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Chris Quinn’s Final Presentation for Studio 2. Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia. MONDAY, MARCH 12, 2007. Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines - PowerPoint PPT Presentation
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MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Flash ExperimentsDigital Wireframe – Memory
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Flash ExperimentsDrag and Drop Shapes, Sounds
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Flash ExperimentsSelf-Voicing, Keyboard Access
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Colorblind Survey
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough
This thesis drafts humanized Video Game Accessibility Guidelines (VGAG) based on existing game and Web accessibility guidelines.
Cross-reference the following guidelines:
a) World Wide Web Consortium's (W3C) Web Content Accessibility Guidelines (WCAG)
b) IGDA’s Game Accessibility White Paper, “Accessibility in Games: Motivations and Approaches”
c) MediaLT’s “Guidelines for the development of entertaining software for people with multiple learning disabilities”
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough1) Cross-reference Guidelines
a) World Wide Web Consortium's (W3C) Web Content Accessibility Guidelines (WCAG)
Guideline 2. Don't rely on color alone.Ensure that text and graphics are understandable when viewed without color.If color alone is used to convey information, people who cannot differentiate between certain
colors and users with devices that have non-color or non-visual displays will not receive the information. When foreground and background colors are too close to the same hue, they may not provide sufficient contrast when viewed using monochrome displays or by people with different types of color deficits.
Checkpoints:2.1 Ensure that all information conveyed with color is also available without color, for
example from context or markup. [Priority 1] 2.2 Ensure that foreground and background color combinations provide sufficient contrast
when viewed by someone having color deficits or when viewed on a black and white screen. [Priority 2 for images, Priority 3 for text].
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough1) Cross-reference Guidelines
b) IGDA’s Game Accessibility White Paper, “Accessibility in Games: Motivations and Approaches”
Color Schemes for Color BlindProviding an alternate set of color schemes could allow those who are color blind to select
the art that appears the best for their particular vision. Make the colors used in a game distinctive when viewed in grayscale.
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough1) Cross-reference Guidelines
c) MediaLT’s “Guidelines for the development of entertaining software for people with multiple learning disabilities”
3.2 Adjustable colour and contrast (buttons, menus, background, text etc.)
For people with visual perception problems, it is important to provide distinct contrast. This groups of users may also have very different requirements for colour combination and contrast.
It is an advantage if software uses the standard settings in the operative system and/or contains possibilities for adjusting colour/contrast for various elements e.g.
• buttons and other controls• background• menus• frames
Choices should be saved (see 5.3 Settings should be saved).
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough2) Humanize the Guidelines
Video Game Accessibility GuidelinesColor Blindness
StatisticsOne in every 12 people have some degree of color blindness.
ProblemSome color blind players may not be able to tell the difference between certain colors.
Solutions• Convey information using more than just color, such as shape or position.• Provide alternative color schemes to match the preferences of color blind players.
ExampleDrivers who can't tell red from green can still recognize the order of colors on traffic lights.
Case StudiesMario Kart DS and Nintendo DS by NintendoGuitar Hero by Harmonix Music SystemsWarcraft 3: The Frozen Throne by Blizzard EntertainmentTable Tennis by Rockstar Games
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Accessibility Strength
Mario vs. Luigi (non-color cues)
Accessibility Weakness
Turtle Shells (green + red)Battery Power Indicator (green + red)
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough
Issues proposed by each new guideline are identified in a range of existing video
games, then interactive demonstrations illustrate possible solutions to each problem.
Video Game Case Studies:
a) Mario Kart DS and Nintendo DS by Nintendo
b) Guitar Hero by Harmonix Music Systems
c) Warcraft 3: The Frozen Throne by Blizzard Entertainment
d) Table Tennis by Rockstar Games
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Mario Kart DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Nintendo DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Nintendo DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
a) Nintendo DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
b) Guitar HeroHarmonix Music Systems
Accessibility Strength
Button Positions (controller + screen)
Accessibility Weakness
Button Colors (controller + screen)
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
b) Guitar HeroHarmonix Music Systems
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
b) Guitar HeroHarmonix Music Systems
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
b) Guitar HeroHarmonix Music Systems
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
b) Guitar HeroHarmonix Music Systems
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
b) Guitar HeroHarmonix Music Systems
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
b) Guitar HeroHarmonix Music Systems
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
c) Warcraft 3: The Frozen ThroneBlizzard Entertainment
Accessibility Strength
Creep Camps (size on mini-map related to level)
Accessibility Weakness
Building Footprint (color dependent)
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
c) Warcraft 3: The Frozen ThroneBlizzard Entertainment
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
c) Warcraft 3: The Frozen ThroneBlizzard Entertainment
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
c) Warcraft 3: The Frozen ThroneBlizzard Entertainment
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
d) Table TennisRockstar Games
Accessibility Strength
None
Accessibility Weakness
Skill Animations (color dependent)
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
d) Table TennisRockstar Games
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
d) Table TennisRockstar Games
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
d) Table TennisRockstar Games
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough3) Video Game Case Studies
d) Table TennisRockstar Games
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough4) Interactive Demonstrations
a) Video Game Accessibility GuidelinesColor Blindness
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough4) Interactive Demonstrations
b) Nintendo DSNintendo
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough4) Interactive Demonstrations
c) Guitar HeroHarmonix Music Systems
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough4) Interactive Demonstrations
d) Warcraft 3: The Frozen ThroneBlizzard Entertainment
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan
MONDAY, MARCH 12, 2007
Interactive Design and Game Development Savannah College of Art and Design Savannah, Georgia
Email Chris Quinn [email protected] Download this PowerPoint presentation http://chris-quinn.blogspot.com
Prototype Walkthrough
The guidelines and demos are packaged together as disability-specific toolkits that developers can use to make their games more accessible.
Video Game Accessibility Toolkits:
a) The toolkits, including the guidelines and demos, will be published and presented on the Web to facilitate a dialog between game developers and players with disabilities around the world.
b) Since the target audience includes persons living with disabilities, the Web site must conform to the Web Content Accessibility Guidelines (WCAG) of the Web Accessibility Initiative (WAI) of the World Wide Web Consortium (W3C).
Chris Quinn’s Final Presentation for Studio 2
Table of Contents Introduction Flash Experiments Industry Interviews Accessibility Guidelines Thesis Abstract Colorblind Survey Prototype Walkthrough Feasibility Plan