[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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