[games_access] Top 10 list
Graham McAllister
g.mcallister at sussex.ac.uk
Mon Oct 1 18:51:35 EDT 2007
Hi All,
If you haven't already read it, it might be worth reading Dimitris
Grammenos's paper entitled Unified Design of Universally Accessible
Games which was published at HCII 2007. I've only joined the GASIG
today, so please don't shoot me down if you've looked at this already.
Graham.
Graham McAllister, Ph.D.
University of Sussex
Interact Lab
+44 1273 877267
On 1 Oct 2007, at 23:38, Eelke Folmer wrote:
> Hi Barrie,
>
> That list looks pretty good to me. Only bullet 3 is kind of something
> of the past. I see more and more manuel less games since its much
> easier and accessible to provide in- game feedback e.g a tutorial
> agent etc. I'm not against this format but would it be an idea to
> relate these requirements to actual accessibility problems? E.g. why
> is it important to have re-mappable controls? a picture of a quad
> controller or a one button might help visualize the actual
> accessibility problem rather than have a game designer wonder about
> why that requirement needs to be implemented. We could actually go for
> 2 lists of 5 with a little bit more elaboration on the actual
> problems. We could center it around our ghosts but maybe some others
> have some good ideas?
>
> cheers Eelke
>
>
> On 10/1/07, Barrie Ellis <barrie.ellis at oneswitch.org.uk> wrote:
>> Top 10 list on the GASIG wiki is here:
>> http://www.igda.org/wiki/Top_Ten
>>
>> Most up to date version here: http://tim.thechases.com/top10_2.pdf
>> 1.. allow all controls (mouse, keyboard, gamepad) to be remapped
>> 2.. add closed-captioning for all dialog and important sound-
>> effects
>> 3.. provide documentation in an accessible format (HTML or plain-
>> text)
>> 4.. provide assist modes (auto-targeting, training options, etc)
>> 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
>> 9.. allow for a varied range of control over play-speed
>> 10.. announce accessibility features on packaging
>> Still looks good to me - with personal one-switch wish lists being
>> 1, 4, 5,
>> 9 and 10. I think there should be inclusion of an alternative reduced
>> controls option, such as with Electronic Arts Wii Madden game:
>> http://switchgaming.blogspot.com/2007/07/well-done-electronic-
>> arts.html -
>> this does tie up with section 4, but I think we need to highlight
>> this need.
>>
>> Barrie
>> www.OneSwitch.org.uk
>>
>>
>>
>>
>> ----- Original Message -----
>> From: "d. michelle hinn" <hinn at uiuc.edu>
>> To: "IGDA Games Accessibility SIG Mailing List"
>> <games_access at igda.org>
>> Sent: Monday, October 01, 2007 8:58 AM
>> Subject: Re: [games_access] same proposal in multiple tracks
>>
>>
>>>> Sweet !
>>>>
>>>> Cool so can I help organize /coordinate the accessibility task
>>>> force
>>>> and use my physical appearance to intimidate game developers and
>>>> get
>>>> their asses at our talks?
>>>
>>> Hehe. Ok, but you have to tell me what an accessibility task
>>> force is
>>> first! And remember I'm the "accessibility evangelist" (as
>>> Richard dubbed
>>> me) so I'm always for multiple approaches because it spreads the
>>> word!
>>> Yes, I think if you stood in front of the doors to other talks
>>> and pointed
>>> at our room, looking super fierce that would help. ;)
>>>
>>>> What we need:
>>>> - cool shirts
>>>
>>> So as Barrie found out...Cafe Press yanked our design. I'm going
>>> to shop
>>> around town here at some t-shirt shops to find out cost per shirt
>>> and
>>> where the quantity price breaks are. Can you do the same in Reno?
>>> Wherever
>>> there's a university, there's t-shirt shops. Then we can compare
>>> prices
>>> for bulk shirt orders. And we need some place who will print the
>>> ghosts.
>>> :D
>>>
>>> Should we go with the file Barrie sent? That would make sense to
>>> me. It
>>> might need to be tweaked in photoshop if we are going to print it on
>>> black, which always adds a little extra work. Richard, can you
>>> help us
>>> tweak Barrie's file so that it can be printed (and look good) on
>>> black? We
>>> definitely needs some shirts of some sort for E for All but I
>>> don't know
>>> where we can get them quickly enough if Vista Print can't do it.
>>>
>>>> - if only we had booth babes/hunks to help us.
>>>
>>> hmmmmm....this probably isn't gonna happen unless we figure out
>>> where we
>>> can find a set of really good looking people who all want to
>>> stand at the
>>> booth for free. :D So I guess we'll all just have to do our best
>>> to be as
>>> baby (babish? babelike?) and as hunky as we can. Hmm...I just
>>> remembered
>>> that my class is making an accessible game with sexual
>>> themes...well maybe
>>> the graphics guys in the class can make us some avatars we can make
>>> lifesize cutouts of? Lol.
>>>
>>>> - brief concise flyers with 10 little nuggets of knowledge that
>>>> can be
>>>> pinned to a game developers cubicle and provide immediate
>>>> inspiration
>>>> on how to improve his or her game. Draft topics list (lets vote on
>>>> what should be on here & this is in no way a promotion of my work I
>>>> suggest we keep the number of "adds' to a minimum maybe just a
>>>> link to
>>>> the igda / accessibility sig so they can find the rest from there):
>>>> 1. Closed captions
>>>> 2. Customizable controls
>>>> 3. Slow
>>>> 4. Assists
>>>> 5. x
>>>> 6. x
>>>> 7. x
>>>> 8. x
>>>> 9.x
>>>> 10. x
>>>
>>> Well we have our current top ten list (it's somewhere on the wiki
>>> too but
>>> I'm still madly typing) -- that has a lot on it. We can update it
>>> though -- so far I think the ones you suggest are on the list. So
>>> maybe
>>> take a look at the list we've used for the past two years and see
>>> what can
>>> be consolidated, added, subtracted, better explained. And then we
>>> can
>>> start there with the addition of other ideas and then we can
>>> discuss/vote
>>> on what makes the cut for the flier. As you said, the rest can be
>>> on the
>>> sig site.
>>>
>>> I think we're getting there for GDC -- I'm already feeling pumped
>>> now that
>>> we have you looking at the "what to do when you aren't speaking"
>>> plan of
>>> attack and I'll keep charge of the proposals and CMP stuff.
>>>
>>> So we do both and hopefully reap the benefits of having a real
>>> plan in
>>> place for negotiating the talks AND the expo. There's no reason
>>> to drop
>>> proposals when so many get axed anyway and they are important too
>>> -- but
>>> networking is just as important and it will no doubt help get
>>> more people
>>> into our talks and visiting our booth. And it's also something that
>>> happens after a talk, during Q&A and when people come up to you
>>> to swap
>>> cards with you. So with strong proposals like we have and a strong
>>> marketing plan, it can only serve to help us!
>>>
>>> Kick. Ass. :D
>>>
>>> Michelle
>>> _______________________________________________
>>> games_access mailing list
>>> games_access at igda.org
>>> http://seven.pairlist.net/mailman/listinfo/games_access
>>>
>>>
>>
>>
>>
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>>
>
>
> --
> ----------------------------------------------------------------------
> ------
> 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
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