[games_access] Top 10 list

Eelke Folmer eelke.folmer at gmail.com
Tue Oct 2 19:08:25 EDT 2007


Hey Richard,

Cool I'll check it out. For our flyer we might actually organize them
around the four disability categories. Talking about that, I kind of
feel cognitive disabilities are a little bit of an underrepresented
category in our work its something we should brainstorm over at some
time.

cheers Eelke


On 10/1/07, AudioGames.net <richard at audiogames.net> wrote:

>

>

> got an old version here:

>

>

> http://kmt.hku.nl/~richard/gatheory/gatheoryshort012_2OLD.zip

>

> ----- Original Message -----

> From: AudioGames.net

> To: IGDA Games Accessibility SIG Mailing List

>

> Sent: Tuesday, October 02, 2007 1:05 AM

> Subject: Re: [games_access] Top 10 list

>

>

> Hi again,

>

> Based on much of Dimitris' theory/practice, as well as the works of Eelke,

> the current top 10 list and the other guidelines of other GA initiatives,

> I've been able to devise 10 key points for developing accessible games, each

> one including (and bringing order to) the guidelines, design patterns and

> recommendations that are floating around in this field. I don't have the

> latest version with me now on this computer, but I'll upload it (mind it is

> still a bit of a work in progress) tomorrow.

>

> Greets,

>

> Richard

>

>

> ----- 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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