[games_access] Top 10 list

Dimitris Grammenos gramenos at ics.forth.gr
Tue Oct 2 05:22:06 EDT 2007


Hello Graham,

 

Thanks for the promotion :-D

 

You can find some more publications at:
http://www.ics.forth.gr/hci/ua-games/publications.html

 

And some games at: http://www.ics.forth.gr/hci/ua-games/games.html

 

Cheers,

 

Dimitris

 

 

  _____  

From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
On Behalf Of Graham McAllister
Sent: Tuesday, October 02, 2007 1:52 AM
To: IGDA Games Accessibility SIG Mailing List
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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-- 

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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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