Download Computer accessibility (1/2)
Transcript
HY454 : ΤΕΧΝΟΛΟΓΙΑ ΑΝΑΠΤΥΞΗΣ ΕΥΦΥΩΝ, ΚΙΝΗΤΩΝ ΚΑΙ ΠΟΛΥΜΕΣΙΚΩΝ ΔΙΕΠΑΦΩΝ ΠΑΝΕΠΙΣΤΗΜΙΟ ΚΡΗΤΗΣ, ΚΡΗΤΗΣ, ΣΧΟΛΗ ΘΕΤΙΚΩΝ ΕΠΙΣΤΗΜΩΝ, ΕΠΙΣΤΗΜΩΝ, ΤΜΗΜΑ ΕΠΙΣΤΗΜΗΣ ΥΠΟΛΟΓΙΣΤΩΝ ΠΟΛΥΜΕΣΙΚΕΣ ΔΙΕΠΑΦΕΣ, ΔΙΕΠΑΦΕΣ, Σύνολο διαλέξεων 8, Διάλεξη 7η A ccessibility and G am es ΔΙΔΑΣΚΩΝ Αντώνιος Σαββίδης HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 2/116 Computer accessibility (1/2) Universally Accessible Games (UA-Games) Computer accessibility is traditionally associated with access to interactive computer-based systems by people with physical, sensory or mental disabilities However, there are several other user categories that confront substantial barriers that may prevent them from access to, and use of, such systems z Elderly people aging very often results in limitations in vision, hearing, memory, or motor functions z People with situational disabilities due to the environment they operate in z People with “technological disabilities” due to the devices / software they use HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 3/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 4/116 Computer accessibility (2/2) Computer games In the past few years, the accessibility of electronic applications and services by elderly and disabled users has become a topic of paramount importance at an international level Beyond working and independent living, another basic need of most people is entertainment, and presently, computer games constitute indisputably one of the major related sources z The world-wide computer game industry is vast and comparable to that of books and music retail, the cinema box office, and VHS/DVD rental z Currently, there is a significant trend of employing games for training and learning (game-based learning) z Several governments and political bodies have adopted legislative and policy measures towards ensuring (or even enforcing) application software and Web accessibility e.g. “Section 508” in the US, “eEurope 2005: An information society for all” in Europe University departments are gradually introducing computer games in their curricula to support alternative learning styles, attract student interest and help reinforcing learning objectives z Games are also promoted now as policy education, exploration, and management tools e.g., the Serious Games Initiative HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 5/116 HY454, 2006 Computer games accessibility (1/2) Computer games accessibility (2/2) z Currently there are no related official guidelines or standards, nor any world-wide initiatives comparable to W3C-WAI, and evidently no related governmental or legislative actions z These facts often render games inaccessible to a large percentage of people with physical (or even situational) disabilities So far, little attention has been paid to the development of computer games that can be played by all players, independently of their personal characteristics, requirements or, (dis)abilities As long as it concerns HCI issues, computer games have fundamental differences from all the other types of software applications for which accessibility guidelines and solutions are already becoming widely available Δ. Γραμμένος, Α. Σαββίδης Slide 6/116 In contrast to Web accessibility, relatively few efforts have been devoted to game accessibility Computer games are usually quite demanding in terms of motor, sensor and mental skills needed for interaction control, while they often require mastering inflexible, quite complicated, input devices and techniques HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 7/116 Mainly a concern of groups of disabled people or of small companies producing related products The only related organized effort is the Game Accessibility Special Interest Group of the International Game Developers Association (IGDA) formed in 2003 z aiming “to develop methods of making all game genres universally accessible to all, regardless of disability” HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 8/116 A definition by GA-SIG Background The Game Accessibility SIG defines game accessibility as: z“The ability to play a game even when functioning under limiting conditions. Limiting conditions can be functional limitations, or disabilities - such as blindness, deafness, or mobility limitations.” in the White Paper: “Accessibility in Games: Motivations and Approaches” http://www.igda.org/accessibility/IGDA_Accessibility_WhitePaper.pdf HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 9/116 HY454, 2006 Slide 10/116 Disabilities affecting computer accessibility People with disabilities Worldwide, at least one person out of ten is disabled due to physical, mental or sensory impairments1 z More than 500 million people worldwide Furthermore, there are around 600 million persons aged 60 years and over2 z This number is estimated to double by the year 2025 and reach 2 billion by 2050 z The number of “older” people playing computer games also increases In 2003, 41% of most frequent game players were over 35 years old3 1 United Nations, 2004. World Programme of Action Concerning Disabled Persons: Current situation. http://www.un.org/esa/socdev/enable/diswpa04.htm 2 Δ. Γραμμένος, Α. Σαββίδης World Health Organisation, 2004. Department of Chronic Diseases and Health Promotion (CHP): About Ageing and Life Course. http://www.who.int/hpr/ageing/index.htm a. Visual impairments b. Motor or dexterity impairments c. Hearing disabilities d. Cognitive disabilities e. Speech impairments f. Illiteracy ¨ Age-related disabilities are frequently referred to as a separate category, but all related problems fall within the above categories 3 Entertainment Software Association, 2003. Demographic Information. http://www.theesa.com/pressroom.html HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 11/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 12/116 Overview of Accessibility Solutions Indicative assistive technologies Hardware Devices that are suitable for, or compensate to some extent for a specific disability Assistive technologies Access User Interaction techniques Software Content annotation & adaptation Appropriate for the disabled person’s interaction capabilities and needs and can work with, and take advantage of, any available assistive technologies HY454, 2006 Slide 13/116 HY454, 2006 Special keyboards Single finger or Head/Mouth stick keyboard (MALTRON) http://www.maltron.com/ HY454, 2006 z Screen magnifiers z Screen readers z Scanning software z On-screen keyboards z Alternative browsers z Speech input z Speech synthesis z Visual sound notification z Closed captioning So that it can be rendered in a format that can be optimally perceived and used, through the employed assistive technologies and interaction techniques Δ. Γραμμένος, Α. Σαββίδης BigKeys (Gerystone digital Inc.) http://bigkeys.com/ Software z Special keyboards z Alternative mice, joysticks, trackballs z Switches z Braille displays z TTYs (teletypewriters) z Special game controllers z Trackers z Brain technologies Twiddler 2 (Handkey corporation) http://www.handykey.com/ Δ. Γραμμένος, Α. Σαββίδης Δ. Γραμμένος, Α. Σαββίδης Slide 14/116 Alternative mice, joysticks, trackballs Vertical Mouse (IntelliTools) http://www.intellitools.com/ BigTrack (Infogrip Inc.) http://www.infogrip.com IntegraMouse (LifeTool) http://www.lifetool.at/ IntelliKeys (IntelliTools) http://www.intellitools.com/ Half Keyboard (Matias corporation) http://halfkeyboard.com/ Slide 15/116 Headway (Esterline Corporation) http://assistive.traxsys.com/ HY454, 2006 Perific Dual Mouse (Perific) http://www.perific.com Δ. Γραμμένος, Α. Σαββίδης SmartNAV EG (NaturalPoint) http://www.naturalpoint.com/smartnav/ Slide 16/116 Switches Big Red (Don Johnston Inc.) http://www.donjohnston.com/ Brain technologies Mounting Switch (Don Johnston Inc.) http://www.donjohnston.com/ Ribon switch (Tash) http://www.tashinc.com/ Sensor Switch (Don Johnston Inc.) http://www.donjohnston.com/ HY454, 2006 Scatir (infrared) (Tash) http://www.tashinc.com/ Δ. Γραμμένος, Α. Σαββίδης Cyberlink (Brain Actuated Technologies, Inc.) http://www.brainfingers.com Pneumatic (sip/puff) (Tash) http://www.tashinc.com/ Slide 17/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 18/116 Mouth Controller for Playstation® 2 Video Games (KY Enterprises) Special game controllers Mounts on a table or wheelchair Has one mouthpiece, which operates as a joystick Has 3 holes for "sip/puff" (6 switches) and 4 lip buttons “Start/select" is performed using a sip/puff switch mounted on the side of the mouthpiece Includes a toggle to designate whether the mouthjoystick is the "d" (digital) control Team Xtreme for N64 (PDG, Inc.) http://www.pathwaysdg.com/ Mouth Controller for Playstation® 2 Video Games (KY Enterprises) http://www.quadcontrol.com/joystick.htm Ascii Grip V2 Controller for PS http://www.consolesandgadgets.com z another toggle to designate the left or right analog control z lip switches for the L3 & R3 z a toggle switch for turning on the microphone If the player has arm control, s/he can use an included modified PS2 game-pad in addition to the mouth-joystick to access all functions Glove Controller for PS (Reality Quest) http://www.teamps2.com/teamps2/Hard_Rev.php/292 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 19/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 20/116 Team Xtreme (PDG, Inc.) Scanning software Scanning is a technique that is mainly used for providing computer access to people with hand-motor impairments Allows a player with disabilities to team-up with another person, who assists using a standard game controller The basic idea of scanning is that a special “marker” (e.g., a coloured frame) indicates the current focus z Team Xtreme makes them look like one player to the game system z The player has full control over which aspects of the character s/he is controlling and which the team-mate is controlling The user can either move the focus marker or select whatever is in focus by using any kind of switches z e.g., keyboard keys, special switch hardware, voice In cases where the user can use just a single switch, focus movement can be automatically generated by the system at constant time intervals A hardware box in which 1 to 5 switches can be plugged to control any keys of the game controller z This variation of the technique is usually referred as “automatic scanning”, while any other case is generically called “manual scanning” (even if the hands are not used at all) z A single switch can control 2 or more keys at the same time HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 21/116 HY454, 2006 Scanning software example: ScanBuddy Δ. Γραμμένος, Α. Σαββίδης Slide 22/116 On-screen keyboard Also called soft or software keyboard Emulates the mouse using 1 or 2 switches A keyboard that is presented on the monitor and replaces the hardware keyboard Supports alternative scanning strategies zstandard line scanning zfirst use section scanning to identify the general area of the display where the target point is located and then use line scanning to precisely position the mouse Keys are pressed by clicking on them with a mouse, tapping on them (on a touch screen) or using switch-based scanning On-screen keyboards are typically used to allow people with disabilities or special needs to use computers but also in public terminals (e.g., kiosks) and portable devices (PDAs) that do not have a hardware keyboard). The displayed keyboard can usually be moved and resized, and generally can allow any input that the hardware version does ScanBuddy http://www.ahf-net.com/Scanbuddy.htm HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 23/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 24/116 On-screen keyboard example Closed captioning SwitchXS is a program for MAC that offers full mouse and keyboard emulation Used by heard of hearing & non-native speakers Provides narrative description of dialogue, action, sounds, and other elements Provides a number of predefined scanning panels that the user can choose to move the cursor, click, and type into all standard Mac applications Features z audio-cueing z speech-cueing z key repeat, scanning speed and cycling z mouse speed and movement z the scanning panel can become partially or fully transparent when no scan is taking place HY454, 2006 “Closed” means they can be turned on/off SwitchXS (AssistiveWare) http://www.assistiveware.com/switchaccess.php Δ. Γραμμένος, Α. Σαββίδης Slide 25/116 DOOM3[CC] http://gamescc.rbkdesign.com/ HY454, 2006 Screen magnifiers Δ. Γραμμένος, Α. Σαββίδης Slide 26/116 Screen magnifier example (1/2) Screen magnifiers are used by people with low vision They magnify the contents of the screen z Most such programs offer a maximum magnification to 16 times The entire screen can be seen by scrolling using the mouse or the keyboard z While moving the mouse the information on the screen changes Some programs can also: z Perform color enhancements to improve screen clarity for easier viewing and reduced eyestrain z Enhance the mouse pointer and cursor to make it easy to locate and follow them Sometimes they are coupled with a screen reader z echoes typing, reads information pointed to by the mouse, speaks program events HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης ZoomText (Ai Squared) http://www.aisquared.com/ Slide 27/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 28/116 Braille Screen magnifier example (2/2) Braille is a system using 6 to 8 raised dots in various patterns to represent letters and numbers that can be read by the fingertips Braille systems vary greatly around the world An 8-dot version of Braille has been developed to allow all ASCII characters to be represented HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 29/116 HY454, 2006 Braille ASCII Chart Δ. Γραμμένος, Α. Σαββίδης Slide 30/116 Braille example D im i t r i s G r a mm e n o s the very first dot is a "capital sign" showing that the first letter of the name is capitalized http://www.afb.org/braillebug/thenamegame.asp http://www.uronramp.net/~lizgray/ascii.html HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 31/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 32/116 Refreshable Braille displays Refreshable Braille displays examples Refreshable Braille displays provide tactile output of information represented on the computer screen z A Braille "cell" is composed of a series of dots Refreshable Braille displays mechanically lift small rounded plastic or metal pins as needed to form Braille characters Refreshable Braille Displays (Focus ) http://www.synapseadaptive.com/focus/ focus_refreshable_braille_displays.htm Users read the Braille letters with their fingers, and after a line is read, they can refresh the display to read the next line HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 33/116 Braille Wave (Handy Tech Elektronik GmbH) http://www.handytech.de/1/no/43/147//40/b/ s-index43.htm#Anker47 HY454, 2006 Screen reader Δ. Γραμμένος, Α. Σαββίδης Screen reader example – WinBoard (1/2) A software program used by people with visual impairments Using the arrow keys the focus changes z Uses synthetic speech to read a computer screen out loud z Some programs can also provide tactile feedback on a Braille display z Read aloud and / or rendered to Braille Space bar is used to select Using information made available by the application and / or the operating system, it can read text, and present the current focus, as well as interaction objects and their state Two popular screen reader programs are JAWS for Windows by Freedom Scientific (www.hj.com) and Window-Eyes from GW Micro (www.gwmicro.com) HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 34/116 Slide 35/116 z Anything can be selected – illegal selections are announced Opponent’s moves are announced WinBoard for JAWS ftp://ftp.freedomscientific.com/users/hj/winboard/WinBoard.exe HY454, 2006 Menu access using Alt & arrow keys or shortcuts Δ. Γραμμένος, Α. Σαββίδης Slide 36/116 Quality of interaction Screen reader example – WinBoard (2/2) Beyond providing accessibility an important issue, is quality of interaction Screen review options are offered through a menu z the extent to which the game meets the real world needs of its intended users and the support it provides to achieve their particular goals Requiring provision of access is not enough, especially in such an interaction-intensive domain as computer games WinBoard for JAWS ftp://ftp.freedomscientific.com/users/hj/winboard/WinBoard.exe HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 37/116 HY454, 2006 Quality of interaction example (1/5) Δ. Γραμμένος, Α. Σαββίδης Slide 38/116 Quality of interaction example (2/5) Can I move there? Selected piece A chess game can be made accessible to a blind person by simply providing an oral description of the entire board and of the currently selected piece HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 39/116 This means that every time this person wants to access even some simple game-related information (e.g., find out if the selected piece can move to a specific square), will first have to listen to the description of every square on the board and then mentally isolate the desired piece of information HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 40/116 Quality of interaction example (3/5) Quality of interaction example (4/5) Obviously, such an approach would create unnecessary high mental workload and very prolonged interaction times Simple accessible audio interface: Selected piece: D2 white pawn Board contents: A1: White rook B1: White knight C1: White bishop D1: White queen E1: White king F1: White bishop G1: White rook H1: White knight A2: White pawn B2: White pawn C2: White pawn D2: White pawn E2: Empty HY454, 2006 F2: Empty G2: Empty H2: Empty A3: Empty B3: Empty C3: Empty D3: Empty E3: Empty F3: White pawn G3: Empty H3: White pawn A4: Empty B4: Empty C4: Empty D4: Black pawn E4: White pawn F4: Empty G4: White pawn H4: Empty A5: Empty B5: Empty C5: Empty D5: Empty E5: Empty F5: Empty G5: Black pawn H5: Empty A6: Empty B6: Empty C6: Empty D6: Empty E6: Black pawn F6: Empty G6: White pawn H6: Empty A7: Black pawn B7: Black pawn C7: Black pawn D7: Empty E7: Empty F7: Empty G7: Empty H7: Black pawn A8: Black rook B8: Black knight C8: Black bishop D8: Black queen E8: Black king F8: Black bishop G8: Black knight H8: Black rook Δ. Γραμμένος, Α. Σαββίδης Slide 41/116 ¨Thus, beyond simple access, the player should also be provided with augmented interaction capabilities that meet personal characteristics, needs and preferences HY454, 2006 Quality of interaction example (5/5) Δ. Γραμμένος, Α. Σαββίδης Slide 42/116 Quality of interaction example 2 (1/7) Last move Opponent’s pieces Selected move Possible moves Active player The blind player should be able to quickly and easily access in a non-visual format any piece of game-related information that sighted players can infer just by looking at the visual interface HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 43/116 A chess game can be made accessible to a hand motor-impaired person through a switch-based mouse emulation program HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 44/116 Quality of interaction example 2 (2/7) This means that a lot of time and switch clicks will be required every time this person wants to select and move a piece (e.g., move pawn from H2 to H4) HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 45/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 46/116 Quality of interaction example 2 (4/7) Quality of interaction example 2 (5/7) If no error is made in any click it would take Instead of using scanning for mouse emulation, it is embedded in the application z16 clicks z~35 seconds zonly the pieces that can move are scanned interaction becomes much more efficient Furthermore, accessing the menus can be a real challenge since they take very limited screen estate and are quite hard to target zWhen a menu is selected, the scanning frame resets to the whole window There is no way to directly scan the menu’s contents HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 47/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 48/116 Quality of interaction example 2 (7/7) If no error is made in any click it takes z3 clicks z~15 seconds using the same scanning speed as in the previous example HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 49/116 HY454, 2006 Approaches to Game Accessibility Δ. Γραμμένος, Α. Σαββίδης Slide 50/116 Technical approaches to Game Accessibility From a technical point of view, two main approaches have emerged: 1. Mainstream games are developed to be compatible with the use of assistive technologies z such as screen readers, mouse emulators or, virtual keyboards 2. Special-purpose games are created, optimally designed for people with disabilities z HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 51/116 HY454, 2006 like audio-based games for the blind and switchbased games for the motor-impaired Δ. Γραμμένος, Α. Σαββίδης Slide 52/116 Example of the first approach (1/2) Example of the first approach (2/2) Any game that can be played by motor-impaired people using switch-based mouse emulator WinBoard z A free graphical chessboard that can serve as a user interface for GNU Chess or the Internet Chess Server can also be used to play out games manually or for loading game files z Fully keyboard-driven and adapted for compatibility with the JAWS for Windows screen-reader, through which it can offer several screen review options ftp://ftp.freedomscientific.com/users/hj/winboard/WinBoard.exe HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 53/116 HY454, 2006 First approach: Critique (1/3) It is limited to reproducing the offered functionality, instead of redesigning it to suit the particular user needs Longer interaction times are required Extensive configuration of physical interaction parameters is required in order to achieve usability z because input and output are not optimised to fit the devices and techniques used Often only part of the full available functionality can be made accessible Error-prevention can not be supported and interaction can be particularly error-prone z e.g., mapping between the assistive technologies used and the supported devices Impassable implementation barriers can arise z e.g., graphical images cannot be automatically reproduced in a non-visual form z e.g., when a mouse emulator is used selecting small areas can be very difficult Δ. Γραμμένος, Α. Σαββίδης Slide 54/116 First approach: Critique (2/3) Typically suffers from low interaction quality, and achieves limited accessibility HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 55/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 56/116 First approach: Critique (3/3) Examples of the second approach (1/2) Jetstream Trader by Brillsoft Design conflicts may arise z e.g., having to reproduce drag & drop dialogue technique for blind players Upward compatibility is not offered z when a new version of a game is developed, the accessibility adjustments will have to be reimplemented z Single-switch game z The player controls a hot air balloon z By pressing the switch the balloon goes up z Its direction is controlled by entering different ‘jetstreams’ The game is quite simple and consists of delivering cargo from one end of the screen to the other http://www.brillsoft.com/Index_files/Page552.htm HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 57/116 HY454, 2006 You use the enter key to serve the ball When the ball is coming towards you, you must pan it to the centre of the screen using left and right arrow keys Slide 58/116 Second approach: Critique Examples of the second approach (2/2) Super tennis by VIPGAMESZONE Δ. Γραμμένος, Α. Σαββίδης Though being the most promising from the quality point of view, has two key drawbacks: (a) the cost of developing high quality games is prohibitive when the potential target group is limited (b) there is an evident hazard of segregation between able and disabled gamers, leading to potential social exclusion z Using down arrow key + left or right speeds up movement To know were you are on the game field there is a left side, right side and a middle of the game field sound If the ball is right in front of you, you can return it z Left ctrl key returns the ball from the left to the right z Right ctrl key returns the ball from the right to the left z Space bar returns the ball right back Additional game info that can be accessed includes z the current score in the current game / match / set z set number, current game number and current serve z spoken help http://www.vipgameszone.com/supertennis/suptennis.php HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 59/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 60/116 A more recent trend A single player game for sighted & blind The development of games for both visuallyimpaired and fully sighted users Terraformers by Pin Interactive z A visual / audio hybrid 3D game that can be played with its visual 3D graphics layer on or off z It is intended to support players at all degrees of visual ability or impairment with a sophisticated sound interface z Won the "Innovation in Audio Award" at the GDC Independent Games Festival 2003 Games that can be played both with or without graphics In some cases, some additional functionality is offered to non-visual players ze.g., sound-based navigation systems, full audio descriptions of scenes http://www.terraformers.nu HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 61/116 HY454, 2006 Terraformers (Pin Interactive): Accessibility features (1/2) Δ. Γραμμένος, Α. Σαββίδης Slide 62/116 Terraformers (Pin Interactive): Accessibility features (2/2) The accessibility features are provided through a self-voiced PDA built-in the player’s suit z Direct orientation using the numeric keyboard, the gamer can orient the avatar directly in 8 directions (north, northeast...). z Sound Compass z Game objects a 3D sound represents north, and a rough 8 direction spoken feedback is available by pressing a key on the numerical keyboard (north, northwest...). all game objects have voiced feedback and 3D sound icons z Environments z Sonar 3D graphics, ambients sounds, footstep sounds on different ground materials and voiced descriptions of visual, as well as other sensory input, contribute to environmental feedback a 3D sound gives the gamer a rough perception of the distance to objects in the direction the gamer is currently facing by pressing a key, the gamer can also check what type of object it is (door, wall, robot...) enemies are automatically told by the PDA voice z GPS a global positioning system is used to get the exact positions of objects in an area, as well as the position of the player a voiced menu system provides an overview of nearby objects HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 63/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 64/116 A multiplayer game for sighted & blind All inPlay Requirements towards a novel approach Games should be inherently accessible to all the potential user groups z Online multiplayer card games that can be played by blind, low vision, and fully sighted z without the need of further adjustments, or third-party assistive software applications Supported features z Text-to-speech "reads" every move The same game should be concurrently accessible and playable, cooperatively or competitively, by people with diverse abilities z Special sound effects alert for several events z Support of keyboard operation z The window can be resized and its contents also work with screen magnifiers http://allinplay.com/ HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 65/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 66/116 Universally Accessible Games Universally Accessible Games (UA-Games) Follow the principles of Design for All z being proactively designed to optimally fit and adapt to different individual gamer characteristics without the need of further adjustments or developments Can be concurrently played among people with different abilities z ideally also when sharing the same computer Can be played on alternative technological platforms and contexts of use z using a large variety of devices, including assistive technology add-ons HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 67/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 68/116 Universally Accessible Games: Vision Through such games people will be able to have fun and compete on an equal basis ¨ while interacting easily and effectively z their individual characteristics z the technology they use z where they are Δ. Γραμμένος, Α. Σαββίδης They open up and enhance an entertaining social experience that would otherwise be unavailable to a significant percentage of people They allow for social interaction among people who may never have (or even could have) interacted with each other irrespective of: HY454, 2006 Universally Accessible Games: Impact They considerably expand the size and composition of the potential market of the computer games industry Slide 69/116 HY454, 2006 About Games & Fun Δ. Γραμμένος, Α. Σαββίδης Slide 70/116 About Games & Challenge Each and every game has one or more challenges People play games to have fun z They may be mental, physical, or both z They can range from trivial to impossible, but this is usually were fun comes from But what is fun? z “what provides amusement or enjoyment” www.webster.com Beating the clock, gaining money, capturing the flag, shooting all the aliens, eating the dots, … The important thing about having fun is that it is highly subjective z Some people may find the game of solitaire fun, while others may have fun blasting hordes of gun-packed aliens As in the case of fun, what constitutes a challenge is also highly subjective ¨When designing a UA-game, you should keep in mind that alternative levels (and types) of challenge should be supported HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 71/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 72/116 Diversity in game challenge A note on UA-Games Different people may have a different view on what is a challenging game Every part of the game – not just the gameplay – must be accessible, using the same interaction methods and devices as the game zincluding selection screens, options and any additional functionality (e.g., pause, chat) HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 73/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 74/116 Board games Case Studies Board games constitute a very fertile ground for developing UA-Games, due to the following reasons: z They have a small set of rules, which are simple, while not simplistic, and easy to learn, understand, and memorize z They are based on thinking, not on reflex-based reacting, a fact that can compensate for physical disabilities and allows for longer interaction times z They are played in a well-defined, physically constrained, static game world that allows to be rendered through alternative modalities z They usually also exist in a physical form, implying that people can also “physically” experience them z They are turn-based and thus, when incarnated in an electronic format, they can fully adapt to the active player’s profile HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 75/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 76/116 UA-Chess Interacting with UA-Chess Fully-functional chess game Can be played through a standard Web browser Alternative input / output modalities & interaction techniques z that can co-exist and co-operate in the game’s user interface U A - C H E S S Customizable player profiles Fully accessible through: Can be concurrently played by people with different abilities and preferences, including people with disabilities z the mouse z the keyboard or any type of switches emulating keystrokes z speech recognition z e.g., low-vision, blind and hand-motor impaired Self-voicing capabilities z built-in screen reader that offers full auditory access to every part of the game Developed by the HCI Lab of ICS-FORTH HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Can be sized and zoomed in and out at different levels Slide 77/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 78/116 Abstract task analysis Chess game Designing UA-Chess Unified Design method Review game board 1. Abstract task analysis 2. Mapping of abstract design elements to lowlevel, physical, interaction styles, meeting the requirements of each target user group Select piece contents selected piece player possible moves …….. Styles appropriateness matrix z Compatibility matrix z Δ. Γραμμένος, Α. Σαββίδης Undo / redo move Move piece Queen Rook King Knight Bishop Pawn Game-control tasks (user) Modify game state HY454, 2006 Review game history Game-play tasks (user) Slide 79/116 HY454, 2006 Configure interaction New game Save game state End game Restore game state Δ. Γραμμένος, Α. Σαββίδης Choose Profile Input Output Slide 80/116 Interaction styles appropriateness matrix Mapping abstract tasks to interaction styles i1 Input Automated control User attributes i2 Keyboard – direct selection Output Visual Keyboard – direct selection Keyboard – browse & select i2 Screen i4 Mouse Speech Manual scanning i3 i4 i5 i6 o1 = = = = = = 9 9 9 Blind 9 Manual scanning i5 9 9 i6 Speech commands 9 Screen i5 Speech i6 Speech commands o2 = 9 = 9 = 9 9 Novice 9 : ideal o1 9 9 = Mild cognitive impairment Expert i3 9 o2 9 9 Uses multiple switches Uses single switch o2 i4 Mouse i2 No hand-motor impairment Aural o1 Full vision i1 Low vision i3 Keyboard – browse & select Manual control i1 Automatic scanning Interaction styles Automatic scanning Select piece : appropriate : could be used = 9 9 : inappropriate = : neutral 9 (ideal): Explicitly designed for this user attribute Ç (appropriate): Suitable, but maybe not the best È (could be used): If nothing else is available it can be used, though not recommended r (inappropriate): Totally inappropriate, will result in an accessibility barrier = (neutral): Does not have any effect on the particular user attribute Interaction styles User attributes i1 i2 i3 i4 i5 i6 o1 o2 Low vision, novice, singleswitch HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 81/116 HY454, 2006 Compatibility matrix Δ. Γραμμένος, Α. Σαββίδης Slide 82/116 Δ. Γραμμένος, Α. Σαββίδης Slide 84/116 Architecture i1 Automatic scanning Keyboard – direct selection Keyboard – browse & select Mouse i2 i1 i3 i2 i4 Manual scanning i5 i6 Speech commands HY454, 2006 9 9 9 9 9 9 9 : compatible i4 i5 9 9 9 9 9 9 9 9 9 9 i6 9 9 9 i5 i6 i3 9 i3 i4 i2 9 i1 9 9 9 : incompatible Δ. Γραμμένος, Α. Σαββίδης Slide 83/116 HY454, 2006 Technical info DfA Award Developed using Macromedia Flash MX Professional 7 Nominated for the final jury decision of the European Design for All Awards set by the European Commission On-line games using Macromedia Flash Communication Server MX 1.5 z in the category “AT/Culture, Leisure and Sport” ¨ Flash does not support speech input / output z SALT (Speech Application Language Tags ) was used (http://www.saltforum.org) an emergent standard for developing voice-enabled applications for the Web that extends existing markup languages, such as HTML and XHTML HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 85/116 HY454, 2006 Play UA-Chess Δ. Γραμμένος, Α. Σαββίδης Slide 86/116 Action games Constitute a real challenge for Universal Access You can play UA-Chess online at: Have highly dynamic content comprising many different moving objects with alternative characteristics that appear and disappear z www.ics.forth.gr/hci/ua-games/ua-chess z e.g., the player’s character / ship, enemies, bullets, balls, bonuses Require complex controls Are based on reflex-based reacting The way that two players with different disabilities can cooperatively play the same action game is currently an open research issue HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 87/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 88/116 Board vs. Action Games Developing a “Simple” Action UA-Game A step by step example of creating a remake of the original Space Invaders© game by Taito® that is Universally Accessible Content & rules Accessibility Physical toys Computer-based action games Computer-based board games User interface A basic design differentiation between universally accessible board and action games is the “degrees of freedom” along which the game can be modified in order to become accessible HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 89/116 HY454, 2006 A simple action game? Δ. Γραμμένος, Α. Σαββίδης Using 3 switches? Í HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 90/116 Slide 91/116 HY454, 2006 Î Δ. Γραμμένος, Α. Σαββίδης Slide 92/116 Using 2 switches? Using 1 switch? # ! Í ÍÎ HY454, 2006 ÍÎ Î Δ. Γραμμένος, Α. Σαββίδης ! Slide 93/116 " HY454, 2006 Using 3 switches + the user cannot react quickly Δ. Γραμμένος, Α. Σαββίδης Slide 94/116 The player has low vision? Adjust z the ship’s speed + the bullets’ speed z the aliens’ speed horizontal & vertical z if / how often they fire + the bullets’ speed z aliens’ spacing & layout z mothership speed Í HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Î Slide 95/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 96/116 The player is blind? (1/3) The player is blind? (2/3) Simplify the game Making the game harder z Alien moves from top to bottom z Player moves freely left / right stereo sound (left/ right) which attenuates with distance does not shoot z Alien moves left / right stereo sound (left/ right) z Player moves left / right in discrete positions z Alien drops a bomb z The player has to move below the alien and shoot it before it reaches the ground HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης stereo sound (left/ right) which attenuates with distance Slide 97/116 HY454, 2006 Slide 98/116 The game is too difficult for the player? The player is blind? (3/3) Adjust More options z the aliens number z Several aliens & of different type z the ship’s speed z firepower z if aliens move z It is equipped with a radar that notifies when directly under alien / bomb z z + the bullets’ speed z enlarge shields z z Score, lives & level are read Δ. Γραμμένος, Α. Σαββίδης their speed z if / how often they fire z Sound cues when reaching left / right end of screen HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 99/116 HY454, 2006 allow the ship’s bullets to pass through Δ. Γραμμένος, Α. Σαββίδης Slide 100/116 If the game is played on a PC… Thus, making a UA-Game… How would the user access the game menu or pause the game? z If there is no restriction on the keys/switches? Easy: Could use an extra key/switch z If only 2 or 3 keys/switches can be used? Could use a combination of key presses z If only 1 key/switch can be used? (a) Wait until the game is over (b) Keep the switch pressed for more than X secs HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης ? Slide 101/116 HY454, 2006 An accessible remake of the classic Space Invaders game Every aspect of the game’s functionality is fully accessible through Developed by the HCI Lab of ICS-FORTH in close cooperation with the Centre for Universal Access & Assistive Technologies z the mouse z the keyboard z any type of switches z the joystick z in the context of our UA-Games Activity Can be concurrently played by people with different abilities & preferences, incl. people with disabilities Non-visual (audio-based) gameplay is also supported z e.g., low-vision, blind & hand-motor impaired Δ. Γραμμένος, Α. Σαββίδης Slide 102/116 Interacting with Access Invad ers Access Invad ers v .1.0 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης z acoustic rendering of game information is provided through the use of spatial audio and of a built-in screen reader Slide 103/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 104/116 Configurability Configuration options (1/2) Highly customizable z Supports the creation and use of unlimited user profiles z Each game parameter can be adapted both based on the player's profile and the current game level D im ension Param eters Player's spaceship M ovem ent speed B ullets (speed, auto-fire frequency, if they can pass through shields) A uto-m oving (the user can change m ovem ent direction) N um ber ofhits it can take before being destroyed N um ber of"lives" Invincibility duration (after it has been destroyed) W hat ki nd alien shi ps be theconcurrentl specific player can dest roy group Several al ienofgroups can y acti ve. E ach Multi-player games A liens z Unlimited number of concurrent players z Each player can be using a different profile HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης can have a different configuration: Slide 105/116 HY454, 2006 N um ber oflines ofalien ships N um ber ofalien ships per line H orizontaland verticaldistance betw een alien ships H orizontaland verticalspeed ofthe group Frequency ofbom b dropping B om b's speed W hich player(s)this group's bom bs can destroy Δ. Γραμμένος, Α. Σαββίδης Slide 106/116 Alternative game profiles (1/2) Configuration options (2/2) D im ension Param eters M othership Frequency ofappearance Speed A nim ated graphic elem ents Im ages /anim ation film s Sound and m usic Shields Shape and layout N um ber ofhits they can take before being destroyed B ackground C olor /G raphics Space travelling effect (flying stars) G eneral Screen resolution and color depth Full-screen/w indow ed m ode G am e controls Fonts Speech In-gam e m essages HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 107/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 108/116 Alternative game profiles (2/2) Technical info Runs on Windows & GNU/Linux Developed in C++ also using the following 3rd party tools: z SDL a low level, cross-platform, graphics and input library. Used for drawing the graphics on the screen and getting input from the interaction devices supported by the game z OpenAL a cross-platform 3D sound library. Used for the reproduction of sound effects, synthesized speech and music z Festival Lite (Flite) a cross-platform runtime speech synthesis engine. Used for synthesizing speech from the textual messages and objects that appear on the screen z Freetype a font engine for true-type font rendering. Used for rendering the textual messages and objects that appear on the screen z Ogg Vorbis an open, patent-free, professional audio encoding, decoding and streaming technology. Libvorbis is used for the decoding of ogg music files. HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 109/116 HY454, 2006 Download Δ. Γραμμένος, Α. Σαββίδης Slide 110/116 Δ. Γραμμένος, Α. Σαββίδης Slide 112/116 Conclusions You can download Access Invaders for Windows & GNU/Linux from: z www.ics.forth.gr/hci/ua-games/access-invaders Detailed user manual available, including instructions of how you can edit the current & create new game configurations HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 111/116 HY454, 2006 Creating UA-Games requirements (1/2) Designing for context independence Creating UA-Games requirements (2/2) Inclusive and participative design z at an abstract level without considering specific interaction modalities, metaphors, techniques or devices and separating the content and the related mechanics from the way that these can be accessed by, and presented to, the user z considering the broadest possible population during design and have representatives from as many categories as possible participating and providing input to all the development phases Mapping abstract design elements to coherent, usable and accessible interaction designs based on the users’ individual characteristics Creating user interfaces that can support alternative interaction methods and modalities that can co-exist and cooperate Designing based on incomplete knowledge z as games can target highly diverse audiences Open and extensible interaction design z so that, later on, it will be still possible to expand the design to cater for more user categories and contexts of use Designing for non-typical user groups z which may have nothing in common with the designer Creating user interfaces that are able to adapt to alternative user profiles z i.e., sets of preferences, requirements and needs, and contexts of use HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 113/116 HY454, 2006 A clarification They strongly cater for the needs and actively support the right of all people for social interaction and play z irrespective of their individual differences ¨ thus providing a steppingstone towards a more inclusive (and fun!) Information Society It is obvious that there will always be games that z due to their intrinsic characteristics, cannot be made accessible to a range of people Furthermore, this approach has the potential to render universally accessible several “physical” games that in their original form are not (concurrently) accessible to several groups of people with diverse disabilities e.g., complex strategy games for the cognitive disabled z when made accessible may have no meaning or interest for those people e.g., a “find the song title from listening to a melody” game for a deaf Δ. Γραμμένος, Α. Σαββίδης Slide 114/116 Benefits of UA-Games When referring to games that are universally accessible, it is meant that these games can be played by all people who can potentially play them but may currently be restrained from it due to design flaws; not by all the people in the world HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 115/116 HY454, 2006 Δ. Γραμμένος, Α. Σαββίδης Slide 116/116