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W10. Accessible Design

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@LadieAuPair
W10: Accessibility
and inclusive design
INF2164H
iSchool, University of Toronto
Velian Pandeliev
Mar. 25, 2021
We are recording:
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Pet slideshow during breaks:
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v.pandeliev@utoronto.ca
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Be respectful, be kind
Don’t raise your hand; just type in chat
Ask questions, make comments!
Keep chat on topic
4
Warm-up:
How's A3 going?
A3 presentations next week.
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Options for A4:
• HUD + Menu Design
• Port game to new platform
• Accessibility Audit
• …
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Accessibility
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My perspective is limited.
I am learning.
Please reach out if there's anything
I could do better.
Please ask for and listen to the
perspectives of experts and people
with relevant experiences.
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Disability and accessibility
Barrier: a property of the world that prevents an individual from
fully participating in an aspect of life
Impairment: a loss or abnormality in physiological, anatomical, or
cognitive structure or function
Disability: the functional impact of an impairment in a person’s life
Disability: a mismatch between the capabilities of an individual and
the environment, system, or task
Accessibility: ability of a design/system to match the requirements
of an individual (with or without a disability).
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Velian Pandeliev
The social model of disability
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MICROSOFT INCLUSIVE TOOLKIT
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Language
Person-first language: person with a disability
• avoids defining the person entirely by their disability
• disassociates the disability from the person's experience
• implies disability should not be associated with a person as it is
intrinsically negative
Identity-first language: disabled person
• includes the disability as integral to the person's experience
• frames disability using the social model: as a consequence of a
barrier-laden environment, not as an intrinsic quality
• can indicate disability pride or community membership C L
ARA IEBOWITZ
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Language
Either person-first or identity-first language is preferable to:
• Negative or value-laden terms (confined to, suffers from…)
• Outdated terms (the disabled, cripple, spastic, handicapped)
• Euphemisms (handi-capable, challenged, differently abled)
• Emotional tone (hero, saint, victim, burden, soldier, inspiration)
• Patronizing a disabled person
• Speaking for or over a disabled person
• Speaking only to a disabled person's interpreter or carer
• Ignoring a disabled person's language preferences
C
L
ARA IEBOWITZ
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When in doubt, ask.
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Common excuses
• “Fixing accessibility is expensive”
• “Let's take care of normal gamers first”
• “The accessible market is too small”
• “Accessible options ruin the creative vision”
• “Accessibility negates the challenge of the game"
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Inclusive design
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Accessibility is design
~1.3 billion people face a disability-related exclusion in daily life
The accessible market impacts 53% of consumers
Accessibility is a legal requirement in Ontario and elsewhere
Accessibility benefits everyone who is or may ever face a barrier
to communication, mobility, productivity, or fulfillment.
All users have limitations; there is no reliably "standard" user.
A person may face permanent, temporary, or situational
exclusion due to changes in our circumstances at any time.
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Inclusive design
Inclusive design is an approach that rejects the idea of a normal,
typical, or average user.
The principles of inclusive design:
1. Recognize, respect, and design for human uniqueness and variability.
2. Use inclusive, open & transparent processes, and co-design with
people who have a diversity of perspectives, including people that can’t
use or have difficulty using the current designs.
3. Realize that we are designing in a complex adaptive system.
INCLUSIVE DESIGN, J. TREVIRANUS
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Video games are for everyone.
GAME MAKER'S TOOLKIT
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Accessibility is design
Accessibility: ability of a design/system to match the requirements
of an individual (incl. user, context, and goal).
As designers, we have to shed our biases that every user will see,
hear, and understand things the way we do.
When we do this, we remove bad friction for more users.
Isn't that what we do all the time? How is accessibility any different?
It challenges our assumptions of "average" and "normal" and invites
us to consider the breadth of human ability and experience.
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Accessible video game principles
Inclusion: all users should be able to experience the depth,
challenge, and artistry of your game regardless of their
circumstances
Autonomy: your players should have the ability to customize their
experience to suit their preferences
Enjoyment: Disabled players have a right to access the full breadth
of human experience, from the utilitarian to the enjoyable
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What are some important
accessibility features
for video games?
Auditory
Visual
Motor
Cognitive
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Auditory
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Auditory exclusions
Deaf
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Ear infection
Low volume
New language
Velian Pandeliev
Auditory inclusions
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• Subtitles:
• Format, size, duration, length
• Speaker, background dialogue, barks, and sounds
• Duration
• Supplement audio information
• Adjust sound settings
• Represent and recognize Deaf players
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Bad subtitles
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Tiny font sizes
No standardization
Unreadable aesthetics
BBC GUIDELINES
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Subtitles: How big?
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Large (46 px min) and adjustable
AC: ODYSSEY
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Subtitles: discernible, legible, and readable
Discernible: background-independent
White with black outline, shadow, or semi-transparent box under
Legible: tell letters apart
Simple, sans serif font in mixed case, centre bottom of screen
Readable: manage the block. 37-42 characters per line, 2 lines max
FAR CRY: NEW DAWN
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Subtitles: When
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• Sufficient time to read: ~0.3 seconds per word
• Brief visual gap (flash) between subsequent subtitles
• Break lines and subtitles at sensible moments
• Don't jump ahead or spoil anything with a subtitle
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Subtitles: who and where?
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Indicate the speaker:
• name at the beginning of every line (adds length)
• state name on first line, the, colour-code
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Subtitles: What
• All dialogue (including in-engine, not just cutscenes)
• Also accurately, without artistic license
• Also background (atmospheric) chatter
• Also barks or announcements of ultimate abilities deployed
• Also sound effects that carry meaning (death sounds,
opening doors, startled birds, sudden silence)
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Sound mechanics
Add another modality for any game mechanic that relies on sound:
• melody or rhythm puzzles
• damage direction indicators, barks, soundscapes
• ultimate ability somewhere nearby
• character stealth / noise levels
• audio-only feedback
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CALL OF DUTY / UNDERTALE
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FORTNITE
Sound settings
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• Subtitles on by default or easy to turn on without a menu
• Adjust different layers of the sound mix separately
• Duck non-essential tracks during speech
• Use vibration to supplement audio
• Toggle mono / stereo sound
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Represent Deaf culture and ASL users
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Quill in Moss, Hailey Cooper in Spider-Man: Miles Morales
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Visual
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Exclusions
Blind
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Low vision
Far-sighted
Dim screen
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Inclusions
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• Colour differentiation
• Supplement colour-only information
• Readable font options
• Sufficient and adjustable size
• Sufficient and adjustable contrast
• Rich audio
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The human eye, briefly
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Two types of light receptors:
• Cones (fovea): fine detail, colour
• Rods (periphery): motion,
contrast, greyscale
Rods take a long time to desaturate
(night vision)
That's why pirates wear eyepatches.
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The image entering the eye is inverted and corrected later
Two types of light receptors:
• Cones (fovea): fine detail, colour
• Rods (periphery): motion, contrast, greyscale
Rods take a long time to desaturate (night vision)
Each eye has a blind spot where the optic nerve connects
!
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Colour vision deficiency
Uses of colour: mood
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BATTLEFIELD I
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Uses of colour: figure and ground
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BIOSHOCK / SUPER HOT
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Uses of colour: states and properties
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DIABLO III
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Uses of colour: interface
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AC: ODYSSEY
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Uses of colour: guidance
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THE LAST OF US
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Colour vision deficiency
Colour vision deficiency is the
decreased physical ability to see
colour or differences in colour.
Up to 4.5% of the population in
some countries, mostly men
Red/green deficiencies are most
common and sometimes total
trichromat
deuteranope
protanope
Blue/yellow deficiencies are rare
Achromatopsia is very rare
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tritanope
COLOURBLINDAWARENESS.ORG
Velian Pandeliev
Encode information in other ways
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HUE
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Customize palettes
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BATTLEFIELD I
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Use cyan and orange
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SPLATOON 2
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Avoid global filters
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OVERWATCH
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Avoid useless global filters!!!
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DOOM
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Adjust text and UI size
• Min. text size of 46 px for subtitles and 26 px for any UI text
• Test on TV across the room
• Add options to resize text and change text colours
• Resize, remove, customize, and rearrange UI elements
• Adjust brightness, contrast, and shadows
BORDERLANDS 3
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Plain, readable text options
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UNCHARTED 4
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High contrast: Figure and ground
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WAY OF THE PASSIVE FIST
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High contrast: Hide non-interactive elements
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TLOU II
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Rich audio
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• Support screen readers (esp. on mobile)
• Audio for important in-game info
• Audio for orientation and location
• Pre-recorded voiceover for all menus
• Audio description track
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Motor
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Exclusions
Parkinson's
Limb difference
Arm injury
New parent
Arthritis, tendonitis, repetitive strain injury, muscular dystrophy…
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Inclusions
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• Remap controls and inputs
• Replace input modalities
• Support different hardware with open standards
• Adjust input complexity and sensitivity
• Bypass unnecessary spikes in input difficulty
(e.g., quicktime events)
• Adjust control difficulty separately from game difficulty
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Remap all controls
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For each game, not just at the system level
DESTINY 2
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Toggle input modalities
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E.g., motion controls, keyboard-only, mouse-only
CONCRETE GENIE / XCOM 2
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Adjust control sensitivity
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ALIEN: ISOLATION
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Xbox Adaptive Controller
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Web content accessibility guidelines
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Web content accessibility guidelines
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HTTPS://YOUTU.BE/9FCK19CA
JWM
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Xbox Adaptive Controller Packaging
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Accessible, looks like any other Xbox accessory on the shelf.
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Web content accessibility guidelines
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HTTPS://YOUTU.BE/YJSWYLZD8EI
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Open standards, open hardware
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LOGITECHG ADAPTIVE GAMING KIT
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Reduce input complexity
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• Quick-time events: precise, rhythmic,
or recurring button presses
• Complete QTE with press or hold
• 1 stick instead of 2
• Camera assist / follow
• Toggle run
• Auto-aim
• Single-button combos
• Support macros
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…without undermining difficulty
Detroit: Become Human quick-time right stick interaction to pick
up items can only be changed by switching to Casual mode, which
also reduces player challenge in completely unrelated systems.
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Physical properties
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• Avoid heavy controllers
• Pause for breaks
• Adjust / remove rumble (painful
shudder, lose controller)
• Do not rely on motion tracking of
specific body types
• Support windowed mode on PC
games for on-screen keyboard
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KINECT ADVENTURES
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Asymmetric gameplay
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Gears 5 has added JACK as a fully playable co-op support character
with a simplified control scheme for beginners.
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Cognitive
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Exclusions
ADHD
Concussion
Fatigue
Long absence
Epilepsy, dyslexia, learning disabilities, sensory issues, simulation
sickness, affected: executive function, planning, memory
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Inclusions
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• Reduce screen bob, shake, and blur, persistent reticle
• Limit flashes and recurring patterns
• Clearly stated objectives
• Guidance and memory aids
• Readable text of an appropriate level
• Tutorials and practice
• Game speed, saving, and difficulty
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Simulation sickness
Occurs when the virtual sense of motion conflicts with the
vestibular system.
• Adjust movement and camera sensitivity
• Adjust field of view size
• Eliminate head bob, weapon bob, screen shake, or motion blur
• Add persistent reticle
• Avoid sudden or large camera movements
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Sensory overload and photosensitive epilepsy
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Option to disable quick flashes and recurring patterns
Use the Harding Flash & Pattern analyzer
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Dyslexia
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Reading ability doesn't match general development
• Clear, concise text
• Highlight important words
• Dyslexia-friendly fonts
(OpenDyslexic, Comic Sans, or sans serif)
• Allow player to manually advance text
• Avoid typewriter or per-word effects
AC: ORIGINS
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Executive function
Some cognitive disabilities impede executive function, memory,
planning, and information prioritization
• Quick start
• Memory aids for goals and narrative
• Information filters for complex screens (e.g., maps)
• Navigation aids (compass, waypoint, path, etc.)
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Tutorial and safe gameplay
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• Revisit any tutorial
• Training mode to practice without consequence
• Contextual prompts and reminders for controls
• Access hints if stuck
• Save automatically and manually
• Include screenshots with saves
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Pause and game speed
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• Adjust difficulty by aspect
• Change game speed
• Become invincible
• Cheat
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Emotional
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Exclusions
Autism spectrum
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Depression
Bereaved
Trauma
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Inclusions
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Safeguard against dark patterns that may contribute to compulsive
or addictive behaviour
Provide detailed content warnings to avoid trauma triggers.
HELLBLADE
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Dark patterns in gaming
Dark patterns are designed to exploit cognitive biases or deceive
users into doing things that benefit the designer but not the user.
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QUAKE CHAMPIONS
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Dark patterns in gaming
Dark patterns are designed to exploit cognitive biases or deceive users
into doing things that benefit the designer but not the user.
Some neurodivergent players and players with cognitive or
emotional limitations are at greater risk of being impacted by dark
patterns, including:
• Misleading presentation (e.g., fake "Reward!" buttons)
• Cognitive traps (habit, compulsion, artificial scarcity)
• Emotional manipulation (shame, consensus fallacy)
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"I have autism [...], which can result in often bizarre fixations on
certain things. "
"During the first of Overwatch’s winter events, I spent around
three times the amount I did on the game just trying to get a
specific skin for Winston from the limited-time loot boxes.
Although I knew buying another set of loot boxes was
irresponsible, it’d create so much anxiety that I had to give it
another shot."
JOE PARLOCK (POLYGON)
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Content warnings
The ESRB and similar rating agencies include content ratings with
games, primarily to protect children from age-inappropriate games.
However, any player may have themes, topics, or depictions that
they would find distressing to see or be reminded of.
Sudden, unexpected exposure to such content may trigger a
negative emotion or recall of a previous traumatic experience.
Content or trigger warnings are not commonly provided for games,
but there is a community push to crowdsource and normalize them.
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accidental suicide
animal death
child death
decapitation
dismemberment
drowning
infant death
mental illness
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Social
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Exclusions
Non-verbal
Laryngitis
Mobile device
Heavy accent
Fine motor control issues, eye-tracker keyboard,…
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Inclusions
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• Visual means of communication
that don't rely on typing
• Communicate quickly with
simple emotes
• Text and voice for multiplayer
• Ping, draw, point
• Match to players with similar
communication preferences
OVERWATCH
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Accessibility
in video games
Accessibility strategy
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• Champion accessibility for design teams
• Start accessibility early
• Make marketing materials accessible
• Clearly state planned accessibility features
• Follow guidelines, use checkers
• Defer to lived experience
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Defer to lived experience
• Employ disabled professionals as team members
• Recruit disabled players as part of your usability testing
• Hire an accessibility consultant / advocate.
Many consultants have lived experience with disabilities.
• Partner with an organization that manages pools of disabled
volunteers for usability studies, e.g., Fable in Toronto (https://
www.makeitfable.com/),
(Which also offers a great example of
respectful, empowering, intentional language)
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100
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Who to follow
Clinton Lexa
(@halfcoordinated)
Ian Hamilton
(@ianhamilton_)
Nick Battaglia
(@MercWithOneArm)
Steve Saylor
(@stevesaylor)
Steve Spohn
(@stevenspohn)
SightlessKombat
@sightlesskombat
Cherry Thompson
(@cherryrae)
Bryce Johnson
(brycej)
Courtney Craven
(@cyclopediabrain)
Adrian Petterson
(@Calamity_Jane95)
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Week 10 Workshop
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Week 10 workshop: AAAAAAA
AAA Action-Adventure Accessibility Audit
For a random one of the following games (AAA Action-Adventure
Game of the Year nominees), check the game against this list of
basic accessibility guidelines:
http://gameaccessibilityguidelines.com/basic/
Write a point-form report card indicating which ones it follows, and
which ones it doesn't.
Begin the report with top 3 recommended fixes to implement.
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