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.
Game Design and Accessibility: Using Stem Stumper as a Use Case
1. Game Design and Accessibility A case study using Stem Stumper
2. 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
6. Accessibility versus Usability Accessibility: Taking into account physical and mental impairments Usability: Making interaction with the game as intuitive as possible
10. 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)
11. Hearing – Visual Cues Using multiple channels for information reinforces it Mobile players aren’t always listening to your game
12. Hearing – Stereo Papa Sangre uses binaural audio Have to hear with both ears! Avoided stereo on Stem Stumper
13. 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
15. 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
16. 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
17. 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.
18. 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.
19. Sight - Colorblind 10% of US men are red-green color blind (rare amongst women) Photoshop magic versus silhouettes and texturing
20. Screen Readers New to gaming Not supported on any console! Apple has VoiceOver built in to newer iOS models
21. VoiceOver Captures and preprocess input Requires multiple taps with multiple fingers Handy API
24. UI With Screen Readers Information (like a meter) isn’t instantly visible!
25. Test, Test, Test! Find testers in your target group and test Also great for building buzz!
26. 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
Notas del editor
St Helena’s, Regis and the Steelers!At Demiurge worked on Mass Effect Pinnacle Station, Green Day Rock Band, Word FuAnanse Productions “Games for the rest of us”Who is Ananse?
Finding fertiliizer spread out on the fieldMore music layers as you get closerStumper, Weed Killer, Brikck Wall in the wayDon’t run out of Flower Power
Game devs use accessibility to mean usability. Make the terms clear in context of this presentation
Even if every button and label was setup for screen readers, the core concept of Photoshop can be hard for someone who’s visually impaired.