Game Design and Accessibility: Using Stem Stumper as a Use Case

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Game Design and Accessibility A case study using Stem Stumper

description

A look at accessibility concerns we had on Stem Stumper, a blind accessible iOS game. We provide concrete things and we did to make the game accessible and resource for finding out more about game accessibility.

Transcript of Game Design and Accessibility: Using Stem Stumper as a Use Case

Page 1: Game Design and Accessibility: Using Stem Stumper as a Use Case

Game Design and Accessibility

A case study using Stem Stumper

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Who Am I?

• Born and Raised The Bronx, NY• CMU SCS 2008• Interned at EALA on MOH:Airborne• Demiurge Studios – Engineer• Founded Ananse Productions

November 2010

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What I’m Playing

Portal 2, Mass Effect and Bejewled!

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Stem Stumper

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Sonar Mode

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Accessibility versus Usability

• Accessibility: Taking into account physical and mental impairments

• Usability: Making interaction with the game as intuitive as possible

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Accessibility leads to Usability

• A lot of overlap

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Starts with Design• Needs to be a priority from the start

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Overview

• Hearing• Touch and Mobility• Sight• Screen Readers• Resources

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Hearing

• Approximately 36 million (17%) US adults report a form of hearing loss (NIDCD)

• Uncharted 2 sales = 3.8 million worldwide

• Includes unilateral hearing loss (loss of hearing in a single ear)

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Hearing – Visual Cues

• Using multiple channels for information reinforces it

• Mobile players aren’t always listening to your game

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Hearing – Stereo

• Papa Sangre uses binaural audio– Have to hear with both ears!

• Avoided stereo on Stem Stumper

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Touch and Mobility

• 14.5 million (7.1%) of Americans report a severe motion impairing disability

• Modern Warfare 2 Sales = 10 million US

• Interesting repercussions for motion gaming

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Touch and Motion – Time

• Allowing playing at own pace

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Touch and Motion - Controls

• Chording: require multiple button presses at the same time– Virtual D-pads– Stem Stumper only requires one finger!

• Beware of time-sensitive controls!– Double tapping, not in Stem Stumper*

• Remapping wasn’t an issue for Stem Stumper

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Sight

• 25 million Americans with serious vision loss (AFB)

• Gears of War 2 Sales = 2 million worldwide

• Only 10% are completely blind!

• Biggest concern on Stem Stumper

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Sight - Symbols

• Helps children, those with reading disabilities, and can be more intuitive overall

• Still need text substitute for screen readers. Not a localization sliver bullet.

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Sight – Legible Text

• Make sure font is always easily distinguishable from background

• In Stem Stumper we created a black outline around text to help it pop out.

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Sight - Colorblind

• 10% of US men are red-green color blind (rare amongst women)

• Photoshop magic versus silhouettes and texturing

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Screen Readers

• New to gaming

• Not supported on any console!

• Apple has VoiceOver built in to newer iOS models

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VoiceOver

• Captures and preprocess input• Requires multiple taps with

multiple fingers• Handy API

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UI With Screen Readers

• Don’t make items disappear

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UI With Screen Readers

• Stick with conventions

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UI With Screen Readers

• Information (like a meter) isn’t instantly visible!

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Test, Test, Test!

• Find testers in your target group and test

• Also great for building buzz!

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Resources

• www.blindcomputergames.com– 7-128 worked with audio gamers to

come up with clear guidelines to present developers

• IGDA GASIG– A lot of high level things to keep in

mind• WCAG 2.0– Web standard for accessibility that

covers more impairments