject: Re: [games_access] "Top 10" list for GDC >To: IGDA Games Accessibility SIG Mailing List > >I may be insensitive here but I think some are going a little too far >with our "accessibility for all, in all media" mantra. I suggest we >focus on games instead. I don't think we should become experts in how >to make a piece of paper accessible. People with vision impairments >typically carry tools with them to help cope with the world around >them, like a magnifying glass, in addition to glasses, I would think. >I wear contacts/glasses, does that mean I demand that all road signs >have fonts in hundreds of feet in size so my less than 20/20 vision >can read them? Let's focus on getting our information out there about >how to develop the tools gamers can use that help them play games. >Each accessiblity feature will become the canes, glasses, and ramps >that help disabled gamers play more, let's not let the accessiblity >issues of a bookmark or website or survey get in the way of us >educating developers. > >-Reid > >On 10/25/05, hinn at uiuc.edu wrote: >> thanks, tim, for this! >> >> this will be linked from the sig gdc roundtable info on the >> gdc website so that people can watch and participate in the >> discussion about the top ten if they like before and after >> the gdc! >> >> wiki's = fun! :) >> >> michelle >> >> ---- Original message ---- >> >Date: Tue, 25 Oct 2005 09:55:53 -0500 >> >From: Tim Chase >> >Subject: [games_access] "Top 10" list for GDC >> >To: IGDA Games Accessibility SIG Mailing List >> >> > >> >I've updated the "Top 10" page with what I feel to be a good >> >list, though as usual, comments from the peanut gallery are >> >always welcome :) >> > >> >You should be able to find the online copy at >> > >> >http://www.igda.org/wiki/index.php/Top_Ten >> > >> >but for you who are impatient like myself: >> > >> > 1. allow all controls (mouse, keyboard, gamepad) >> > to be remapped >> > 2. add closed-captioning for all dialog and important >> > sound-effects >> > 3. provide help files in an accessible format >> > (HTML or plain-text) >> > 4. provide variable degrees of aiming >> > assistance/auto-targeting >> > 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 audio >> > 9. allow for time-scaling >> > 10. one more idea here >> > >> >I'm still looking for a good candidate for #10, my first >> though >> >is to make it something like "get out there and do what you >> can >> >from this list to make a difference". A list of ideas is >> nice, >> >but not doing any of them fails to benefit anybody. >> > >> >Additionally, I'm taking suggestions for the format in >> which to >> >put it. A little off-list dialog with Michelle seemed to >> show >> >that while bookmarks are nice, fitting all these ideas onto >> a >> >bookmark requires a fairly small font. Don't want to make >> our >> >"how to be more accessible" list hard on those with poor >> eyesight >> >:) While some of us have minimal problems with 7-point >> font, I'm >> >sure most folks would smack me for trying that stunt. A >> full >> >8.5"x11" piece of paper was a bit large, hard to fill, and >> kinda >> >unwieldy in general. My favorite ideas so far are half- >> sheets of >> >paper...either of regular 8.5"x11" or of legal 8.5"x14", >> making >> >the final result 5.5"x8.5" or 7"x8.5". I like the >> >half-a-regular-sheet for the simplicity, but I like the >> >half-a-legal-sheet for the asthetic dimensions (it looks and >> >feels more like a "reference card" sort of sheet) >> > >> >Comments, suggestions, ideas, etc. are all welcome. Hey, >> it's a >> >wiki...you can even tweak it yourself :) >> > >> >-tim >> > >> > >> > >> > >> > >> >_______________________________________________ >> >games_access mailing list >> >games_access at igda.org >> >http://seven.pairlist.net/mailman/listinfo/games_access >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Wed Oct 26 08:50:45 2005 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 26 Oct 2005 13:50:45 +0100 Subject: [games_access] "Top 10" list number 10 References: <6ee8c031.50e1a963.db93100@expms2.cites.uiuc.edu> Message-ID: <000001c5da5b$c6483ff0$0502a8c0@OneSwitch> How did we miss your number 10 out, Reid!? Packaging accessibility logos/symbols would need some thorough thought as how to standardise and best implement. As for the CC symbol, I wonder if it would be good to tie it up with the graded accessibility system www.DeafGamers.com use, as they are so well established already? I think a catch all "accessibility features in this game" logo would be essential too. As for your thoughts around "accessibility for all, in all media", I personally think it right for us to aspire to making things as accessible as we can balanced against time constraints, and the value of getting the thoughts out there. The survey is important, but a huge swathe of learning disabled people would find it inaccessible due to the language and format used. Perhaps we could get an organisation like www.symbolworld.org involved? As to the SIG GA web-site, it would definitely benefit from more images, and simpler navigation. Time is always an issue though, and I certainly don't want to knock anybody's efforts. It's great to have a web-site pulling together such diverse work, and it will be great to have any survey out there, promoted well. Cheers, Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, October 26, 2005 5:29 AM Subject: Re: [games_access] "Top 10" list for GDC Number 10 should be something like: 10. Show on your game packaging material that you offer accessibility features. If you close caption the game, use the [CC] symbol. Specify whether it is subtitled only, sfx only or both. If you game has other accessibility features, use icons to indicate their presence. Many people who have a disability have no way of know if a game will be playable by them until they buy the game. If it is not playable due to a lack of accessibility features, they are not able to return the game and get their money back. -Reid On 10/25/05, Reid Kimball wrote: > I may be insensitive here but I think some are going a little too far > with our "accessibility for all, in all media" mantra. I suggest we > focus on games instead. I don't think we should become experts in how > to make a piece of paper accessible. People with vision impairments > typically carry tools with them to help cope with the world around > them, like a magnifying glass, in addition to glasses, I would think. > I wear contacts/glasses, does that mean I demand that all road signs > have fonts in hundreds of feet in size so my less than 20/20 vision > can read them? Let's focus on getting our information out there about > how to develop the tools gamers can use that help them play games. > Each accessiblity feature will become the canes, glasses, and ramps > that help disabled gamers play more, let's not let the accessiblity > issues of a bookmark or website or survey get in the way of us > educating developers. > > -Reid From barrie.ellis at oneswitch.org.uk Wed Oct 26 09:14:06 2005 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 26 Oct 2005 14:14:06 +0100 Subject: [games_access] Peanuts from The Peanut Gallery - Top 10 Accessibility Features List References: <435E4779.3010102@thechases.com> Message-ID: <000101c5da5b$c6948b30$0502a8c0@OneSwitch> Hi Tim, Good work. A few questions and thoughts: > 1. allow all controls (mouse, keyboard, gamepad) > to be remapped Don't know quite how to word it, but it would also be very helpful if multiple functions could be remapped to individual buttons. E.g. with pinball, being able to make one button act as both flippers and the plunger can be very helpful. Perhaps, "...with the facility to map multiple functions to any button if required.". > 2. add closed-captioning for all dialog and important > sound-effects > 3. provide help files in an accessible format > (HTML or plain-text) Great, but what about console games? Perhaps on-line, downloadable instructions in HTML / plain-text? > 4. provide variable degrees of aiming > assistance/auto-targeting What about making this broader, as this sounds targetted (forgive the pun limping away) at FPS. What about simply "provide assist modes or training options", as this would cover all. > 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 audio > 9. allow for time-scaling Not sure what this means. Would this be the same as "Speed Control options"? > 10. Reid's suggestion of Accessibility symbols/info on packaging and > promo web-sites? As for the format, what about an A4 page split into two halves. One being in an Inaccessible format, and the other in a more accessible format? The inaccessible Top 10 could have a mix of blurred writing, obscure foreign text, tiny or squashed/stretched fonts, nasty colour combinations such as yellow text on white. The accessible Top 10 could be clear text (e.g. Arial font size 12 or bigger), black on white, with a web-link for the Top 10 list in greater detail, with a symbol / photo or two to emphasise what the list is about? A4 would be easy to photocopy/print out from hard copies distributed at GDC, but I think we should also get an version on line that people can spread by downloading, e-mailing, and printing straight out. Cheers, Barrie www.OneSwitch.org.uk From agdev at thechases.com Wed Oct 26 15:02:16 2005 From: agdev at thechases.com (Tim Chase) Date: Wed, 26 Oct 2005 14:02:16 -0500 Subject: [games_access] Peanuts from The Peanut Gallery - Top 10 Accessibility Features List In-Reply-To: <000101c5da5b$c6948b30$0502a8c0@OneSwitch> References: <435E4779.3010102@thechases.com> <000101c5da5b$c6948b30$0502a8c0@OneSwitch> Message-ID: <435FD2B8.8010700@thechases.com> Barrie, It's a good thing I like peanuts :*) > Don't know quite how to word it, but it would also be very > helpful if multiple functions could be remapped to individual > buttons. E.g. with pinball, being able to make one button act > as both flippers and the plunger can be very helpful. > Perhaps, "...with the facility to map multiple functions to > any button if required.". Some games have provided this by accident (a tomb-raider game, IIRC, where I accidently mapped "action" and "jump" to the same key which prevented me from instantiating any "actions" because Lara would jump, misaligning with the target switch when the "action" triggered). It usually takes a great deal of intention to do this (meaningfuly). Pinball is a great example of an anomily...most games I've played would be irksome (to say the least) if things got mapped in pairs. However, by leaving it as a generic "allow all controls to be remapped", that can be left open. > Great, but what about console games? Perhaps on-line, > downloadable instructions in HTML / plain-text? Sounds good to me :) I'll genericify it a bit to "documentation", not just "help files" > What about making this broader, as this sounds targetted > (forgive the pun limping away) at FPS. What about simply > "provide assist modes or training options", as this would > cover all. Another excellent suggestion. >> 9. allow for time-scaling > > Not sure what this means. Would this be the same as "Speed > Control options"? yes, that's sorta what I was getting at. I'll change it to "Speed Control" unless someone can come up with something that makes it obvious what we're trying to get at here. The ability to speed-up or slow-down the game to adapt to players' reaction/cognition speeds. > As for the format, what about an A4 page split into two > halves. One being in an Inaccessible format, and the other in > a more accessible format? (the mathematician in me loves the beauty of the A5/A4/A3/... system) A5 (half an A4) falls between my two candidates...half a "regular" and half a "legal" sheet, and would be about the size I'm aiming for. I guess it would depend on what support & paper are available on whatever printer Michelle (or another IGDA rep, whoever would be printing them) has on hand. The accessible/inaccessable is a nice idea. I think I'd go front/back rather than side-by-side. Any other thoughts on this? Brilliant idea or bogus idea? > A4 would be easy to photocopy/print out from hard copies > distributed at GDC, but I think we should also get an version > on line that people can spread by downloading, e-mailing, and > printing straight out. Well, since I'll be shipping the result to Michelle in PDF, it's easy to post online too :) Additionally, the raw fodder is on the wiki. I can crank out a web-page and/or plain-text version of matters too if folks wanted to email/link them around. Thanks again, -tim