[games_access] A catalog of 1 switch interface patterns?
oneswitch at gmail.com
Wed Jan 19 15:27:25 EST 2011
All great thoughts and info on one-switch design. Eelke Folmer has carried
out some excellent research with his students on the most effective use of
one-switch methods, often linked to specific issues:
http://www.comp.dit.ie/bmacnamee/papers/CGamesAccessiblePong.pdf - Pong
design for one-switch.
And some more here: http://www.oneswitch.org.uk/4/games/0index.htm (scroll
down to "writing a switch game").
For text entry, there are various methods of course. I always liked the
high-score entry system in Michi.nu Alice Amazed - although it's certainly
not the quickest in the world.
For number and icon entry, I do quite like this Carousel system:
http://www.switchedongames.co.uk/demo/ - which includes a way to control the
So not exactly what you were asking for, but hopefully useful.
From: "Tim Holt" <tim.m.holt at gmail.com>
Sent: Wednesday, January 19, 2011 4:24 PM
To: "Tim Chase" <agdev at thechases.com>
Cc: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
Subject: Re: [games_access] A catalog of 1 switch interface patterns?
> Thanks for the tips! One caveat I should have added is that I'm talking
> about one switch purely from the physical access point of view. Adding
> cognitive disability issues (the area I work in) brings up a whole
> different set of design challenges.
> Sent from my iPhone
> On Jan 19, 2011, at 9:41 AM, Tim Chase <agdev at thechases.com> wrote:
>> On 01/19/2011 08:38 AM, Tim Holt wrote:
>>> I'm wondering if there are any studies or design
>>> patterns/templates for effective 1 switch interfaces. I don't
>>> mean hardware but rather software and specifically user
>>> interface design.
>> The first place I'd start:
>> being one of the best collections on the topic I've seen, including Flash
>> demos of several aspects.
>>> For example, suppose I want the user to enter a number from 0
>>> to 9. I can certainly make one up, but has anyone sat down
>>> and looked at how it's most effective?
>>> Another example would be highlighting of the current
>>> selection. A thousand ways to do it, but is there a "most
>>> effective" way?
>> While I don't know of any catalog of "most effective" ways to do these
>> things, some lend themselves better than others. For picking
>> letters/numbers/menu-options, many of the games I've seen use a timed
>> rotating selector. This could be a pointer rotating around a dial, a
>> highlight skimming from top-to-bottom (or left-to-right), etc...once the
>> highlight/pointer is over the desired item, the button-press chooses. It
>> may also be good to include a cancel/back option and an "I'm done"/okay
>> button with longer dwells (and for text-entry, a backspace). One of the
>> other things I've liked with the rotating-highlight in a menu is having
>> it actually slide over the blanks-between-options too so that there's a
>> bit of space between them to assist you in choosing the option you want,
>> rather than being off by a fraction of a second.
>> I hope this gives you some good leads/ideas...
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