[games_access] Future Play 2006

Reid Kimball rkimball at gmail.com
Mon Aug 7 11:19:49 EDT 2006


I'd like to help, but I don't know of Eelke's Usability Interaction
Design Patterns. Any info on this?

-Reid

On 8/6/06, AudioGames.net <richard at audiogames.net> wrote:
> Hi again,
>
> Concerning the top 10:
>
> I think we've come to learn from the past year (especially after Eelke's
> presentation at Develop Brighton*) that the list needs some work since
> "Provide assist modes such as auto-targeting, training options, etc." and
> "Add audio tags to all significant elements including actors, doors, items,
> resulting actions, etc." are too general and not practical for game
> designers.
> I'd say *now*  is a good time to rethink the original list and make an
> improved second draft, possible making use of another format, such as
> Eelke's Usability Interaction Design Patterns.
>
> What do you think?
>
> Greets,
>
> Richard
>
>
> * I have not yet been able to do an mp3 of all sessions, working on it...
>
>
>
> ----- Original Message -----
> From: "d. michelle hinn" <hinn at uiuc.edu>
> To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
> Sent: Monday, August 07, 2006 7:08 AM
> Subject: Re: [games_access] Future Play 2006
>
>
> > yeah, richard is great at making really eye catching fliers -- i'm
> > wondering if we could have the top ten list on the back of one of your
> > "attend our session" fliers?
> >
> > so i'm planning on joining kevin at future play to try and increase our
> > coverage (two people networking helps!). :)
> >
> > michelle
> >
> >>Hi,
> >>
> >>Good idea, Kevin! If there's anything I can do (write stuff, do some
> >>graphic design, whatever), please email me!
> >>
> >>Greets,
> >>
> >>Richard!
> >>
> >>----- Original Message ----- From: "Kevin J. Bierre" <kjb at it.rit.edu>
> >>To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
> >>Sent: Friday, August 04, 2006 4:43 PM
> >>Subject: [games_access] Future Play 2006
> >>
> >>
> >>Just so everyone is up to date: In one of our recent online meetings, I
> >>brought up the possibility of doing a poster session at Future Play 2006.
> >>Future Play is a conference that is supposed to bring academics and
> >>industry leaders together. This one will
> >>be held in London, Ontario (Canada) at the University of Western Ontario
> >>on October 10 - 12.
> >>
> >>Because of the large number of game development schools that will be
> >>present, this would be an ideal location to get the word out and hopefully
> >>get people thinking about accessibility.
> >>
> >>The following is the abstract I plan to submit. If you have any
> >>suggestions or comments, please let me know. I have until Aug 18th to
> >>submit the abstract, so there is time to make any required changes.
> >>
> >>Future Play 2006 Poster Abstract
> >>
> >>Kevin Bierre:  [ mailto:kjb at it.rit.edu ]kjb at it.rit.edu  (Member of the
> >>IGDA Game Accessibility SIG)
> >>
> >>The IGDA Game Accessibility SIG has been presenting on the topic of game
> >>accessibility at conferences over the last two years. We feel that this is
> >>a very important topic that is not adequately addressed within the
> >>commercial game industry, or within
> >>academic game development programs.
> >>
> >>We would like to present a poster at Future Play 2006 on what game
> >>accessibility is, why it is needed, and some simple ways to provide
> >>accessibility when creating games.
> >>
> >>The game accessibility definition would be the one our group has defined
> >>over the past three years.
> >>
> >>The section on why accessibility is needed would cover the following
> >>areas:
> >>1. Statistics: the number of people with various disabilities.
> >>2. Legal reasons for providing accessibility.
> >>3. Economic reasons for providing accessibility.
> >>4. Moral reasons for providing accessibility.
> >>5. Effects that various disabilities have on the ability to play games.
> >>
> >>We have come up with a "top ten" list of ways that will allow developers
> >>to provide accessibility:
> >>1. Allow all controls to be remapped.
> >>2. Add closed-captioning to all dialog and important sound effects.
> >>3. Provide documentation in an accessible format such as HTML or plain
> >>text.
> >>4. Provide assist modes such as auto-targeting, training options, etc.
> >>5. Provide a broad range of difficulty levels.
> >>6. Make interface fonts scalable.
> >>7. Allow for high-contrast color-schemes.
> >>8. Add audio tags to all significant elements including actors, doors,
> >>items, resulting actions, etc.
> >>9. Allow for a varied range of control over play speed.
> >>10. Announce accessibility features on the packaging.
> >>
> >>A list of organizations that are working on game accessibility will be
> >>part of the poster.
> >>
> >>Because this conference brings both industry and academic leaders
> >>together, we feel this is a good venue to provide this information.
> >>
> >>
> >>Kevin Bierre,  Assistant Professor (kjb at it.rit.edu)
> >>Information Technology,  Rochester Institute of Technology 585-475-5358
> >>102 Lomb Memorial Drive Bldg 70B-2637
> >>Rochester, NY 14623
> >>
> >>
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