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Outline

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Because it was Dec 2006, and the Wii and PS3 had just come out ... Eleventh hour additions. Not as many blind testers as we would have liked. Outline. Who am I? ... – PowerPoint PPT presentation

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Title: Outline


1
Outline
  • 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

2
Who am I?
Nerd
3
What is AudiOdyssey?
Blind sighted accessible Wii Remote, keyboard
controls 2 song levels Download
gambit.mit.edu/loadgame/audiodyssey.php
4
Why accessibility matters
  • Who needs accessible/usable games?

Source 2000 US Census, http//www.census.gov/hhes
/www/disability/disabstat2k/table2.html
5
Why make AudiOdyssey?
SO COOL
  • Because it was Dec 2006, and the Wii and PS3 had
    just come out and had motion sensing

6
Why make AudiOdyssey?
  • Who couldnt use the new game systems?

7
Making AudiOdyssey
First made audio only wrapper for fighting
battles in Final Fantasy X (Square, 2001) to test
out early ideas
8
Making AudiOdyssey
Also Nerds
  • Team of 8 working for two months
  • Made at the Singapore MIT GAMBIT Game Lab
  • 4 iterations

9
Post Mortem What went well
  • Considered accessibility issues from day 1
  • Blind consultant helped throughout
  • The game worked well for both sighted
    non-sighted users

10
Post Mortem What went wrong
  • Overscoping (multiplayer? Ha!)
  • Eleventh hour additions
  • Not as many blind testers as we would have liked

11
Outline
  • 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

12
Accessibility and Usability
  • Usability and accessibility are related
  • Things that are accessible tend to be highly
    usable, and vice versa

13
Usability and Audience
Control Complexity
Pretty damn complex
Audience
Metal Gear Solid 3 Konami, 2004
Mostly Hardcore
14
Usability and Audience
Control Complexity
Simple as Hell
Audience
Peggle PopCap, 2007
Mostly Casual, but everyone else too
15
Usability and Audience
Wii Sports Nintendo, 2006
Trespasser Dreamworks, 1998
Sold like hotcakes
not so much
16
Usability 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

17
Outline
  • 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

18
Lessons 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!

19
Usability Lesson Examples
Closed Captioning Half Life 2 Valve, 2004
No Mandatory Timers Snood David Dobson, 1996
20
Lessons 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

21
Whats 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

22
Questions 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
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