[games_access] personas and scenarios

d. michelle hinn hinn at uiuc.edu
Fri May 25 14:48:30 EDT 2007


  Thanks for the links, Lynn!

BTW, for scenario-based design, here are some links:

John Carroll: 
http://ist.psu.edu/ist/directory/faculty/?EmployeeID=234 (my old 
teacher when I was getting my masters at Virginia Tech -- yes, we are 
known for more than just the recent tragedy...I'm still broken up 
about that. Hard not to be -- I wish that there was more aggressive 
funding to help treat people who are clearly hurting and ready to 
strike out in awful ways...)

Mary Beth Rosson: http://ist.psu.edu/ist/directory/faculty/?EmployeeID=235

Both have written and co-written many a textbook and articles on this 
-- I had a paper published years ago (not online that I can find 
right off) with Carroll and others in a research group I worked on 
that was on personas and scenarios for what users of a specific 
website would be looking for and whether or not they would likely 
visit just one time to get the info they need or be active returners 
to that website looking for updates.

The lab that Carroll and Rosson work in and lead is at 
http://hci.psu.edu/public/hci/Home

One of my best friends worked there as a post doc and is still 
involved in her new position with World Campus:
http://www.personal.psu.edu/faculty/c/b/cbm12/

So I'm going to write them and see if we can't get them involved and 
the persona/scenario idea as they have a LOT of funding that could 
really help us all make this work. Thanks Eelke for bringing this up 
and Lynn for her additional ideas -- It's funny how convergence 
happens! I hadn't really thought much about how my past can help 
here. The poet T.S. Eliot  said in his "Four Quartets" that (and I 
might not be quoting this exactly): we return to the place where we 
started and know it for the first time.

OK, OK...now I'm getting way too geeky. :D

Michelle

>Hi.
>
>I am not sure if I sent my last post directly to Eelke or to the list- sorry
>for any duplication.
>
>For those who aren't familiar with personas/scenarios, the Usability.gov
>website has some examples. The examples are NOT about people with
>disabilities, as far as I know, but they'll give you a good idea how it all
>works. 
>
>
>This will link you to the section about personas:
>http://www.usability.gov/templates/index.html#personas
>
>This is a link to all of the site's templates and examples, including
>consent forms:
>
>http://www.usability.gov/templates/
>
>There are other good resources out there- I've bookmarked a few on my other
>computer.
>
>  Michelle probably is the best source for this!
>
>-Lynn Marentette
>
>
>TechPsych
>Interactive Multimedia Technology
>
>-----Original Message-----
>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
>On Behalf Of games_access-request at igda.org
>Sent: Friday, May 25, 2007 4:45 AM
>To: games_access at igda.org
>Subject: games_access Digest, Vol 35, Issue 45
>
>Send games_access mailing list submissions to
>	games_access at igda.org
>
>To subscribe or unsubscribe via the World Wide Web, visit
>	http://seven.pairlist.net/mailman/listinfo/games_access
>or, via email, send a message with subject or body 'help' to
>	games_access-request at igda.org
>
>You can reach the person managing the list at
>	games_access-owner at igda.org
>
>When replying, please edit your Subject line so it is more specific than
>"Re: Contents of games_access digest..."
>
>
>Today's Topics:
>
>    1. More persona stuff (d. michelle hinn)
>    2. Re: Ideas for GDC 2008 (Barrie Ellis)
>
>
>----------------------------------------------------------------------
>
>Message: 1
>Date: Fri, 25 May 2007 00:23:13 -0500
>From: "d. michelle hinn" <hinn at uiuc.edu>
>Subject: [games_access] More persona stuff
>To: IGDA Games Accessibility SIG Mailing List <games_access at igda.org>
>Message-ID: <p06230943c27c2263d3ea@[130.126.29.84]>
>Content-Type: text/plain; charset="us-ascii" ; format="flowed"
>
>I can also add what I know about scenario-based design -- let's start
>working on this on the wiki. I'll carve out a place for us to start writing
>up our stories.
>
>I'm leaning toward cartoon images -- like a superhero gamer who is blind but
>has amazing hearing, etc. I think that would fit in better with the game
>conference. But I'm also struggling with the images of real people -- we'd
>need to do some major legal rights stuff to use their images.
>
>Michelle
>
>>Hi Lynn,
>>
>>That would be great! Even if it was only to give disabilities a more
>>human face. What I'm saying is that game developers probably sympathize
>>more with seeing an actual person with a disability than with something
>>abstract like: " cognitive limitation"
>>
>>Should we use images of real people (don't want to violate someone's
>>privacy or image rights) or shall we use cartoonlike images?
>>
>>Cheers Eelke
>>
>>
>>
>>
>>On 5/24/07, Lynn Marentette <lynnvm at carolina.rr.com> wrote:
>>>Eelke - and games access members -
>>>
>>>I been lurking most of the time on this list, because I've been so
>>>busy with work and school.
>>>
>>>I took a graduate-level Human-Computer Interaction class last semester
>>>and spent some  time developing "personas" for part of a project.
>>>
>>>I would be happy to work on some personas that would benefit the cause.
>>>
>>>I'm not sure if you remember me, but I'm a school psychologist who
>>>works with students who have a range of abilities and disabilities. (I
>>>chose the topic of Universal Usability for my class presentation.)
>>>
>>>Lynn Marentette
>>>
>>>TechPsych
>>>Interactive Multimedia Technology
>>>
>>>-----Original Message-----
>>>From: games_access-bounces at igda.org
>>>[mailto:games_access-bounces at igda.org]
>>>On Behalf Of games_access-request at igda.org
>>>Sent: Wednesday, May 23, 2007 7:13 PM
>>>To: games_access at igda.org
>>>Subject: games_access Digest, Vol 35, Issue 37
>>>
>>>Send games_access mailing list submissions to
>>>          games_access at igda.org
>>>
>>>To subscribe or unsubscribe via the World Wide Web, visit
>>>          http://seven.pairlist.net/mailman/listinfo/games_access
>>>or, via email, send a message with subject or body 'help' to
>>>          games_access-request at igda.org
>>>
>>>You can reach the person managing the list at
>>>          games_access-owner at igda.org
>>>
>>>When replying, please edit your Subject line so it is more specific
>>>than
>>>"Re: Contents of games_access digest..."
>>>
>>>
>>>Today's Topics:
>>>
>>>     1. persona (Eelke Folmer)
>>>     2. Re: Game Accessibility Conference (Eelke Folmer)
>>>     3. Re: Game Accessibility Conference (Reid Kimball)
>>>     4. Re: E for All (Eelke Folmer)
>>>
>>>
>>>----------------------------------------------------------------------
>>>
>>>Message: 1
>>>Date: Wed, 23 May 2007 14:32:32 -0700
>>>From: Eelke Folmer <eelke.folmer at gmail.com>
>>>Subject: [games_access] persona
>>>To: IGDA Games Accessibility SIG Mailing List <games_access at igda.org>
>>>Message-ID: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553 at gmail.com>
>>>Content-Type: text/plain; charset="us-ascii"; Format="flowed";
>>>          DelSp="yes"
>>>
>>>Hi,
>>>
>>>I had an idea that I picked up a while ago while I was at CHI 2006
>>>last year, I found it last week while going through old notes. At
>>>Chi2006 there was a talk on microsoft office and one of the
>>>interaction designers showed how microsoft uses  persona' to help design
>software. E.g.
>>>there would be a grandma called betty (making these names up) who
>>>would use word to write a letter to her son.
>>>There would be a 12 year old schoolgirl called emma who would use word
>>>to write a school paper on dinosaurs. There would be a 'dad' who would
>>>use excel to calculate car payments.  etc etc, there were about
>>>6 of these personas on big signs with a name, a photo, some of their
>>>hobbies and some sentences indicating how they would use a particular
>>>Microsoft application. (i'm not exactly sure what was on there). They
>>>would hang these persona's as posters in offices in microsoft so the
>>>developers would be aware for who they were designing for. At some
>>>point they would not notice the posters any more but these persona's
>>>were very much embedded in the development of software and were always
>>>references in discussions. E.g. they would consider adding a
>>>complicated feature in excel that could help dad more easy but that
>  >>would also make the interface more difficult for tommie, etc etc.
>>>
>>>I was wondering whether we could do the same for disabilities? If we
>>>can actually provide developers 4-6 persona (covering most
>>>disabilities) I think it would be an helpful tool which can facilitate
>>>discussion and will also allow more clearly to focus the development
>>>of a game to include disabilities.
>>>
>>>I was thinking of doing it for my collection of patterns already
>>>because i think its just more personable to develop for "blind bettie"
>>>and show a picture of a girl that is actually blind than just use "visual
>impairments".
>>>
>>>Any ideas/thoughts on this?
>>>
>>>cheers Eelke
>>>
>>>----------------------------------------------------------------------
>>>--
>>>----
>>>Eelke Folmer                                          Assistant
>>>Professor
>>>Department of Computer Science &       Engineering/171
>>>University of Nevada                         Reno, Nevada 89557
>>>Game Quality                   usability|accessibility.eelke.com
>>>----------------------------------------------------------------------
>>>--
>>>----
>>>
>>>
>>>-------------- next part -------------- An HTML attachment was
>>>scrubbed...
>>>URL:
>>><http://seven.pairlist.net/pipermail/games_access/attachments/20070523
>>>/7ef19
>>>82c/attachment-0001.html>
>>>
>>>------------------------------
>>>
>>>Message: 2
>>>Date: Wed, 23 May 2007 14:33:26 -0700
>>>From: Eelke Folmer <eelke.folmer at gmail.com>
>>>Subject: Re: [games_access] Game Accessibility Conference
>>>To: IGDA Games Accessibility SIG Mailing List <games_access at igda.org>
>>>Message-ID: <BFEAD234-967B-40A8-96F3-5F379A0B7541 at gmail.com>
>>>Content-Type: text/plain; charset="us-ascii"; Format="flowed";
>>>          DelSp="yes"
>>>
>>>Hi,
>>>
>>>The idea of a conference focusing on game accessibility is great but
>>>I'm kind of concerned whether we will be able to attract an audience for
>it.
>>>What is the goal? 'spreading the word' e.g. convincing game developers
>>>of the importance of making games accessible? or or do we target our
>>>fellow researchers and discuss & explore new ways of making games more
>>>accessible and putting accessibility on the roadmap of developers?
>>>
>>>I think it is important to distinguish between these goals.
>>>
>>>cheers Eelke
>>>
>>>
>>>
>>>On May 20, 2007, at 12:01 PM, d. michelle hinn wrote:
>>>
>>>>   Hi all,
>>>>
>>>>   So I've mentioned this before but we should probably start
>>>>  discussing  it for real. The IGDA would like to support our efforts
>>>>  in creating a  one-day conference on Game Accessibility. Now this
>>>>  could be something  attached to another conference (like GDC) or on it's
>own as a "summit"
>>>>   at a time where we aren't so frazzled from GDC.
>>>>
>>>>   This is one of the things I'll be bringing up at the online
>>>>  meetings  this week so I'd appreciate ideas for location, dates, how
>>>>  wide we  cast the net (ie, do we personally court a person from
>>>>  every major  game company we can to attend), do we want it to be
>>>>  small the first  year and then cast the net wider the next year?
>>>>
>>>>   What are your thoughts? Basically the IGDA now has a group that
>>>>  does  conference/summit set ups for us so we tell them what we want
>>>>  and they  deal with the registration, hotel block reservations,
>>>>  venue, some  advertising, etc. So that's what make it's a very cool
>opportunity!
>>>>
>>>>   Michelle
>>>>   _______________________________________________
>>>>   games_access mailing list
>>>>   games_access at igda.org
>>>>   http://seven.pairlist.net/mailman/listinfo/games_access
>>>
>>>----------------------------------------------------------------------
>>>--
>>>----
>>>Eelke Folmer                                          Assistant
>>>Professor
>>>Department of Computer Science &       Engineering/171
>>>University of Nevada                         Reno, Nevada 89557
>>>Game Quality                   usability|accessibility.eelke.com
>>>----------------------------------------------------------------------
>>>--
>>>----
>>>
>>>
>>>-------------- next part -------------- An HTML attachment was
>>>scrubbed...
>>>URL:
>>><http://seven.pairlist.net/pipermail/games_access/attachments/20070523
>  >>/86d68
>>>58e/attachment-0001.htm>
>>>
>>>------------------------------
>>>
>>>Message: 3
>>>Date: Wed, 23 May 2007 14:59:21 -0700
>>>From: "Reid Kimball" <reid at rbkdesign.com>
>>>Subject: Re: [games_access] Game Accessibility Conference
>>>To: "IGDA Games Accessibility SIG Mailing List"
>>>          <games_access at igda.org>
>>>Message-ID:
>>>          <a6673b8d0705231459q7dd47421l99ec7a81d655d53d at mail.gmail.com>
>>>Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>>
>>>"I'm kind of concerned whether we will be able to attract an audience
>>>for it" I think the first GDC had 7 attendees. We shouldn't put
>>>unrealistic pressure on ourselves with our first conference to bring
>>>in huge numbers or big names. The other questions you ask are right.
>>>If it's a conference, I'd want to see some sessions geared towards the
>>>academic/research crowd talking about ways to improve accessibility
>>>and others geared to developers talking about the practical
>>>implementations that work now.
>>>
>>>On 5/23/07, Eelke Folmer <eelke.folmer at gmail.com> wrote:
>>>>
>>>>   Hi,
>>>>
>>>>   The idea of a conference focusing on game accessibility is great
>>>>  but  I'm kind of concerned whether we will be able to attract an
>>>>  audience for
>>>it.
>>>>   What is the goal? 'spreading the word' e.g. convincing game
>>>>  developers  of the importance of making games accessible? or or do
>>>>  we target our  fellow researchers and discuss & explore new ways of
>>>>  making games more  accessible and putting accessibility on the roadmap
>of developers?
>>>>
>>>>   I think it is important to distinguish between these goals.
>>>>
>>>>   cheers Eelke
>>>>
>>>>
>>>>
>>>>
>>>>   On May 20, 2007, at 12:01 PM, d. michelle hinn wrote:
>>>>
>>>>   Hi all,
>>>>
>>>>   So I've mentioned this before but we should probably start
>>>>  discussing  it for real. The IGDA would like to support our efforts
>>>>  in creating a  one-day conference on Game Accessibility. Now this
>>>>  could be something  attached to another conference (like GDC) or on it's
>own as a "summit"
>>>>   at a time where we aren't so frazzled from GDC.
>>>>
>>>>   This is one of the things I'll be bringing up at the online
>>>>  meetings  this week so I'd appreciate ideas for location, dates, how
>>>>  wide we  cast the net (ie, do we personally court a person from
>>>>  every major  game company we can to attend), do we want it to be
>>>>  small the first  year and then cast the net wider the next year?
>>>>
>>>>   What are your thoughts? Basically the IGDA now has a group that
>>>>  does  conference/summit set ups for us so we tell them what we want
>>>>  and they  deal with the registration, hotel block reservations,
>>>>  venue, some  advertising, etc. So that's what make it's a very cool
>opportunity!
>>>>
>>>>   Michelle
>>>>   _______________________________________________
>>>>   games_access mailing list
>>>>   games_access at igda.org
>>>>   http://seven.pairlist.net/mailman/listinfo/games_access
>>>>
>>>>
>>>----------------------------------------------------------------------
>>>------
>>>>   Eelke Folmer                                          Assistant
>Professor
>>>>   Department of Computer Science &       Engineering/171
>>>>   University of Nevada                         Reno, Nevada 89557
>>>>   Game Quality
>>>>   usability|accessibility.eelke.com
>>>> 
>>>>  --------------------------------------------------------------------
>>>>  --
>>>>   ------
>>>>
>>>>
>>>>   _______________________________________________
>>>>   games_access mailing list
>>>>   games_access at igda.org
>>>>   http://seven.pairlist.net/mailman/listinfo/games_access
>>>>
>>>>
>>>
>>>
>>>------------------------------
>>>
>>>Message: 4
>>>Date: Wed, 23 May 2007 16:12:29 -0700
>>>From: "Eelke Folmer" <eelke.folmer at gmail.com>
>>>Subject: Re: [games_access] E for All
>>>To: "IGDA Games Accessibility SIG Mailing List"
>>>          <games_access at igda.org>
>>>Message-ID:
>>>          <836db6300705231612g9790ae9v8ef057e9d031f55f at mail.gmail.com>
>>>Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>>
>>>Hi,
>>>
>>>I have the funds to go. I could go but I'll probably be busy with
>teaching.
>>>By the way, i have all the accessibility equipment (e.g. quad
>  >>controller, one handed joysticks & stuff, still need to order some one
>>>button) so we don't have to ship it from the UK.
>>>
>>>cheers eelke
>>>
>>>
>>>
>>>
>>>On 5/22/07, Reid Kimball <reid at rbkdesign.com> wrote:
>>>>   There's a possibility I could attend as it's on the west coast.
>>>>   There's another conference I'll probably attend in Oct, will send
>>>>  an
>>>   > email about it soon.
>>>>
>>>>   -Reid
>>>>
>>>>   On 5/22/07, d. michelle hinn <hinn at uiuc.edu> wrote:
>>>>   > Yes, couple that with a booth at GDC...for the first time we'll
>>>>  have  > the chance to really get the word on the street! Or at least
>>>>  the  > 'net. :)  >  > >wow! that will be THE Arcade! Excellent
>>>>  /Thomas  > >  > >  > >22 maj 2007 kl. 21.04 skrev d. michelle hinn:
>>>>   > >
>>>>   > >>but free of charge booth. Ac
>>>>   > >>
>>>>   > >
>>>>   > >__________________________________
>>>>   > >Thomas Westin
>>>>   > >VD / CEO
>>>>   > >
>>>>   > >Pin Interactive AB
>>>>   > >:: Digital Culture Analysis :: Tools :: Worlds  >
>>>>  >__________________________________
>>>>   > >Award Winning Developer
>>>>   > >www.pininteractive.com
>>>>   > >
>>>>   > >
>>>>   > >
>>>>   > >_______________________________________________
>>>>   > >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
>>>>
>>>
>>>
>>>--
>>>--------------------------------------------------------------------------
>--
>>>Eelke Folmer                           Assistant Professor
>>>Department of CS&E/171
>>>University of Nevada              Reno, Nevada 89557
>>>Game interaction design        www.helpyouplay.com
>>>----------------------------------------------------------------------
>>>------
>>>
>>>
>>>------------------------------
>>>
>>>_______________________________________________
>>>games_access mailing list
>>>games_access at igda.org
>>>http://seven.pairlist.net/mailman/listinfo/games_access
>>>
>>>
>>>End of games_access Digest, Vol 35, Issue 37
>>>********************************************
>>>
>>>
>>>_______________________________________________
>>>games_access mailing list
>>>games_access at igda.org
>>>http://seven.pairlist.net/mailman/listinfo/games_access
>>>
>>
>>
>>--
>>---------------------------------------------------------------------------
>-
>>Eelke Folmer                           Assistant Professor
>>Department of CS&E/171
>>University of Nevada              Reno, Nevada 89557
>>Game interaction design        www.helpyouplay.com
>>-----------------------------------------------------------------------
>>----- _______________________________________________
>>games_access mailing list
>>games_access at igda.org
>>http://seven.pairlist.net/mailman/listinfo/games_access
>
>
>
>------------------------------
>
>Message: 2
>Date: Fri, 25 May 2007 09:44:31 +0100
>From: "Barrie Ellis" <barrie.ellis at oneswitch.org.uk>
>Subject: Re: [games_access] Ideas for GDC 2008
>To: "IGDA Games Accessibility SIG Mailing List"
>	<games_access at igda.org>
>Message-ID: <03d301c79ea8$ed0c0230$0302a8c0 at OneSwitch>
>Content-Type: text/plain; charset="iso-8859-1"
>
>I think this kind of thing can be effective. I know in this country D.A.N.
>(The Disability Action Network) handcuffed themselves to buses and the
>railings of parliament when they were protesting about the lack of access in
>public transport. I would say that transport is now a lot better in this
>country - not solely for their protests - but I think they helped sway
>oppinion. D.A.N. is very quiet/non-existant these days - but many of the
>activists from D.A.N. got absorbed by councils and so on with jobs where
>they could make changes from within. It would be great if more disabled
>people started to get jobs out of a GDC campaign and could make a difference
>in a similar way.
>
>Barrie
>www.OneSwitch.org.uk
>
>   ----- Original Message -----
>   From: Eelke Folmer
>   To: IGDA Games Accessibility SIG Mailing List
>   Sent: Friday, May 25, 2007 3:09 AM
>   Subject: Re: [games_access] Ideas for GDC 2008
>
>
>   Hi all,
>
>
>   I think I pitched this idea sometime ago when we were having this big
>conflict ;-) but I'd like to pitch it again because I seriously would like
>you guys to consider this.
>
>
>   It's pretty obvious after the low turnouts of our events that game
>developers are just not interested in what we have to say so why don't we do
>something more rebellious and just shove the facts in their face? My idea
>for next year's GDC would be to stand right outside the Moscone center
>(between the north and west pavilion where at least 5000 game developers
>walk by) with a number of disabled people holding signs saying WE WANT
>ACCESSIBLE GAMES.  If we really want to get attention I think this is what
>we should do. At the same time we can hand out small flyers. Lets make four
>different little flyers (so people can collect or trade them ;-) (combine it
>with the persona idea)  for each disability one little flyer which obviously
>states a) a problem b) a solution(s).  E.g. "tim" is a quadripleghic, sees
>gears of war on tv all the time but can't play it because it doesn't support
>his quad controller (maybe not use names of existing games not to piss of
>epic studios). Solutions
>   :  "allow configurable keys and map actions to different buttons & use
>autoaim to minimize the amount of interaction".
>
>
>   I don't know if you would be into this, or whether it would be appropriate
>but I think its an idea at least worth exploring.
>
>
>   Cheers Eelke
>
>
>
>
>
>
>
>
>   On May 23, 2007, at 1:25 PM, d. michelle hinn wrote:
>
>
>     The main thing to consider (worry about) is that the fewer sessions we
>have (and the expo doesn't count), the fewer passes we get that allow us to
>get into the main part of GDC. So we reallllly have to think about the
>number of sessions we could realistically do (and perhaps this means that
>the SIG sponsors sessions that are meant for, say, "research on
>accessibility" that just a few people take and run with). So...I need to be
>tricky...er...innovative. ;)
>
>
>     Michelle
>
>
>       I like something along these lines for a GDC session title,
>
>
>       Innovation: True Next Generation Gameplay for Everyone
>
>
>       However, it risks sounding like marketing hype and devs see right
>       through that. Anyway, this could be our "wow that's cool shit" type of
>       presentation where we talk about the Demor sound based game for the
>       blind and Brain Fingers and the Haptic device. We try to make this as
>       flashy and cool as possible, even if tech isn't 100% there or games
>       widely available. It should be entertaining for people who like to see
>       what's around the corner and educational in showing people that there
>       are those with disabilities that can't play their current games.
>
>
>       Aside from that, I'd like to try the Expo booth more than a GDC
>       session. There's only a few ways I can talk about closed captioning
>       and I think I've tried them all.
>
>
>       -Reid
>
>
>
>
>
>
>       On 5/21/07, d. michelle hinn <hinn at uiuc.edu> wrote:
>         Ok...so now's the time to get the write ups going for the proposed
>         SIG sessions for GDC 2008 (it always takes us a bit to get things
>         finalized and GDC is even earlier in 2008) and I some ideas that I
>         want to run past people.
>
>
>         We've talked a lot already about applying accessibility to how it
>         would help people that don't have a disability (like curb cuts that
>         help bicyclists and parents with baby strollers, etc). What if we
>had
>         a session called "Innovation: Game Accessibility for Able Gamers"
>         with the session planned around taking what we know about
>         accessibility and targeted the solutions for the "abled" in order to
>         help them out by taking them out of the lull of "boring, predictable
>         gaming"? This would be a session for the really "out there" stuff
>         like biofeedback and games like demor. When I presented at last
>         year's Montreal Game Summit, I found that it was the "wow" stuff
>that
>         got people thinking about the whole issue of accessibility being
>         "cool" -- it was the carrot that got them to listen to the more
>basic
>         design information. After that, people came up to talk to me about
>         how they never thought about accessibility as NOT limiting game
>         design.
>
>
>         I'm not totally sold on the title (I just came up with it now so
>         catchier titles would be greatly appreciated!) but it would give us
>a
>         way to present accessibility information pertaining to disabled
>         gamers, sell it as something that helps more than just disabled
>         gamers without straying too far from the fact that we are the game
>         accessibility SIG.
>
>
>         Another thing to think about is not how gamers is with disabilities
>         are limited but, instead, how maybe the increased skill in another
>         area makes them even MORE competitive and so "able" gamers should
>         know about these -- it's a turn around of telling them what they are
>         doing RIGHT in games by pointing out that they could even the score
>         with regard to accessibility by keeping these things in their games
>         (I know...that last one's trickier because it could lead to a
>         developer thinking that they are unbalanced in their gameplay by
>         making things easier for one user group...even though they already
>do
>         that when they are INaccessible).
>
>
>         I've seen how easy some find it to forget the original audience that
>         a design was aiming for by making changes that end up not serving
>         that original audience. So that's why I remain resistant to totally
>         taking the word "accessibility" out -- I'm afraid of NOT reminding
>         the industry to keep gamers with disabilities in mind because it's
>so
>         easy for them to come down with selective amnesia. We've tried a LOT
>         of tactics over the years -- from serious to humorous, from
>         roundtables to much more ambitious workshops. So we need to think
>         about what we've learned from the four years we've presented as a
>SIG
>         at GDC. We won't do "accessibility idol" again but I think we
>         *should* do another competition (and we can again -- we got the
>         tentative "thumbs up" to do an hour-long competition, rather than
>the
>         two hour overkill). I'll write another email about ideas for a
>         competition that removes us from "idol" but helps us better make
>         accessibility into a challenging creative design process rather than
>         this "forced, non-creative" thing that it's rumored to be (and this
>         year I know to jump on the signage and web advert issue
>immediately).
>
>
>         BUT...as a SIG I think we should stick to a fun competition (with
>the
>         devs that showed interest last year but couldn't do it but can this
>         year), the expo (with the fall back of another "arcade" thing, only
>         not three days worth), a "wacky session" like "innovation," and some
>         sort of longer session (like a tutorial) where we can have "short
>         burst" info about the things that SIG members have been doing -- ie,
>         Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking
>         the same amount of time to overview his latest, Barrie and his
>stuff,
>         etc, etc, etc. Then if any one person wants to do a longer
>         presentation on their own stuff, they can do so at their own
>session,
>         promoting it at the SIG workshop. And if it helps, we can present
>the
>         more solo-acts as SIG-sponsored sessions to make sure it gets on the
>         schedule better -- I know Reid and others have had a really hard
>time
>         getting onto the schedule as solo acts. But in the end the longer
>         presentations would be the onus of the person who is presenting
>their
>         work and not something that the entire SIG needs to be there to set
>         up for, etc (that doesn't mean that we all wouldn't try to be there
>         for them!!).
>
>
>         We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to
>         go but I also think going back to the single roundtable isn't the
>         answer either. So now we have to find our happy medium that allows
>us
>         to all ATTEND other sessions and help increase the buzz about all of
>         our sessions, our existance, etc but also maximize our limited
>         (simply by the fact that there are just a few of us that can make it
>         to any one GDC) efforts in the sessions that we do. And we have to
>         find our happy medium so it's not just a couple of us pulling
>         all-nighters the weeks before! So instead of me being in charge of
>         every session for the organization, we can share the wealth a bit by
>         having some on the committee for the competition, others on the
>         tutorial/workshop committee, and so forth. I realize that we aren't
>a
>         big lot but even NON attendees can help serve on committees to help
>         share ideas!
>
>
>         Ok that's the end of this email that had started out short and
>sweet.
>         :) Sorry -- just feeling the GDC pressure and I realllly want to get
>         as many people involved as possible so we can present a more united
>         effort and help best support one another!!
>
>
>         Thoughts? Reactions? And, yes, I'm now very removed from the
>emotions
>         of GDC 2007. :) But please be thoughtful in your suggestions --
>         underneath that black leather jacket I keep wearing to GDCs (for
>good
>         luck?), I can get rather down sometimes (yay! depression!) and I'd
>         hate for us to have a flame war. I promise I will count to 10 before
>         hitting the "send" button if I find myself taking things too
>         personally. Ok, deal? :)
>
>
>         Michelle
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>
>
>----------------------------------------------------------------------------
>   Eelke Folmer                                          Assistant Professor
>   Department of Computer Science &       Engineering/171
>   University of Nevada                         Reno, Nevada 89557
>   Game Quality                   usability|accessibility.eelke.com
>
>----------------------------------------------------------------------------
>
>
>
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>
>
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