2. The Future of Accessibility and Inclusive Design
Stream 1: Accessible Gaming
Dafydd Henke-Reed
• Accessibility and
Usability Consultant
• AbilityNet
21 Nov | 10.45 AM | Stream 1
Ian Hamilton
• Game Accessibility
Specialist
21 Nov | 10.45 AM | Stream 1
Lauren Moore
• Design Researcher –
BBC Children’s
• BBC
21 Nov | 10.45 AM | Stream 1
Mark Friend
21 Nov | 10.45 AM | Stream 1
• Principal User
Researcher
• Sony Interactive
Entertainment Europe
3. The New Normal: the
past year’s accessibility
advances
@ianhamilton_ // i_h@hotmail.com
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November 7, 201947
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https://www.bbc.co.uk/gel/guidelines/games-framework
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https://www.bbc.co.uk/gel/guidelines/how-to-design-accessible-games
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Mark Friend
Principal User Researcher & Accessibility Specialist
mark.friend@sony.com | @markusfriend
How to do an Accessibility Review
72. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend72
73. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend73
74. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend
Guidelines
Reviews
Workshops
Testing
76. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend76
77. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend77
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November 21, 2019Mark Friend | @markusfriend78
Communicate information
in multiple ways
Offer flexibility
79. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend79
80. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend80
Reviews
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Colour
Contrast
Audio
Text / UI
Subtitles
Controls
Difficulty
Assists
82. The Future of Accessibility and Inclusive Design
Tutorials
Menus
Save Systems
Online Communication
83. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend83
84. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend84
85. The Future of Accessibility and Inclusive Design
November 21, 2019Mark Friend | @markusfriend85
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November 21, 2019Mark Friend | @markusfriend86
Example: Strange Brigade
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Let’s start with the Settings menu…
101. The Future of Accessibility and Inclusive Design
Director: Yes. The infamous ‘Witch Queen of Ancient Egypt’.
Her final resting place has been lost for millennia.
Miss Brownridge’s task was to ensure it remained so…
…but her last communication indicated that Harbin
had found the tomb and was about to open it.
We haven’t heard from her since
and we expect the worst.
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Colour
Contrast
Audio
Text / UI
Subtitles
Controls
Difficulty
Assists
114. The Future of Accessibility and Inclusive Design
Summary
• Not everything will fit neatly into a checklist, it’s more effective to apply your
knowledge and report on the broader themes and issues
• The Settings menu is always a great place to start
• Consider the game’s core pillars and ‘intentional barriers’
• Think about the communication of information and flexibility of options
• Reviews are useful for identifying barriers, but always follow-up with a user test
115. The Future of Accessibility and Inclusive Design
Thanks to all our sponsors
Notas do Editor
Eswap modular controller from thrustmaster
holiday ad, superbowl, dream come true. Alexa skill, avatars with prosthetics
Unity feedback call
Unity feedback call
Unity feedback call
APX design patterns, accessiblegamedesign.com, designing for disability, mainstream accessibility conferences accessibilitytoronto and techshare London including gaming tracks and exhibits, Slovak game days theme
https://www.gdays.sk/en/this-years-game-days-focus-is-on-games-for-people-with-disabilities/
Joe Abraham and Mark Friend have kicked off some epic ones, biggest though are…
Glitch hyperdot streaming user research
Xbox, EA, Sony, Ubisoft, Coalition, Playground and Splash Damage talking openly
ubi, WB, blizzard following EA and Microsoft’s lead on dedicated feedback route and tracking system
Previously EA & shadow of the tomb raider. Followed by Ubisoft, Warner Brothers, Turn 10, coalition
Screenshot of gears or ghost recon, if either of them published info before launch
Screenshot of gears or ghost recon, if either of them published info before launch
Google play games blind filter
wheelchair seating, ASL interpreters, and captions for streams and Blizzcon inclusion nexus,
https://www.polygon.com/2018/10/3/17929446/blizzcon-2018-inclusion-nexus-diversity-speakers
Xbox Fanfest France, GDC, E3, Gamescom. Couple of examples from E3 -
Presentations – EA live captioning, Crystal Dynamics ASL interpreting, Ubisoft captioning & ASL, Xbox captioning & ASL & also audio description on streams for blind viewers
Booths - Xbox and Ubisoft had XAC setups, Ubi had stations with lowered desk height, EA had PC setups available for people who needed keyboard/mouse, and Oculus chairs for people who can’t stand for VR.
Ewok playing with Ninja at E3, Epic staff learning ASL
Dedicated disability events too, big para-esports tournaments in Korea and Japan, and this – deaf gamer convention in USA
Companies doing the best staff are those with dedicated in-house staff, industry is now recruiting for accessibility roles, skills shortage
Battlefield V
Madden 20
FIFA 20
Metro Exodus
Red Dead Redemption 2
Division 2
Devil may cry 5
Mortal Kombat 11
Apex Legends
Gears of war 5
Borderlands 3
Ghost Recon Breakpoint
Jedi Fallen Order
Sekiro!
Hello, I’m Lauren and I am the Design Researcher for BBC Games. I am also an Accessibility Champion at the BBC. I work mostly within the Children’s and Education department.
Today I’m going to talk to you about how the BBC’s guidelines for creating accessible games has changed over the years. As part of this journey, I’ll explain how we identified opportunities, improvements, gaps in our products, and how we want to progress in the future.
So, what games do you make at the BBC - I hear you ask….
We make HTML5 browser games for Cbeebies, CBBC. Also we have our new stand alone game Nightfall for youth audiences. These games are hosted on our Cbeebies and CBBC websites, Nightfall has a stand alone site which has just progressed into an open beta. Cbeebies products and media is aimed at ages 0 to 6, CBBC is aimed at 7 – 11. Nightfall is a BBC branded game which is aimed at ages 8 and upwards to pre and young teens.
A while ago, our accessibility team approached us with the task to start considering a11y more in our games. For most of the people in this room, I guess the answer to the question ‘why’ is pretty obvious. But its was still asked and this is the answer - This is from the back of our staff ID’s, its the BBC Values. The part I’d like to look at is “audiences are at the heart of everything we do.” Thats not some audiences, not most audiences, thats all audiences - everyone. And as approximately 13.9 million people in the UK are disabled or have a disability - this is a massive audience which we were excluding.
Therefore the need to create guidelines was identified. We work with external studios to create our games and so we needed guidelines which would be easy to follow, which could be handed to our studios to deliver, which we could have control over to update at will.
This lead to the creation of our first guidelines.
The Medal Standards. All games had to adhere to the standards of either the gold, silver or bronze requirements. Similar to the connotations of different medals - each varied in effort or complexity to achieve.
For the bronze medal - all UI had to be accessible by keyboard, mouse or touch. Also, all instructions had to be conveyed visually and audibly, with the option to switch audio and subtitles on and off in the settings. Pretty straightforward, easy to implement, most would consider this to be the bare minimum.
For the silver medal - More of the gameplay had to be accessible by keyboard, mouse and touch. This also included at least 4 difficulty settings, or the ability to skip parts of the games.
For the gold standard is what we considered an ‘accessibility first’ game. All of the gameplay had to be fully accessible for kids who had cognitive, motor, vision or hearing impairments.
We were off to a running start. We applied the medal standards to a number of our games. The first ‘gold’ was Something Special’s ‘the looking game’ with mr tumble.
After a while, and a few retros, we started to notice some effects of the ‘medal standards’
On the positive side, Having guidelines meant that we were required to deliver. It set standards and gave us a new way of thinking, which seeped into other areas of the team so that soon, our developers and testers were fully trained on different AT hardware and software.
However the structure of the guidelines caused some issues with our users and studios. Agencies struggled to deliver the ‘silver’ games, due to the amount of time and budget planned for each game. Bronze standard – allowed children to use the UI with a switch or screen reader but not to access the gameplay – which is like giving a child the invitation to a party and then not letting them in. Most games only managed to achieve bronze and failed to meet their silver requirements.
It became apparent that the medal standards we not up to scratch. And so, we investigated upgrading our guidelines. Through working with industry specialists and with user testing of prototype games, we developed ‘the pillars’ and updated ‘Games GEL’.
Bronze became a part of our games framework in BBC GEL. BBC GEL is a public facing set of design principles which we use in User Experience across all of our products. In this set of principles, We have a design guideline for Games – the Games GEL framework. Each game must adhere to this framework, so by moving the ‘bronze’ requirements into this format, it ensured that the minimum accessibility expectations for UI would be included as standard, allowing us to focus instead on the gameplay. We called these design principles the ‘inclusive design principles’.
Alongside this, we developed a set of requirements for each ‘pillar’ of accessibility type: motor, vision, hearing and cognitive. Each one of our games had to achieve at least 1 pillar. For example, in the motor pillar, all aspects of the gameplay has to be playable when using an accessibility switch.
These guidelines were also published on our public facing GEL website. This made us responsible and answerable to the public and made sure we delivered what we promised to do.
As these new guidelines were put into place, generally the standards of our games a11y got better. Minimum expectation were delivered as a standard, we began to have a better understanding of a11y with our studios, and including new features became less of a dream and more of a reality… but we could still see opportunities to improve.
The pillars might have made our requirements easier for us and our studios to use, but the audience had still been left behind.
For example. We developed a new game called ‘The Next Step – Take it to the streets’. The idea of this game was that it was a rhythm game, which could be played through by a gamer who used a screen reader. During the development of this game, we organized user research with a charity who help children who have complete or partial loss of sight. After all the children struggled to use the screen readers, we asked the charity co-ordinator why she thought this was. Her answer was simple and left us feeling very stupid: she said “In my experience, often children don’t learn to use screen readers until they are teenagers. And usually children who are partially sighted, not blind, don’t use screen readers at all.” We realized that we were making a game that used a technology which wasn’t often used by children this age, because all our guidelines were based on the behaviors of adults. Also the vision pillar had completely ignored the needs of people who are not blind, but who have sight loss.
Another example is ‘operation ouch – invasion of the snotulons’. This game is designed to be played through with a switch. I took the game to a gaming session at the charity ‘Everyone Can’ in Sale, who have been massively helpful in the development of our a11y features. A number of children who have cerebral palsy played the game, and struggled to engage due to the timing aspect of the gameplay. Also when the a11y game mode was used, it removed the ability to fail levels, often children became bored because there was no sense of competition in the game.
We also found that studios will usually pick to achieve the hearing pillar, as the requirements to meet this pillar are easier to develop than for other pillars. The vision pillar is barely ever chosen – I believe we have 1 game for this pillar. Cognitive and motor are sometimes chosen however we often have to request this.
Baring all this in mind – we decided that it was time for a review. Although we had taken some massive strides forward, we had still fallen slightly short of our goal. This brings us to the present day – and the work which we are currently undertaking – a review of the Games Accessibility Guidelines. This review takes the form of a research piece.
I decided that a 3 tiered approach to the problem was best, by including the insights from industry specialists, our business needs and most importantly our audience, we are reviewing and re-building our guidelines so that we can provide a better and more accessible experience to the CBBC and cbeebies audience. I am currently doing 20 home visits across the UK, with a number of children who all have different and complex needs – but who all love games. These user insights will fuel the updates to our guidelines. We have found that often accessibility standards are designed for the web and adapting these to games can be difficult in browser games. We have also found that most of our knowledge about accessible technology is based off adults, not children, the users of our products. This research is scheduled to finish before January, with the new guidelines being produced in the new year.
I think its important to acknowledge that including accessibility in your products should be a journey, not a destination. Technology is constantly changing and improving. How we use that technology is constantly shifting and adapting. Keeping your users at heart and including them in your design process is the best way to take this journey. Doing research with children who have varied and complex needs has been emotional, eye opening and inspiring. Hopefully this time next year, I can be back here showing you our new improved guidelines, and how we intend to improve them again. In the mean time, you can track our progress by visiting the BBC GEL website.
Thank you for listening, and now for the Q&A
Who I am and what I’ve worked on
Talk about my job our services
4 aspects to our accessibility service
When is the best time to be doing accessibility?
Think about the core pillars of your game and unintentional barriers
Identifying inaccessibility
The golden rules
The holy trinity
Now let’s focus on reviews
Think about these areas
And these areas too
Guidelines and checklists are fine, but they are not perfect
Better to treat it like a usability evaluation
Accessible if the feature makes the game more accessible and works as intended
Partially accessible if the feature is incomplete or is implemented in a way that will cause players to struggle
Inaccessible if a key feature is missing or is implemented in a way that will cause players to struggle
And opportunities list any features that are not included, but could be to improve the overall accessible
Auto-run too
No subtitles
Green CVD
Check in black and white
Letterboxing, speaker colours (kind of), not a terrible size but could be bigger
Poorly formatted
No subs for enemy sounds
Red CVD
Green CVD
Holding Square, and holding R2 for interactions, and small button size
Precision and dexterity (and sometimes timing) needed for puzzles