[games_access] Top 10 list

AudioGames.net richard at audiogames.net
Tue Oct 2 17:58:01 EDT 2007


I've deleted the old one again for now... will upload new one tomorrow I 
hope. Furthermore, if you are thinking about using the 4 categories, why not 
use the old Poster as a design for the flyer?


----- Original Message ----- 
From: "Eelke Folmer" <eelke.folmer at gmail.com>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
Sent: Tuesday, October 02, 2007 10:05 PM
Subject: Re: [games_access] Top 10 list


> 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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>>
>>
>>
>>
>>
>>
>>
>>
>>
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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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>> 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
> ----------------------------------------------------------------------------
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> games_access mailing list
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