Title: Outline
1Outline
- Who am I?
- What is AudiOdyssey, why did we make it?
- What did we learn?
- Usability accessibility audience
- Tips and tricks you can take away
2Who am I?
Nerd
3What is AudiOdyssey?
Blind sighted accessible Wii Remote, keyboard
controls 2 song levels Download
gambit.mit.edu/loadgame/audiodyssey.php
4Why accessibility matters
- Who needs accessible/usable games?
Source 2000 US Census, http//www.census.gov/hhes
/www/disability/disabstat2k/table2.html
5Why make AudiOdyssey?
SO COOL
- Because it was Dec 2006, and the Wii and PS3 had
just come out and had motion sensing
6Why make AudiOdyssey?
- Who couldnt use the new game systems?
7Making AudiOdyssey
First made audio only wrapper for fighting
battles in Final Fantasy X (Square, 2001) to test
out early ideas
8Making AudiOdyssey
Also Nerds
- Team of 8 working for two months
- Made at the Singapore MIT GAMBIT Game Lab
- 4 iterations
9Post Mortem What went well
- Considered accessibility issues from day 1
- Blind consultant helped throughout
- The game worked well for both sighted
non-sighted users
10Post Mortem What went wrong
- Overscoping (multiplayer? Ha!)
- Eleventh hour additions
- Not as many blind testers as we would have liked
11Outline
- Who am I?
- What is AudiOdyssey, why did we make it?
- What did we learn?
- Usability accessibility audience
- Tips and tricks you can take away
12Accessibility and Usability
- Usability and accessibility are related
- Things that are accessible tend to be highly
usable, and vice versa
13Usability and Audience
Control Complexity
Pretty damn complex
Audience
Metal Gear Solid 3 Konami, 2004
Mostly Hardcore
14Usability and Audience
Control Complexity
Simple as Hell
Audience
Peggle PopCap, 2007
Mostly Casual, but everyone else too
15Usability and Audience
Wii Sports Nintendo, 2006
Trespasser Dreamworks, 1998
Sold like hotcakes
not so much
16Usability and Audience
- Game usability and audience are strongly
correlated - Games that are highly usable tend to get broader
audiences
gt
- Disclaimer This doesnt mean that control
complexity trumps all, it is just one of several
critical factors
17Outline
- Who am I?
- What is AudiOdyssey, why did we make it?
- What did we learn?
- Usability accessibility audience
- Tips and tricks you can take away
18Lessons 11 General Usability Design Themes
- Simplicity is king!
- Closed Captioning
- Redundant audio/visual output
- Partial AI control where possible
- Browse and select for actions
- No mandatory timers
- Alternate and configurable control schemes
- Never rely on color alone, especially red/green
- User centric design
- Broad user testing
- BIG POINT Think about usability and the user
interface from the outset of development!
19Usability Lesson Examples
Closed Captioning Half Life 2 Valve, 2004
No Mandatory Timers Snood David Dobson, 1996
20Lessons Potential Pitfalls
- Extra Development and
- Partial Solution Think about usability from the
beginning! - Complexity or special controls may preclude
accessibility - Partial Solution Expert vs. Novice mode
21Whats next?
- Applying some of what weve learned at a new
start up, putting our money where our mouth is
- and playing lots of Mega Man
22Questions Answers
Eitan Glinert eitan_at_firehosegames.com www.firehose
games.com
My Thesis on Usability and Accessibility www.fir
ehosegames.com/thesis
Download AudiOdyssey gambit.mit.edu/loadgame/audi
odyssey.php