Design for All in ICT: Curriculum Guidelines Masters level module: Accessibility in Games and Consumer Electronics Accessibility in Games and Consumer Electronics Description of purpose This module uses the domain of games and consumer electronics to explore new paradigms of interaction and accessible interface development. It emphasises the fact that ICT is having a significant impact on our everyday lives including leisure and entertainment and that this must be accessible to all. “Have you ever been to an amusement park with your friends or family, and because you are scared of heights, you have to wait by the exit of the parks giant roller coaster? Can you imagine that? What would you do while you wait? That is what happens to so many disabled gamers; while their friends go off and have a great time in the latest title from that summer blockbuster, they wait because more often than not simple "best practices" were not followed, leaving the disabled gamer waiting by the exit for their smiling friends to exit the ride. Once again, they missed a shared experience.” The AbleGamers Foundation http://gameaccessibility.org/component/content/article/15/38.html Accessed 02/11/09 Qualifications structure and credit level Prerequisites: Successful completion of Module 1, Fundamentals of design for all and accessibility in ICT Parallel running or successful completion of Module "AT" 15 ECTS Aims and objectives of module To provide a novel domain from within which to explore accessibility and design for all To elaborate on opportunities for innovation in leisure and entertainment including training environment that is derived from the needs of users at risk of exclusion To provide an understanding of the product life cycle from basics over design, development and implementation to evaluation and testing affecting both hardware and software issues © 2009 Design for All@eInclusion Design for All in ICT: Curriculum Guidelines Masters level module: Accessibility in Games and Consumer Electronics Student-centred learning outcomes The aim of this module is to provide the student with a critical understanding of "Accessibility" in the novel contexts "Games" and "Consumer Electronics" and the latest practices with respect to a range of current and novel ICT solutions By taking this module the student will understand and communicate basic guidelines and methodologies, advanced techniques and strategies in games and consumer electronics and opportunities for including or training people at risk of exclusion from information society in ICT. This module consists of: theoretical concept building, critical evaluation of existing guidelines, strategies and methodologies, and practical research activities. Learning outcomes On successful completion of the module the student have the knowledge to able to: Critically identify and describe: o Standards in Assistive Technologies related to Hard- and SoftwareAccessibility for diverse user groups o Standard input- and output-devices o AGA – Active Games Accessibility and its guidelines o Standard scenarios in games and consumer electronics Evaluate and compare new technologies, methodologies and devices on the market Demonstrate understanding and give examples on "Game Like Interfaces" Critically analyze: o the state of the art in (accessible) games & consumer electronics and o relevant information repositories on this topic On successful completion of the module the student will have the skills to be able to: Communicate and work effectively both independently and as part of a team with designers and developers of games and consumer electronics on accessibility and consult them on the needs of diverse user groups and possible accessible solutions. Critically apply existing best practice examples on games and consumer electronics. Content (syllabus list) Single items / possible topics: Software o Basic barriers in software use o Alternative user interfaces o Software accessibility standards and guidelines o Software accessibility APIs o Best practice in accessible software-design Hardware and Design for All o Strategies and structures o Existing / built in devices enabling/facilitating the use by diverse user groups © 2009 Design for All@eInclusion Design for All in ICT: Curriculum Guidelines Masters level module: Accessibility in Games and Consumer Electronics Games and Consumer Electronics o State of the Art in Consumer Electronics – existing adaptations facilitating the use for different user groups o State of the Art in games and accessible games (new scenarios, new contexts, new in- output methods and devices) o Guidelines for Games Accessibility o Scenarios and solutions for possible barriers deriving out of specific scenariotypes o Game Like Interfaces o Adaptations & user profiles (navigation, system-feedback, complexity & levelstructure for inclusive use) o Evaluation of accessibility, usability and user tests Methods of achieving learning outcomes Combination of lectures introducing the theoretical background enriched by hands-on self-awareness activities (testing games and consumer electronics under different premises / extreme use cases) – in any case by using AT and consulted by, but best also presented / guided by peers using AT for their gaming / everyday activities Self-dependent research activity within a given (best: online and Wiki-style) information repository Learning, teaching and assessment strategy Student work should be assessable and gradable. 100% coursework Literature study on a relevant related topic chosen at the beginning of the module followed by a compilation of self dependently researched best practice examples and a Wiki-Style essay subsuming the findings and activities (independent or in small groups) to be presented within the group. Sample activity Where facilities exist the students should work directly with a user group to determine accessibility needs. In group working, the students make an accessible game for special target group (if they are from computing and informatics field) or analyse accessibility of a game, making suggestions to improve the game’s quality (if they are from human science studies). Or in an multidisciplinary setting the students can work together: the students from human sciences background make the analysis of both the game but and target group, and the technical background students develop the game. © 2009 Design for All@eInclusion Design for All in ICT: Curriculum Guidelines Masters level module: Accessibility in Games and Consumer Electronics Reading Material Atkinson, M.T. and Machin, C.H.C., (2009): Proof-of-concept 3D level creation tool for blind gamers. California State University, Northridge Center on Disabilities' 24th Annual International Technology and Persons with Disabilities Conference (CSUN 2009), 16-21 March, Los Angeles, CA. Atkinson, M.T. and Machin, C.H.C., (2007): Accessibility: a case of "us and them"?, in DSAI 2007: Software Development for Enhancing Accessibility and Fighting Infoexclusion, 8-9 November, Vila Real Campus of University of Trás-os-Montes and Alto Douro (UTAD). Atkinson M.T. et al, (2006): Making the mainstream accessible: redefining the game. In Proceedings, Sandbox Symposium 2006, ACM SIGGRAPH Symposium on Videogames, Boston, Massachusetts, July 30-31, pp. 21-28. Additional links to online resources The AGRIP project - The first adaptation of an existing mainstream first-person shooter for the sighted that is accessible to blind people and one of the first multiplayer accessible action games. http://www.agrip.org.uk The Game Accessibility project, a research project that focuses on the accessibility of electronic games for gamers with disabilities and aims to inform disabled gamers about the availability of accessible games, and functions at the same time as an academic resource for developers, publishers and researchers in order to stimulate accessibility in games : http://www.game-accessibility.com/index Design for All in ICT: Curriculum Guidelines This work is licenced under the Creative Commons Attribution 3.0 Unported License. To view a copy of this licence, visit http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California 94105, USA. Attribution: This work is supported by the Design for All at eInclusion (DFAEI) project which was funded by the European Commission under the Sixth Framework Programme for Research and Technological Development (contract No. 033838). Design for All in ICT Curriculum Guidelines. S.Keith, G.Whitney (eds)(2009) were developed in collaboration with partners from 23 European countries. The Guidelines describe various modules which are intended to support the creation of new bachelor and master level programmes in Europe. For further information go to: http://www.dfaei.org/curricula.html © 2009 Design for All@eInclusion