@LadieAuPair W10: Accessibility and inclusive design INF2164H iSchool, University of Toronto Velian Pandeliev Mar. 25, 2021 We are recording: Voice and video Slides Breakout groups not recorded Pet slideshow during breaks: Send pictures of pets to: v.pandeliev@utoronto.ca Streaming guidelines: Keep voice off in main room 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. 5 Options for A4: • HUD + Menu Design • Port game to new platform • Accessibility Audit • … 6 Accessibility 7 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. 8 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). INF2164H Winter 2021 Velian Pandeliev The social model of disability 9 MICROSOFT INCLUSIVE TOOLKIT INF2164H Winter 2021 Velian Pandeliev 10 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 INF2164H Winter 2021 Velian Pandeliev 11 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or identity-first language is preferable to: • Negative or value-laden terms (confined to, suffers from…) • Outdated terms (the disabled, cripple, spastic, handicapped) • Euphemisms (handi-capable, challenged, differently abled) • Emotional tone (hero, saint, victim, burden,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 INF2164H Winter 2021 Velian Pandeliev 12 When in doubt, ask. 13 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" 14 Inclusive design 15 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. INF2164H Winter 2021 Velian Pandeliev 16 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 INF2164H Winter 2021 Velian Pandeliev 17 Video games are for everyone. GAME MAKER'S TOOLKIT 18 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. INF2164H Winter 2021 Velian Pandeliev 19 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 INF2164H Winter 2021 Velian Pandeliev 20 What are some important accessibility features for video games? Auditory Visual Motor Cognitive 21 Auditory 22 Auditory exclusions Deaf INF2164H Winter 2021 Ear infection Low volume New language Velian Pandeliev Auditory inclusions 23 • Subtitles: • Format, size, duration, length • Speaker, background dialogue, barks, and sounds • Duration • Supplement audio information • Adjust sound settings • Represent and recognize Deaf players INF2164H Winter 2021 Velian Pandeliev Bad subtitles 24 Tiny font sizes No standardization Unreadable aesthetics BBC GUIDELINES INF2164H Winter 2021 Velian Pandeliev Subtitles: How big? 25 Large (46 px min) and adjustable AC: ODYSSEY INF2164H Winter 2021 Velian Pandeliev 26 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 INF2164H Winter 2021 Velian Pandeliev Subtitles: When 27 • 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 INF2164H Winter 2021 Velian Pandeliev Subtitles: who and where? 28 Indicate the speaker: • name at the beginning of every line (adds length) • state name on first line, the, colour-code INF2164H Winter 2021 Velian Pandeliev 29 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) INF2164H Winter 2021 Velian Pandeliev 30 31 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 INF2164H Winter 2021 Velian Pandeliev 32 CALL OF DUTY / UNDERTALE 33 FORTNITE Sound settings 34 • 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 INF2164H Winter 2021 Velian Pandeliev Represent Deaf culture and ASL users 35 Quill in Moss, Hailey Cooper in Spider-Man: Miles Morales INF2164H Winter 2021 Velian Pandeliev 36 Visual 37 Exclusions Blind INF2164H Winter 2021 Low vision Far-sighted Dim screen Velian Pandeliev Inclusions 38 • Colour differentiation • Supplement colour-only information • Readable font options • Sufficient and adjustable size • Sufficient and adjustable contrast • Rich audio INF2164H Winter 2021 Velian Pandeliev The human eye, briefly 39 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. INF2164H Winter 2021 Velian Pandeliev 40 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 ! INF2164H Winter 2021 Velian Pandeliev 41 Colour vision deficiency Uses of colour: mood 42 BATTLEFIELD I INF2164H Winter 2021 Velian Pandeliev Uses of colour: figure and ground 43 BIOSHOCK / SUPER HOT INF2164H Winter 2021 Velian Pandeliev Uses of colour: states and properties 44 DIABLO III INF2164H Winter 2021 Velian Pandeliev Uses of colour: interface 45 AC: ODYSSEY INF2164H Winter 2021 Velian Pandeliev Uses of colour: guidance 46 THE LAST OF US INF2164H Winter 2021 Velian Pandeliev 47 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 INF2164H Winter 2021 tritanope COLOURBLINDAWARENESS.ORG Velian Pandeliev Encode information in other ways 48 HUE INF2164H Winter 2021 Velian Pandeliev Customize palettes 49 BATTLEFIELD I INF2164H Winter 2021 Velian Pandeliev Use cyan and orange 50 SPLATOON 2 INF2164H Winter 2021 Velian Pandeliev Avoid global filters 51 OVERWATCH INF2164H Winter 2021 Velian Pandeliev Avoid useless global filters!!! 52 DOOM INF2164H Winter 2021 Velian Pandeliev 53 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 INF2164H Winter 2021 Velian Pandeliev Plain, readable text options 54 UNCHARTED 4 INF2164H Winter 2021 Velian Pandeliev High contrast: Figure and ground 55 WAY OF THE PASSIVE FIST INF2164H Winter 2021 Velian Pandeliev High contrast: Hide non-interactive elements 56 TLOU II INF2164H Winter 2021 Velian Pandeliev Rich audio 57 • 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 INF2164H Winter 2021 Velian Pandeliev 58 Motor 59 Exclusions Parkinson's Limb difference Arm injury New parent Arthritis, tendonitis, repetitive strain injury, muscular dystrophy… INF2164H Winter 2021 Velian Pandeliev Inclusions 60 • 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 INF2164H Winter 2021 Velian Pandeliev Remap all controls 61 For each game, not just at the system level DESTINY 2 INF2164H Winter 2021 Velian Pandeliev Toggle input modalities 62 E.g., motion controls, keyboard-only, mouse-only CONCRETE GENIE / XCOM 2 INF2164H Winter 2021 Velian Pandeliev Adjust control sensitivity 63 ALIEN: ISOLATION INF2164H Winter 2021 Velian Pandeliev Xbox Adaptive Controller 64 Web content accessibility guidelines INF2164H Winter 2021 Velian Pandeliev 65 Web content accessibility guidelines INF2164H Winter 2021 HTTPS://YOUTU.BE/9FCK19CA JWM Velian Pandeliev Xbox Adaptive Controller Packaging 66 Accessible, looks like any other Xbox accessory on the shelf. INF2164H Winter 2021 Velian Pandeliev 67 Web content accessibility guidelines INF2164H Winter 2021 HTTPS://YOUTU.BE/YJSWYLZD8EI Velian Pandeliev Open standards, open hardware 68 LOGITECHG ADAPTIVE GAMING KIT INF2164H Winter 2021 Velian Pandeliev Reduce input complexity 69 • 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 INF2164H Winter 2021 Velian Pandeliev 70 …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. INF2164H Winter 2021 Velian Pandeliev Physical properties 71 • 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 INF2164H Winter 2021 KINECT ADVENTURES Velian Pandeliev Asymmetric gameplay 72 Gears 5 has added JACK as a fully playable co-op support character with a simplified control scheme for beginners. INF2164H Winter 2021 Velian Pandeliev 73 Cognitive 74 Exclusions ADHD Concussion Fatigue Long absence Epilepsy, dyslexia, learning disabilities, sensory issues, simulation sickness, affected: executive function, planning, memory INF2164H Winter 2021 Velian Pandeliev Inclusions 75 • 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 INF2164H Winter 2021 Velian Pandeliev 76 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 INF2164H Winter 2021 Velian Pandeliev Sensory overload and photosensitive epilepsy 77 Option to disable quick flashes and recurring patterns Use the Harding Flash & Pattern analyzer INF2164H Winter 2021 Velian Pandeliev Dyslexia 78 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 INF2164H Winter 2021 Velian Pandeliev 79 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.) INF2164H Winter 2021 Velian Pandeliev Tutorial and safe gameplay 80 • 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 INF2164H Winter 2021 Velian Pandeliev Pause and game speed 81 • Adjust difficulty by aspect • Change game speed • Become invincible • Cheat INF2164H Winter 2021 Velian Pandeliev 82 Emotional 83 Exclusions Autism spectrum INF2164H Winter 2021 Depression Bereaved Trauma Velian Pandeliev Inclusions 84 Safeguard against dark patterns that may contribute to compulsive or addictive behaviour Provide detailed content warnings to avoid trauma triggers. HELLBLADE INF2164H Winter 2021 Velian Pandeliev 85 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. INF2164H Winter 2021 Velian Pandeliev 86 QUAKE CHAMPIONS 87 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) INF2164H Winter 2021 Velian Pandeliev 88 "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) 89 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. INF2164H Winter 2021 Velian Pandeliev 90 91 accidental suicide animal death child death decapitation dismemberment drowning infant death mental illness 92 93 Social 94 Exclusions Non-verbal Laryngitis Mobile device Heavy accent Fine motor control issues, eye-tracker keyboard,… INF2164H Winter 2021 Velian Pandeliev Inclusions 95 • 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 INF2164H Winter 2021 Velian Pandeliev 96 Accessibility in video games Accessibility strategy 97 • 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 INF2164H Winter 2021 Velian Pandeliev 98 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) INF2164H Winter 2021 Velian Pandeliev 99 100 101 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) INF2164H Winter 2021 Velian Pandeliev 102 Week 10 Workshop 103 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. INF2164H Winter 2021 Velian Pandeliev 104