From chad at anacronist.com Mon Feb 1 22:47:58 2016 From: chad at anacronist.com (Chad Philip Johnson) Date: Mon, 01 Feb 2016 19:47:58 -0800 Subject: [games_access] Intro to GA Article for Devs Message-ID: <56B026EE.4080106@anacronist.com> Hello all, Just wanted to share that Microsoft has a really great article for introducing game developers to game accessibility. It can be found here: https://msdn.microsoft.com/en-us/library/windows/desktop/ee415219%28v=vs.85%29.aspx The article touches on a number of important concepts, and the supporting information is not skewed toward Xbox or other MS products (in fact, Xbox isn't even mentioned until the /r//esources/ section at the end). The general point is that considerations for accessibility will lead to better overall game design, sales, user-base, etc. and improve experiences for core audiences. This would be a good one to share in passing with developers who are unfamiliar with accessibility. -- Chad Philip Johnson Anacronist Software -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Thu Feb 4 04:50:54 2016 From: thomas at westin.nu (Thomas Westin) Date: Thu, 4 Feb 2016 10:50:54 +0100 Subject: [games_access] GA events etc at GDC In-Reply-To: References: <56A8C5DF.7020801@7128.com> Message-ID: Hi again, OK, these are the sessions I know of at GDC that relates to ?accessibility"; one of them does not seem to address disabilities but accessibility in more generic terms, but could still be relevant. Is there any other related sessions you are aware, please let me know. http://schedule.gdconf.com/search-sessions/accessibility /Thomas > 27Jan 2016 kl. 14:51 skrev Ian Hamilton : > > Bob is on the list I think, he was at the round table last year. Bob, are you there? > > Here's a talk he has done on gaming & aging before, it looks like his GDC one will go more into design considerations: > > https://www.youtube.com/watch?v=ZfU6DGfhWt8 > > You can find him at http://www.bobdeschutter.be/ > > Ian > > To: games_access at igda.org > From: eleanor at 7128.com > Date: Wed, 27 Jan 2016 08:27:59 -0500 > Subject: Re: [games_access] GA events etc at GDC > > Ian, > > I'm giving you the link for the slides I used in the talk I gave in Boston last week on accessibility. I see someone is addressing silver gamers and I don't know them. The slides include info re accessibility for seniors as well as other groups. You might want to send it to them if you think it appropriate. > > http://www.7128.com/news/2016/resourcesnews160116.html > > Eleanor Robinson > 7-128 Software > > > > On 1/27/2016 8:05 AM, Ian Hamilton wrote: > Could put out the listing flyer again? The mobile & tablet summit is on the Monday/Tuesday, so I could take some along to the session there, might be a good chance to drum up interest in all the other sessions. > > From: i_h at hotmail.com > To: games_access at igda.org > Date: Wed, 27 Jan 2016 12:51:58 +0000 > Subject: Re: [games_access] GA events etc at GDC > > The ones I know about - > > As well as the round table I have a mobile accessibility talk at both the mobile & tablet summit and the advocacy track, two others in the advocacy track are Mark Barlet covering accessibility in general, and Bob de Schutter covering design guidelines for older gamers. Elsewhere, Brian Allgeier and Jason Jerald have VR talks that go into how to avoid simulation sickness. > > The Assault Android Cactus folk are doing at talk about accessibility, from the description it's not primarily at least regarding disability, but I've asked them if the talk will include any reference to it. For example their inclusion of colourblind gamers in their playtesting. > > And no doubt there will be meeting up for a drink as well :) > > > > From: thomas at westin.nu > > Date: Wed, 27 Jan 2016 12:54:26 +0100 > > To: games_access at igda.org > > Subject: [games_access] GA events etc at GDC > > > > Hi all > > > > I would like to promote all upcoming GA events, presentatons etc at GDC through the GA-SIG website/blog > > > > What GA related stuff do we know of so far? > > > > /Thomas > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > https://pairlist7.pair.net/mailman/listinfo/games_access > > The main SIG website page is http://igda-gasig.org > > _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Thu Feb 4 05:27:47 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Thu, 4 Feb 2016 10:27:47 +0000 Subject: [games_access] GA events etc at GDC In-Reply-To: References: , , <56A8C5DF.7020801@7128.com>, , Message-ID: I checked with the Assault Android Cactus devs, although they've done some really nice accessibility stuff that won't be covered at all in their talk, their talk is about drawing in people who are new to the genre. Here are the ones that I'm aware of, the two VR talks listed are due to cover design considerations to avoid/reduce simulation sickness - Mobile devices and disabled gamers (smartphone & tablet summit) http://schedule.gdconf.com/session/mobile-devices-and-disabled-gamers-2 GASIG booth social Beyond ageism: designing meaningful games for an older audience http://schedule.gdconf.com/session/beyond-ageism-designing-meaningful-games-for-an-older-audience Includification: how to make your game(s) more accessible to millionshttp://schedule.gdconf.com/session/includification-how-to-make-your-games-more-inclusive-to-millions Mobile devices and disabled gamers (main conference)http://schedule.gdconf.com/session/mobile-devices-and-disabled-gamers Explorers in VR: Walking the edge of nowherehttp://schedule.gdconf.com/session/explorers-in-vr-walking-the-edge-of-nowhere Human-centered design of immersive interactionshttp://schedule.gdconf.com/session/human-centered-design-of-immersive-interactions GASIG round tablehttp://schedule.gdconf.com/session/igda-game-accessibilty-sig-roundtable (Accessibility meet-up?) From: thomas at westin.nu Date: Thu, 4 Feb 2016 10:50:54 +0100 To: games_access at igda.org Subject: Re: [games_access] GA events etc at GDC Hi again, OK, these are the sessions I know of at GDC that relates to ?accessibility"; one of them does not seem to address disabilities but accessibility in more generic terms, but could still be relevant. Is there any other related sessions you are aware, please let me know. http://schedule.gdconf.com/search-sessions/accessibility /Thomas 27Jan 2016 kl. 14:51 skrev Ian Hamilton :Bob is on the list I think, he was at the round table last year. Bob, are you there? Here's a talk he has done on gaming & aging before, it looks like his GDC one will go more into design considerations: https://www.youtube.com/watch?v=ZfU6DGfhWt8 You can find him at http://www.bobdeschutter.be/ Ian To: games_access at igda.org From: eleanor at 7128.com Date: Wed, 27 Jan 2016 08:27:59 -0500 Subject: Re: [games_access] GA events etc at GDC Ian, I'm giving you the link for the slides I used in the talk I gave in Boston last week on accessibility. I see someone is addressing silver gamers and I don't know them. The slides include info re accessibility for seniors as well as other groups. You might want to send it to them if you think it appropriate. http://www.7128.com/news/2016/resourcesnews160116.html Eleanor Robinson 7-128 Software On 1/27/2016 8:05 AM, Ian Hamilton wrote: Could put out the listing flyer again? The mobile & tablet summit is on the Monday/Tuesday, so I could take some along to the session there, might be a good chance to drum up interest in all the other sessions. From: i_h at hotmail.com To: games_access at igda.org Date: Wed, 27 Jan 2016 12:51:58 +0000 Subject: Re: [games_access] GA events etc at GDC The ones I know about - As well as the round table I have a mobile accessibility talk at both the mobile & tablet summit and the advocacy track, two others in the advocacy track are Mark Barlet covering accessibility in general, and Bob de Schutter covering design guidelines for older gamers. Elsewhere, Brian Allgeier and Jason Jerald have VR talks that go into how to avoid simulation sickness. The Assault Android Cactus folk are doing at talk about accessibility, from the description it's not primarily at least regarding disability, but I've asked them if the talk will include any reference to it. For example their inclusion of colourblind gamers in their playtesting. And no doubt there will be meeting up for a drink as well :) > From: thomas at westin.nu > Date: Wed, 27 Jan 2016 12:54:26 +0100 > To: games_access at igda.org > Subject: [games_access] GA events etc at GDC > > Hi all > > I would like to promote all upcoming GA events, presentatons etc at GDC through the GA-SIG website/blog > > What GA related stuff do we know of so far? > > /Thomas > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org _______________________________________________ games_access mailing list games_access at igda.orghttps://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org_______________________________________________games_access mailing listgames_access at igda.orghttps://pairlist7.pair.net/mailman/listinfo/games_accessThe main SIG website page is http://igda-gasig.org _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Thu Feb 4 09:16:26 2016 From: thomas at westin.nu (Thomas Westin) Date: Thu, 4 Feb 2016 15:16:26 +0100 Subject: [games_access] GA events etc at GDC In-Reply-To: References: <56A8C5DF.7020801@7128.com> Message-ID: <66B9237F-6F36-4412-83D4-3EFC20F3B032@westin.nu> Thanks Ian, posted here http://igda-gasig.org/ /Thomas > 4Feb 2016 kl. 11:27 skrev Ian Hamilton : > > I checked with the Assault Android Cactus devs, although they've done some really nice accessibility stuff that won't be covered at all in their talk, their talk is about drawing in people who are new to the genre. > > Here are the ones that I'm aware of, the two VR talks listed are due to cover design considerations to avoid/reduce simulation sickness - > > Mobile devices and disabled gamers (smartphone & tablet summit) > http://schedule.gdconf.com/session/mobile-devices-and-disabled-gamers-2 > > GASIG booth social > > Beyond ageism: designing meaningful games for an older audience > http://schedule.gdconf.com/session/beyond-ageism-designing-meaningful-games-for-an-older-audience > > Includification: how to make your game(s) more accessible to millions > http://schedule.gdconf.com/session/includification-how-to-make-your-games-more-inclusive-to-millions > > Mobile devices and disabled gamers (main conference) > http://schedule.gdconf.com/session/mobile-devices-and-disabled-gamers > > Explorers in VR: Walking the edge of nowhere > http://schedule.gdconf.com/session/explorers-in-vr-walking-the-edge-of-nowhere > > Human-centered design of immersive interactions > http://schedule.gdconf.com/session/human-centered-design-of-immersive-interactions > > GASIG round table > http://schedule.gdconf.com/session/igda-game-accessibilty-sig-roundtable > > (Accessibility meet-up?) > > From: thomas at westin.nu > Date: Thu, 4 Feb 2016 10:50:54 +0100 > To: games_access at igda.org > Subject: Re: [games_access] GA events etc at GDC > > Hi again, > > OK, these are the sessions I know of at GDC that relates to ?accessibility"; one of them does not seem to address disabilities but accessibility in more generic terms, but could still be relevant. > > Is there any other related sessions you are aware, please let me know. > > http://schedule.gdconf.com/search-sessions/accessibility > > /Thomas > > 27Jan 2016 kl. 14:51 skrev Ian Hamilton >: > > Bob is on the list I think, he was at the round table last year. Bob, are you there? > > Here's a talk he has done on gaming & aging before, it looks like his GDC one will go more into design considerations: > > https://www.youtube.com/watch?v=ZfU6DGfhWt8 > > You can find him at http://www.bobdeschutter.be/ > > Ian > > To: games_access at igda.org > From: eleanor at 7128.com > Date: Wed, 27 Jan 2016 08:27:59 -0500 > Subject: Re: [games_access] GA events etc at GDC > > Ian, > > I'm giving you the link for the slides I used in the talk I gave in Boston last week on accessibility. I see someone is addressing silver gamers and I don't know them. The slides include info re accessibility for seniors as well as other groups. You might want to send it to them if you think it appropriate. > > http://www.7128.com/news/2016/resourcesnews160116.html > > Eleanor Robinson > 7-128 Software > > > > On 1/27/2016 8:05 AM, Ian Hamilton wrote: > Could put out the listing flyer again? The mobile & tablet summit is on the Monday/Tuesday, so I could take some along to the session there, might be a good chance to drum up interest in all the other sessions. > > From: i_h at hotmail.com > To: games_access at igda.org > Date: Wed, 27 Jan 2016 12:51:58 +0000 > Subject: Re: [games_access] GA events etc at GDC > > The ones I know about - > > As well as the round table I have a mobile accessibility talk at both the mobile & tablet summit and the advocacy track, two others in the advocacy track are Mark Barlet covering accessibility in general, and Bob de Schutter covering design guidelines for older gamers. Elsewhere, Brian Allgeier and Jason Jerald have VR talks that go into how to avoid simulation sickness. > > The Assault Android Cactus folk are doing at talk about accessibility, from the description it's not primarily at least regarding disability, but I've asked them if the talk will include any reference to it. For example their inclusion of colourblind gamers in their playtesting. > > And no doubt there will be meeting up for a drink as well :) > > > > From: thomas at westin.nu > > Date: Wed, 27 Jan 2016 12:54:26 +0100 > > To: games_access at igda.org > > Subject: [games_access] GA events etc at GDC > > > > Hi all > > > > I would like to promote all upcoming GA events, presentatons etc at GDC through the GA-SIG website/blog > > > > What GA related stuff do we know of so far? > > > > /Thomas > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > https://pairlist7.pair.net/mailman/listinfo/games_access > > The main SIG website page is http://igda-gasig.org > > _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From Kari.Hattner at hangar13games.com Fri Feb 5 15:07:28 2016 From: Kari.Hattner at hangar13games.com (Kari Hattner (Hangar 13 Games)) Date: Fri, 5 Feb 2016 20:07:28 +0000 Subject: [games_access] Someone at BAFTA looking for games dev with disability for interview... Message-ID: Saw this on LinkedIn Women in Games group... Thought someone on this email list would be interested or recommend someone. A researcher working for BAFTA is seeking to interview a UK games professional - female or male - with a minimum of 3-5 years' experience in the games industry but who also considers themselves to have a disability. It is for a report on games practitioners from underrepresented groups. If this is you or you know someone who can help, please contact me, david.smith at womeningames.org and I will put you in touch. Kari Hattner Producer, Hangar 13 Games (415) 475-5922 http://www.hangar13games.com/ [h13_logo] -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 4511 bytes Desc: image001.jpg URL: From i_h at hotmail.com Fri Feb 5 15:21:14 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Fri, 5 Feb 2016 21:21:14 +0100 Subject: [games_access] Someone at BAFTA looking for games dev with disability for interview... Message-ID: I know a couple of good UK people who would fit the criteria, will forward on
-------- Original message --------
From: "Kari Hattner (Hangar 13 Games)"
Date: 05/02/2016 21:14 (GMT+01:00)
To: games_access at igda.org
Subject: [games_access] Someone at BAFTA looking for games dev with disability for interview...
Saw this on LinkedIn Women in Games group... Thought someone on this email list would be interested or recommend someone. A researcher working for BAFTA is seeking to interview a UK games professional - female or male - with a minimum of 3-5 years' experience in the games industry but who also considers themselves to have a disability. It is for a report on games practitioners from underrepresented groups. If this is you or you know someone who can help, please contact me, david.smith at womeningames.org and I will put you in touch. Kari Hattner Producer, Hangar 13 Games (415) 475-5922 http://www.hangar13games.com/ [h13_logo] -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 4511 bytes Desc: image001.jpg URL: -------------- next part -------------- _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 4511 bytes Desc: not available URL: From chad at anacronist.com Mon Feb 8 02:16:16 2016 From: chad at anacronist.com (Chad Philip Johnson) Date: Sun, 07 Feb 2016 23:16:16 -0800 Subject: [games_access] Appropriate Interfaces for Blind Gamers Message-ID: <56B840C0.2010207@anacronist.com> Hello all, I was reading an article this evening on Gamasutra about the game /Ear Monsters /(http://www.gamasutra.com/blogs/BrianSchmidt/20130617/194489/Making_Ear_Monsters_Developing_a_3D_Audio_Game.php). The developer was making what he expected to be a straightforward accessibility experience for blind gamers on smartphones and tablets. Initial feedback was not as positive as he expected because he didn't account for players that held the device in unconventional ways. Here's the relevant snippet: /One other accessibility issue was reported by several blind players who said that all the sounds were backwards; when they tapped on the right side, they?d hear their attack from the left. It turns out that the code I?d added to detect orientation and flip the game?which, ironically, I had added in specifically so that visually impaired gamers would always have the correct orientation!? was too clever by half. A normal sighted player will typically hold their device in their hands, with a tilt towards themselves. And that?s how we tested Ear Monsters. However, it turns out that many visually impaired players played the game either laying their device on a flat table, or even in their laps, with a slight tilt //*/away /*//from them. In that case, the game would frequently rotate itself away from the player, upside down. And when they tried to turn around their device to fix it, it would rotate away again! That is also being addressed by fixing the orientation to one specific landscape orientation, which is common for iOS games./ This reminded me of a blues-rock guitar player name Jeff Healey. He became blind in his infancy and then started learning music and the guitar shortly afterwards. He developed a highly unorthodox way of holding and playing his instrument: he would lay the guitar in his lap and place his fingers in a downward position--not unlike pressing keys on a piano. The video in the following link shows how he accomplished this: https://www.youtube.com/watch?v=gIkOaTVu8uM. Anyway, I noticed a correlation between the two and thought I would throw that out there in case anybody else found it interesting. Perhaps this is a more natural way for people to interface with input devices that have flat surfaces. -- Chad Philip Johnson Anacronist Software -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Mon Feb 8 05:12:35 2016 From: thomas at westin.nu (Thomas Westin) Date: Mon, 8 Feb 2016 11:12:35 +0100 Subject: [games_access] Appropriate Interfaces for Blind Gamers In-Reply-To: <56B840C0.2010207@anacronist.com> References: <56B840C0.2010207@anacronist.com> Message-ID: <01E1B0F3-CE7C-4057-A711-4D75FA1A7A33@westin.nu> Thanks Dan, The Jeff Healey video is a great example which really enhance what Brian is saying. Brian (the Ear monsters dev) also had a talk at GDC a few years ago about this. I often use it as a great example to explain to my students the need of involving end users, at least after the initial design based on research and guidelines is done. The devil is in the detail. /Thomas > 8Feb 2016 kl. 08:16 skrev Chad Philip Johnson : > > Hello all, > > I was reading an article this evening on Gamasutra about the game Ear Monsters (http://www.gamasutra.com/blogs/BrianSchmidt/20130617/194489/Making_Ear_Monsters_Developing_a_3D_Audio_Game.php ). The developer was making what he expected to be a straightforward accessibility experience for blind gamers on smartphones and tablets. Initial feedback was not as positive as he expected because he didn't account for players that held the device in unconventional ways. Here's the relevant snippet: > > One other accessibility issue was reported by several blind players who said that all the sounds were backwards; when they tapped on the right side, they?d hear their attack from the left. It turns out that the code I?d added to detect orientation and flip the game?which, ironically, I had added in specifically so that visually impaired gamers would always have the correct orientation!? was too clever by half. A normal sighted player will typically hold their device in their hands, with a tilt towards themselves. And that?s how we tested Ear Monsters. However, it turns out that many visually impaired players played the game either laying their device on a flat table, or even in their laps, with a slight tilt away from them. In that case, the game would frequently rotate itself away from the player, upside down. And when they tried to turn around their device to fix it, it would rotate away again! That is also being addressed by fixing the orientation to one specific landscape orientation, which is common for iOS games. > > This reminded me of a blues-rock guitar player name Jeff Healey. He became blind in his infancy and then started learning music and the guitar shortly afterwards. He developed a highly unorthodox way of holding and playing his instrument: he would lay the guitar in his lap and place his fingers in a downward position--not unlike pressing keys on a piano. The video in the following link shows how he accomplished this: https://www.youtube.com/watch?v=gIkOaTVu8uM . > > Anyway, I noticed a correlation between the two and thought I would throw that out there in case anybody else found it interesting. Perhaps this is a more natural way for people to interface with input devices that have flat surfaces. > -- > Chad Philip Johnson > Anacronist Software > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From brandonkeithbiggs at gmail.com Mon Feb 8 12:19:21 2016 From: brandonkeithbiggs at gmail.com (Brandon Keith Biggs) Date: Mon, 8 Feb 2016 09:19:21 -0800 Subject: [games_access] Appropriate Interfaces for Blind Gamers In-Reply-To: <56B840C0.2010207@anacronist.com> References: <56B840C0.2010207@anacronist.com> Message-ID: Hello, As a blind gamer myself, I can confirm that we hold our phones much different than sighted people. For us the touch screen is just a trackpad. The touch screen is a rather bad invention if you ask me, and it takes some getting used to. But for example, we swipe right and left to hear elements, so that can mean we hold the phone in a way that allows for our thumb to swipe most easily. I hold my phone either in my right hand, facing a little away past my shoulder so it is comfortable in my hand, or I place it sideways on my belly so I can use it while using my computer. When I type, I have the screen sideways and facing out so I can type on it as if it was a Braille keyboard. I always say that things made for Blind people really need to be as simple as possible, except when it comes to sound. Then you can get as detailed as you wish. But built-in widgets are often the best to use and building your own stuff will almost never be accessible. This is why I am against HTML Canvas for most things! So having a super simple one orientation is almost always the best when creating games. Thanks, Brandon Keith Biggs On Sun, Feb 7, 2016 at 11:16 PM, Chad Philip Johnson wrote: > Hello all, > > I was reading an article this evening on Gamasutra about the game *Ear > Monsters *( > http://www.gamasutra.com/blogs/BrianSchmidt/20130617/194489/Making_Ear_Monsters_Developing_a_3D_Audio_Game.php). > The developer was making what he expected to be a straightforward > accessibility experience for blind gamers on smartphones and tablets. > Initial feedback was not as positive as he expected because he didn't > account for players that held the device in unconventional ways. Here's > the relevant snippet: > > *One other accessibility issue was reported by several blind players who > said that all the sounds were backwards; when they tapped on the right > side, they?d hear their attack from the left. It turns out that the code > I?d added to detect orientation and flip the game?which, ironically, I had > added in specifically so that visually impaired gamers would always have > the correct orientation!? was too clever by half. A normal sighted player > will typically hold their device in their hands, with a tilt towards > themselves. And that?s how we tested Ear Monsters. However, it turns out > that many visually impaired players played the game either laying their > device on a flat table, or even in their laps, with a slight tilt **away **from > them. In that case, the game would frequently rotate itself away from the > player, upside down. And when they tried to turn around their device to fix > it, it would rotate away again! That is also being addressed by fixing the > orientation to one specific landscape orientation, which is common for iOS > games.* > > This reminded me of a blues-rock guitar player name Jeff Healey. He > became blind in his infancy and then started learning music and the guitar > shortly afterwards. He developed a highly unorthodox way of holding and > playing his instrument: he would lay the guitar in his lap and place his > fingers in a downward position--not unlike pressing keys on a piano. The > video in the following link shows how he accomplished this: > https://www.youtube.com/watch?v=gIkOaTVu8uM. > > Anyway, I noticed a correlation between the two and thought I would throw > that out there in case anybody else found it interesting. Perhaps this is > a more natural way for people to interface with input devices that have > flat surfaces. > > -- > Chad Philip Johnson > Anacronist Software > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Mon Feb 8 13:40:14 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Mon, 8 Feb 2016 19:40:14 +0100 Subject: [games_access] Appropriate Interfaces for Blind Gamers Message-ID: As far as HTML dev goes, for games or otherwise, the lack of styling options for native elements has a huge amount to answer for. Using default browser styling is often an unwinnable battle, which is the reason why so many devs don't use native elements. And equally the reason why people who do want to make things accessible while keeping design stakeholders happy have to spend silly amounts of money to do so. Even something as seemingly simple as a select or combo element has a pretty huge amount of subtleties to try to replicate.
-------- Original message --------
From: Brandon Keith Biggs
Date: 08/02/2016 18:19 (GMT+01:00)
To: IGDA Games Accessibility SIG Mailing List
Subject: Re: [games_access] Appropriate Interfaces for Blind Gamers
Hello, As a blind gamer myself, I can confirm that we hold our phones much different than sighted people. For us the touch screen is just a trackpad. The touch screen is a rather bad invention if you ask me, and it takes some getting used to. But for example, we swipe right and left to hear elements, so that can mean we hold the phone in a way that allows for our thumb to swipe most easily. I hold my phone either in my right hand, facing a little away past my shoulder so it is comfortable in my hand, or I place it sideways on my belly so I can use it while using my computer. When I type, I have the screen sideways and facing out so I can type on it as if it was a Braille keyboard. I always say that things made for Blind people really need to be as simple as possible, except when it comes to sound. Then you can get as detailed as you wish. But built-in widgets are often the best to use and building your own stuff will almost never be accessible. This is why I am against HTML Canvas for most things! So having a super simple one orientation is almost always the best when creating games. Thanks, Brandon Keith Biggs On Sun, Feb 7, 2016 at 11:16 PM, Chad Philip Johnson wrote: > Hello all, > > I was reading an article this evening on Gamasutra about the game *Ear > Monsters *( > http://www.gamasutra.com/blogs/BrianSchmidt/20130617/194489/Making_Ear_Monsters_Developing_a_3D_Audio_Game.php). > The developer was making what he expected to be a straightforward > accessibility experience for blind gamers on smartphones and tablets. > Initial feedback was not as positive as he expected because he didn't > account for players that held the device in unconventional ways. Here's > the relevant snippet: > > *One other accessibility issue was reported by several blind players who > said that all the sounds were backwards; when they tapped on the right > side, they?d hear their attack from the left. It turns out that the code > I?d added to detect orientation and flip the game?which, ironically, I had > added in specifically so that visually impaired gamers would always have > the correct orientation!? was too clever by half. A normal sighted player > will typically hold their device in their hands, with a tilt towards > themselves. And that?s how we tested Ear Monsters. However, it turns out > that many visually impaired players played the game either laying their > device on a flat table, or even in their laps, with a slight tilt **away **from > them. In that case, the game would frequently rotate itself away from the > player, upside down. And when they tried to turn around their device to fix > it, it would rotate away again! That is also being addressed by fixing the > orientation to one specific landscape orientation, which is common for iOS > games.* > > This reminded me of a blues-rock guitar player name Jeff Healey. He > became blind in his infancy and then started learning music and the guitar > shortly afterwards. He developed a highly unorthodox way of holding and > playing his instrument: he would lay the guitar in his lap and place his > fingers in a downward position--not unlike pressing keys on a piano. The > video in the following link shows how he accomplished this: > https://www.youtube.com/watch?v=gIkOaTVu8uM. > > Anyway, I noticed a correlation between the two and thought I would throw > that out there in case anybody else found it interesting. Perhaps this is > a more natural way for people to interface with input devices that have > flat surfaces. > > -- > Chad Philip Johnson > Anacronist Software > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org From i_h at hotmail.com Tue Feb 9 00:14:39 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 9 Feb 2016 06:14:39 +0100 Subject: [games_access] Accessibility info on gamecritics Message-ID: Gamecritics.com have for a long time included information on audio accessibility in all of their reviews, and they are now going to expand that to always include information on what the controls / control options are, and if the game relies on colour. Obviously this kind of short summary is no substitute for detailed specialist reviews on sites like unstoppablegamer, DAGERS and Applevis, but it should mean more information is available for a wider range of titles. Hopefully it's something that other sites can pick up on. Even just including a screenshot of the controls screen, that's something that would require no expert knowledge at all, but still provide valuable accessibility information. Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From brandonkeithbiggs at gmail.com Tue Feb 9 19:59:32 2016 From: brandonkeithbiggs at gmail.com (Brandon Keith Biggs) Date: Tue, 9 Feb 2016 16:59:32 -0800 Subject: [games_access] Accessibility in and around Amazon Lumberyard Message-ID: Hello, I am wondering if anyone has taken a look at Amazon Lumberyard? It is a new free open source 3d game engine that Amazon just put out that is still in beta. It would be awesome if as many people as possible can take a look at it and give feedback on its accessibility, both in creating games and playing games. It would be awesome if it could be the first mainstream game engine accessible to blind game developers and that lent itself to adding accessibility to blind players! Thank you, Brandon Keith Biggs -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Tue Feb 9 20:17:57 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 10 Feb 2016 01:17:57 +0000 Subject: [games_access] Accessibility in and around Amazon Lumberyard In-Reply-To: References: Message-ID: Not yet, although I have a contact for someone who has been working on it so I'll give a poke. Also been chatting wth a dev who has been getting Tolk to work with Unity. Although not a substitute for proper screen reader support that still could have all kinds of nice possibilities... Devs with an interest in blind accessibility being able to send notifications to a bunch of popular screen readers, would still need to manually work out focus management etc, but it's a whole load better than being restricted to self-voicing or clipboard hacks > On 10 Feb 2016, at 00:59, Brandon Keith Biggs wrote: > > Hello, > I am wondering if anyone has taken a look at > Amazon Lumberyard? > It is a new free open source 3d game engine that Amazon just put out that is still in beta. It would be awesome if as many people as possible can take a look at it and give feedback on its accessibility, both in creating games and playing games. > It would be awesome if it could be the first mainstream game engine accessible to blind game developers and that lent itself to adding accessibility to blind players! > Thank you, > > Brandon Keith Biggs > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org From i_h at hotmail.com Tue Feb 9 20:20:55 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 10 Feb 2016 01:20:55 +0000 Subject: [games_access] Thursday Message-ID: Is anyone around in San Francisco on Thursday? From brandonkeithbiggs at gmail.com Tue Feb 9 20:25:14 2016 From: brandonkeithbiggs at gmail.com (Brandon Keith Biggs) Date: Tue, 9 Feb 2016 17:25:14 -0800 Subject: [games_access] Accessibility in and around Amazon Lumberyard In-Reply-To: References: Message-ID: Hello, Amazon also owns Ivona voices, so it would be silly if they are difficult to add. I have been reading the documentation (The download is 10 GB, so taking a little while to download) and it looks as if the editor itself does not use any of the arrow keys, tab or enter key to do anything special, so it would not be hard for Amazon to make sure their UIA automation and whatnot are labeled correctly. That alone would add miles to accessibility. (although ever sense Kindle, Amazon has had a bad wrap for blindness accessibility). Thanks, Brandon Keith Biggs On Tue, Feb 9, 2016 at 5:17 PM, Ian Hamilton wrote: > Not yet, although I have a contact for someone who has been working on it > so I'll give a poke. > > Also been chatting wth a dev who has been getting Tolk to work with Unity. > Although not a substitute for proper screen reader support that still could > have all kinds of nice possibilities... Devs with an interest in blind > accessibility being able to send notifications to a bunch of popular screen > readers, would still need to manually work out focus management etc, but > it's a whole load better than being restricted to self-voicing or clipboard > hacks > > On 10 Feb 2016, at 00:59, Brandon Keith Biggs > wrote: > > Hello, > I am wondering if anyone has taken a look at > Amazon Lumberyard? > > It is a new free open source 3d game engine that Amazon just put out that > is still in beta. It would be awesome if as many people as possible can > take a look at it and give feedback on its accessibility, both in creating > games and playing games. > It would be awesome if it could be the first mainstream game engine > accessible to blind game developers and that lent itself to adding > accessibility to blind players! > Thank you, > > Brandon Keith Biggs > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Wed Feb 10 08:00:16 2016 From: thomas at westin.nu (Thomas Westin) Date: Wed, 10 Feb 2016 14:00:16 +0100 Subject: [games_access] Accessibility in and around Amazon Lumberyard In-Reply-To: References: Message-ID: <63B578BA-99EB-465B-9497-DCF9F79D529A@westin.nu> Hi, I have not tried Lumberyard but it is based on CryEngine from what I understand https://aws.amazon.com/lumberyard/faq/ Tolk for Unity sounds great, nice find Ian. Best, Thomas > 10Feb 2016 kl. 01:59 skrev Brandon Keith Biggs : > > Hello, > I am wondering if anyone has taken a look at > Amazon Lumberyard? > It is a new free open source 3d game engine that Amazon just put out that is still in beta. It would be awesome if as many people as possible can take a look at it and give feedback on its accessibility, both in creating games and playing games. > It would be awesome if it could be the first mainstream game engine accessible to blind game developers and that lent itself to adding accessibility to blind players! > Thank you, > > Brandon Keith Biggs _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From sandra_uhling at web.de Thu Feb 11 10:16:42 2016 From: sandra_uhling at web.de (Sandra Uhling) Date: Thu, 11 Feb 2016 16:16:42 +0100 Subject: [games_access] How to adapt windows to your need? In-Reply-To: <56B026EE.4080106@anacronist.com> References: <56B026EE.4080106@anacronist.com> Message-ID: An HTML attachment was scrubbed... URL: From chad at anacronist.com Thu Feb 18 00:21:13 2016 From: chad at anacronist.com (Chad Philip Johnson) Date: Wed, 17 Feb 2016 21:21:13 -0800 Subject: [games_access] How to adapt windows to your need? In-Reply-To: References: <56B026EE.4080106@anacronist.com> Message-ID: <56C554C9.6070000@anacronist.com> Hi Sandra, I don't believe this is what you were looking for, but it's the best I could find: https://www.microsoft.com/enable/training/windows7/ There doesn't seem to be one for Windows 8 and Windows 10. Chad Philip Johnson Anacronist Software On 02/11/2016 07:16 AM, Sandra Uhling wrote: > Hello, > thanks Chad, > one collegue needs some support with windows. > There is a website that explains how to adapt windows to your needs. > Unfortunately I lost the informationen. Does someone have it? > Best regards, > Sandra > *Gesendet:* Dienstag, 02. Februar 2016 um 04:47 Uhr > *Von:* "Chad Philip Johnson" > *An:* "IGDA Games Accessibility SIG Mailing List" > *Betreff:* [games_access] Intro to GA Article for Devs > Hello all, > > Just wanted to share that Microsoft has a really great article for > introducing game developers to game accessibility. It can be found > here: > https://msdn.microsoft.com/en-us/library/windows/desktop/ee415219%28v=vs.85%29.aspx > > The article touches on a number of important concepts, and the > supporting information is not skewed toward Xbox or other MS products > (in fact, Xbox isn't even mentioned until the /r//esources/ section at > the end). The general point is that considerations for accessibility > will lead to better overall game design, sales, user-base, etc. and > improve experiences for core audiences. > > This would be a good one to share in passing with developers who are > unfamiliar with accessibility. > -- > Chad Philip Johnson > Anacronist Software > _______________________________________________ games_access mailing > list games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG > website page is http://igda-gasig.org > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From blindwolf8 at gmail.com Thu Feb 18 20:58:34 2016 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Thu, 18 Feb 2016 20:58:34 -0500 Subject: [games_access] How to adapt windows to your need? In-Reply-To: <56C554C9.6070000@anacronist.com> References: <56B026EE.4080106@anacronist.com> <56C554C9.6070000@anacronist.com> Message-ID: Looks like there's Windows 8 and more if you go up a level: https://www.microsoft.com/enable/training/ Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Thu, Feb 18, 2016 at 12:21 AM, Chad Philip Johnson wrote: > Hi Sandra, > > I don't believe this is what you were looking for, but it's the best I > could find: > https://www.microsoft.com/enable/training/windows7/ > > There doesn't seem to be one for Windows 8 and Windows 10. > > Chad Philip Johnson > Anacronist Software > > On 02/11/2016 07:16 AM, Sandra Uhling wrote: > > Hello, > thanks Chad, > > one collegue needs some support with windows. > There is a website that explains how to adapt windows to your needs. > Unfortunately I lost the informationen. Does someone have it? > > Best regards, > Sandra > > > > *Gesendet:* Dienstag, 02. Februar 2016 um 04:47 Uhr > *Von:* "Chad Philip Johnson" > *An:* "IGDA Games Accessibility SIG Mailing List" > > *Betreff:* [games_access] Intro to GA Article for Devs > Hello all, > > Just wanted to share that Microsoft has a really great article for > introducing game developers to game accessibility. It can be found here: > https://msdn.microsoft.com/en-us/library/windows/desktop/ee415219%28v=vs.85%29.aspx > > The article touches on a number of important concepts, and the supporting > information is not skewed toward Xbox or other MS products (in fact, Xbox > isn't even mentioned until the *r**esources* section at the end). The > general point is that considerations for accessibility will lead to better > overall game design, sales, user-base, etc. and improve experiences for > core audiences. > > This would be a good one to share in passing with developers who are > unfamiliar with accessibility. > > -- > Chad Philip Johnson > Anacronist Software > > _______________________________________________ games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG > website page is http://igda-gasig.org > > > _______________________________________________ > games_access mailing listgames_access at igda.orghttps://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From chad at anacronist.com Thu Feb 18 23:58:28 2016 From: chad at anacronist.com (Chad Philip Johnson) Date: Thu, 18 Feb 2016 20:58:28 -0800 Subject: [games_access] How to adapt windows to your need? In-Reply-To: References: <56B026EE.4080106@anacronist.com> <56C554C9.6070000@anacronist.com> Message-ID: <56C6A0F4.10505@anacronist.com> Yes, thank you, Dan. I thought it seemed a little odd for MS to not include an updated accessibility how-to for Windows 8 given that so much had changed. But then again I'm still trying to find the start button. /(kidding!)/ Chad Philip Johnson Anacronist Software On 02/18/2016 05:58 PM, Dan Fischbach wrote: > Looks like there's Windows 8 and more if you go up a level: > https://www.microsoft.com/enable/training/ > > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > > On Thu, Feb 18, 2016 at 12:21 AM, Chad Philip Johnson > > wrote: > > Hi Sandra, > > I don't believe this is what you were looking for, but it's the > best I could find: > https://www.microsoft.com/enable/training/windows7/ > > There doesn't seem to be one for Windows 8 and Windows 10. > > Chad Philip Johnson > Anacronist Software > > On 02/11/2016 07:16 AM, Sandra Uhling wrote: >> Hello, >> thanks Chad, >> one collegue needs some support with windows. >> There is a website that explains how to adapt windows to your needs. >> Unfortunately I lost the informationen. Does someone have it? >> Best regards, >> Sandra >> *Gesendet:* Dienstag, 02. Februar 2016 um 04:47 Uhr >> *Von:* "Chad Philip Johnson" >> >> *An:* "IGDA Games Accessibility SIG Mailing List" >> >> *Betreff:* [games_access] Intro to GA Article for Devs >> Hello all, >> >> Just wanted to share that Microsoft has a really great article >> for introducing game developers to game accessibility. It can be >> found here: >> https://msdn.microsoft.com/en-us/library/windows/desktop/ee415219%28v=vs.85%29.aspx >> >> The article touches on a number of important concepts, and the >> supporting information is not skewed toward Xbox or other MS >> products (in fact, Xbox isn't even mentioned until the >> /r//esources/ section at the end). The general point is that >> considerations for accessibility will lead to better overall game >> design, sales, user-base, etc. and improve experiences for core >> audiences. >> >> This would be a good one to share in passing with developers who >> are unfamiliar with accessibility. >> -- >> Chad Philip Johnson >> Anacronist Software >> _______________________________________________ games_access >> mailing list games_access at igda.org >> https://pairlist7.pair.net/mailman/listinfo/games_access The main >> SIG website page is http://igda-gasig.org >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> https://pairlist7.pair.net/mailman/listinfo/games_access >> The main SIG website page ishttp://igda-gasig.org > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From chad at anacronist.com Mon Feb 29 03:44:44 2016 From: chad at anacronist.com (Chad Philip Johnson) Date: Mon, 29 Feb 2016 00:44:44 -0800 Subject: [games_access] GA SIG Roundtable at GDC Message-ID: <56D404FC.5050903@anacronist.com> Hello all, We're in the process of putting the final touches on the agenda for the GA SIG Roundtable at GDC. For those of you who will be attending, we have some fun things planned, but the bulk of the meeting will focus on the items on the Action List that was established last year. If you are a lead or member of an Action Item and plan to attend GDC and the SIG roundtable then you will have an opportunity to provide everyone in attendance with a status update. If you cannot attend but have information you would like to share, please send it my way and I will make sure it is included (direct email is fine). I will also take notes on any relevant feedback and responses and get this information back to you and your team in the weeks following the conference. -- Chad Philip Johnson Anacronist Software From i_h at hotmail.com Mon Feb 29 15:33:39 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Mon, 29 Feb 2016 20:33:39 +0000 Subject: [games_access] Blind accessibility in fighting games Message-ID: An excellent demo just went up walking through how blind gamer SightlessKombat plays Killer Instinct using audio cues and stereo separation alone, and some discussion of how community effort led to some blind-accessibility features making their way into the game: https://www.youtube.com/watch?v=THbVXGulDUE And from two days previously, AbleGamers interview with another blind Killer Instinct player, Xavier Quintero: http://www.unstoppablegamer.com/killer-instinct-and-accessibility-interview-with-xavier-quintero/ >From further back, an interview with Carlos Vasquez about working with Netherrealm on their dedicated blind-accessibility mode for Injustice, which since made it into current gen Mortal Kombat X, where it gained a few extra enhancements such as extra audio cues for power meters - http://www.techly.com.au/2014/08/06/accessibility-look-injustice-second-son/ A bit further back again, Mike Zaimont's clipreader hack to get PC screenreader compatibility into Skullgirls' menus - http://shoryuken.com/2014/01/31/mike-mike-z-zaimont-updates-skullgirls-encore-to-enhance-accessibility-for-blind-players/ And the old classic, blind gamer Brice Mellen beating Ed Boon at Mortal Kombat - https://www.youtube.com/watch?v=FdRC92fWbzQ Ian -------------- next part -------------- An HTML attachment was scrubbed... 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