[games_access] Top 10 list
AudioGames.net
richard at audiogames.net
Mon Oct 1 18:54:07 EDT 2007
No worries, we know it! Welcome to the list.
----- Original Message -----
From: Graham McAllister
To: IGDA Games Accessibility SIG Mailing List
Sent: Tuesday, October 02, 2007 12:51 AM
Subject: Re: [games_access] Top 10 list
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
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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
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