Over the last year or so i've been advocating for & pushing myself to create more accessible experiences. I'd like to start talking louder about accessibility. So here are a few general design goals i've written for myself this last year.
#a11y #accessibility #gamedev
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1) Create intentionally inclusive experiences that seamlessly integrate accessibility features into mechanics where-ever possible. 2) Consider that disability & player requirements cover a wide & diverse spectrum, aim to support the broadest range of players to play. 2/4
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3) Ensure any information is always communicated in multiple ways (audio, visual, haptic, etc.) to maximize accessibility. 4) Offer players the flexibility to customise their experience as much as possible to cater their experience to their requirements or preference. 3/4
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This is a very vague set of goals, but it helps me constantly remember there is no "normal" player, every person is different. The more players requiremnets we consider from early on, the more players can enjoy our games. Accessibility is usability & not an after-thought. 4/4
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W odpowiedzi do @JoeKinglake
Do you know the story of the myth of the average person Vs the early US air force, and how that affects how you interact with cars today?
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W odpowiedzi do @ianhamilton_
Sounds interesting! I'm not familiar no, how does the story go?
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W odpowiedzi do @JoeKinglake
Here you go, I first heard of it from
@brycej and have cited it many times since -https://www.thestar.com/news/insight/2016/01/16/when-us-air-force-discovered-the-flaw-of-averages.html …1 odpowiedź 1 podany dalej 2 polubione
Wow, fascinating read thanks for sharing! Really goes to show the dangers of assuming a normal player when designing games.
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