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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 Flash Experiments Digital 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
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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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Page 1: MONDAY, MARCH 12, 2007

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

Page 2: MONDAY, MARCH 12, 2007

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

Page 3: MONDAY, MARCH 12, 2007

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

Page 4: MONDAY, MARCH 12, 2007

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

Page 5: MONDAY, MARCH 12, 2007

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

Page 6: MONDAY, MARCH 12, 2007

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

Page 7: MONDAY, MARCH 12, 2007

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

Page 8: MONDAY, MARCH 12, 2007

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

Page 9: MONDAY, MARCH 12, 2007

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

Page 10: MONDAY, MARCH 12, 2007

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

Page 11: MONDAY, MARCH 12, 2007

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

Page 12: MONDAY, MARCH 12, 2007

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

Page 13: MONDAY, MARCH 12, 2007

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

Page 14: MONDAY, MARCH 12, 2007

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

Page 15: MONDAY, MARCH 12, 2007

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

Page 16: MONDAY, MARCH 12, 2007

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

Page 17: MONDAY, MARCH 12, 2007

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

Page 18: MONDAY, MARCH 12, 2007

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

Page 19: MONDAY, MARCH 12, 2007

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

Page 20: MONDAY, MARCH 12, 2007

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

Page 21: MONDAY, MARCH 12, 2007

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

Page 22: MONDAY, MARCH 12, 2007

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

Page 23: MONDAY, MARCH 12, 2007

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

Page 24: MONDAY, MARCH 12, 2007

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

Page 25: MONDAY, MARCH 12, 2007

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

Page 26: MONDAY, MARCH 12, 2007

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

Page 27: MONDAY, MARCH 12, 2007

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

Page 28: MONDAY, MARCH 12, 2007

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

Page 29: MONDAY, MARCH 12, 2007

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

Page 30: MONDAY, MARCH 12, 2007

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

Page 31: MONDAY, MARCH 12, 2007

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

Page 32: MONDAY, MARCH 12, 2007

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

Page 33: MONDAY, MARCH 12, 2007

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

Page 34: MONDAY, MARCH 12, 2007

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

Page 35: MONDAY, MARCH 12, 2007

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

Page 36: MONDAY, MARCH 12, 2007

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

Page 37: MONDAY, MARCH 12, 2007

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

Page 38: MONDAY, MARCH 12, 2007

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

Page 39: MONDAY, MARCH 12, 2007

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

Page 40: MONDAY, MARCH 12, 2007

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

Page 41: MONDAY, MARCH 12, 2007

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

Page 42: MONDAY, MARCH 12, 2007

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

Page 43: MONDAY, MARCH 12, 2007

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

Page 44: MONDAY, MARCH 12, 2007

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

Page 45: MONDAY, MARCH 12, 2007

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