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GDC 2005

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GDC 2005 Powered By Docstoc
					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
Who am I?




Nerd
 What is AudiOdyssey?




Blind + sighted accessible
Wii Remote, keyboard controls
2 song levels
Download: gambit.mit.edu/
loadgame/audiodyssey.php
  Why accessibility matters
  » Who needs accessible/usable games?
                                            % Population
                Age Range
                                           with Disabilities

                   5 to 15                          5.8%

                  15 to 64                         18.6%

              65 and older                         41.9%

              5 and older                         18.5%

Source: 2000 US Census,
http://www.census.gov/hhes/www/disability/disabstat2k/table2.html
Why make AudiOdyssey?




                      SO COOL


» Because it was Dec 2006, and
  the Wii and PS3 had just come
  out and had motion sensing
Why make AudiOdyssey?
» Who couldn’t use the new game systems?
Making AudiOdyssey




  First made audio only wrapper for
 fighting battles in Final Fantasy X
(Square, 2001) to test out early ideas
 Making AudiOdyssey




                     Also Nerds

» Team of 8 working for two months
» Made at the Singapore MIT GAMBIT
  Game Lab
» 4 iterations
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
Post Mortem:
What went wrong
          » Overscoping
          (multiplayer? Ha!)

          » Eleventh hour
          additions

          » Not as many blind
          testers as we would
          have liked
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
Accessibility and Usability




» Usability and accessibility are related
» Things that are accessible tend to be
  highly usable, and vice versa
Usability and Audience
                     Control Complexity


                     Pretty damn complex


                         Audience


Metal Gear Solid 3    Mostly “Hardcore”
  Konami, 2004
Usability and Audience
                Control Complexity


                   Simple as Hell


                    Audience


    Peggle      Mostly “Casual”, but
 PopCap, 2007    everyone else too
Usability and Audience




   Wii Sports           Trespasser
 Nintendo, 2006      Dreamworks, 1998
Sold like hotcakes    …not so much
Usability and Audience
» Game usability and audience are
  strongly correlated
» Games that are highly usable tend
  to get broader audiences


                    >
» Disclaimer: This doesn’t mean that control
complexity trumps all, it is just one of
several critical factors
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
Lessons: 11 General
Usability Design Themes
» Simplicity is king!     » No mandatory timers
» Closed Captioning       » Alternate and
» Redundant                 configurable control
  audio/visual output       schemes
» Partial AI control      » Never rely on color
  where possible            alone, especially
                            red/green
» Browse and select for
  actions                 » User centric design
                          » Broad user testing

» BIG POINT: Think about usability
  and the user interface from the
  outset of development!
Usability Lesson Examples

              Closed Captioning

                 Half Life 2
                 Valve, 2004


           No Mandatory Timers

                 Snood
           David Dobson, 1996
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
What’s next?
» Applying some of what we’ve
  learned at a new start up, putting
  our money where our mouth is



                   » … and playing
                     lots of Mega Man
Questions + Answers
    Eitan Glinert
    eitan@firehosegames.com
    www.firehosegames.com

    My Thesis on
    Usability and Accessibility:
    www.firehosegames.com/thesis

      Download AudiOdyssey:
      gambit.mit.edu/loadga
      me/audiodyssey.php

				
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posted:2/27/2011
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