Upload
halimat-alabi
View
245
Download
0
Tags:
Embed Size (px)
Citation preview
Making the Fantasy Real:Giving Good User Interface
By Halimat Alabi
Art Institute of California Professor
Engineer
Broadcast News
DocumentaryFilm Production
Cinematics
Console GameDevelopment
Teaching – Math & Game Design
Engineer
Broadcast News
DocumentaryFilm Production
Cinematics
Console GameDevelopment
Teaching – Math & Game Design
Lessons Learned from Designing Experiences
1.Give them what they want.
2.Figure out what they want.
3.If a bunch of people want it, you might be on to something…
Accessible Interface Includes…
• Manuals
• Controllers
• Graphics
• Audio
• Control
Completely
Customizable
User
Interface
Accessible Manuals
Best case: All manuals are available in multiple formats
Alternatives:
• Text only manuals
• Audio only manuals
Accessible Controllers
Best case: All controllers can be remapped
Alternatives:
• Button remapping
• Single button presses
Accessible Graphics
Best case: All scalable sizes & shapes, with changeable colors
Alternatives:• All fonts are scalable• All visual feedback has an aural
component• High contrast color scheme options
Accessible Audio
Best case: All feedback, all the time
Alternatives:
• Significant elements have positional audio tags
• Closed captioning for dialogue & sound effects
• Aural cues have additional feedback components
Accessible Controls
• Varied speeds
• Targeting
• Pacing
• Difficulty
• Affordances
• Assistive modes are limited only by your creativity!
Differing Abilities
• Visual – low vision, blindness, color blindness
• Aural – mild hearing difficulty to deafness
Differing Abilities
• Visual – low vision, blindness, color blindness
• Aural – mild hearing difficulty to deafness
• Mobility – steadiness and slower reflexes to paralysis
Differing Abilities
• Visual – low vision, blindness, color blindness
• Aural – mild hearing difficulty to deafness
• Mobility – steadiness and slower reflexes to paralysis
• Cognitive – dsylexia, learning disabilities, memory loss to attention deficit disorder
How do you go about teaching accessibility to your team? Isn’t it
something that needs to be experienced?
Where is the statistical proof that designing for people with disabilities is/will be a financially sound decision
for my team?
Lessons Learned from Designing Experiences
1.Give them what they want.
2.Figure out what they want.
3.If a bunch of people want it, you might be on to something…
Historical Proof…
• Millipede – dynamic difficulty adjustment (1982)
• World of Warcraft2 – make own GUI check off what you want, “skill vs. experience” in game
• Your Games…