they're trying to cancel me for Situational Disabilities & Accessibility Design
Summary
TLDRAlana, a AAA game studio writer and accessibility consultant, discusses the misconceptions surrounding game accessibility. She emphasizes that accessibility is not just about physical disabilities but includes situational and temporary needs, such as being unable to pause a game due to childcare. Alana explains the three pillars of disability in design—permanent, temporary, and situational—and argues for broader consideration in game design to accommodate a wider range of players without compromising core game principles.
Takeaways
- 😀 Alana is a writer and accessibility consultant at a AAA game studio, with credits on games including God of War Ragnarok.
- 🏆 Alana created the Video Game Accessibility Awards, highlighting games that excel in accessibility features.
- 🎮 In a video, Alana discusses the misconception that accessibility in games equates to an 'easy mode', arguing that it's about enabling all players to experience the game fully.
- 🔍 Alana explains the broader concept of accessibility design, emphasizing it's not just for those in wheelchairs but applies to a wide range of situations and disabilities.
- 👶 She uses the example of a parent unable to pause a game like Elden Ring due to a child's interruption, illustrating the concept of situational disabilities in gaming.
- 📚 Alana introduces the 'three pillars of disability' in design: permanent, temporary, and situational, which are widely recognized in various design fields.
- 🔨 The term 'disability' in design is used to describe any hindrance that prevents a user from completing a task, which can be situational or permanent.
- 🌐 Microsoft's design toolkit is cited as a reference for the three pillars of disability, indicating the mainstream acceptance of these concepts.
- 💡 Alana emphasizes that accessibility design aims to think broadly about all possible situations where a user might be hindered, without changing the core design principles of a game.
- 🚫 She clarifies that not all games or apps need to address every accessibility need, but the goal is to consider as many as possible to enhance inclusivity.
- 🔄 Alana acknowledges the evolving nature of language and is open to changing the term 'disability' in the context of design if it offends or upsets people.
Q & A
Who is Alana and what is her role in the gaming industry?
-Alana is a writer on the design team at a AAA game studio, and she also works as an accessibility consultant, having contributed to seven games so far. She is credited as an accessibility consultant on 'God of War Ragnarok'.
What is the significance of Alana's work in the accessibility space?
-Alana's work in accessibility is significant as it ensures that games are more inclusive, catering to a broader range of players with varying abilities and situations. Her efforts have contributed to making games more accessible without compromising the intended experience.
What is the 'Video Game Accessibility Awards' and what is its purpose?
-The 'Video Game Accessibility Awards' is an award show created by Alana that recognizes and celebrates games that excel in accessibility. It has been running for two years but took a break in the year 'God of War Ragnarok' was released to avoid a conflict of interest.
What does Alana believe about the criticism of 'Elden Ring' being too hard?
-Alana disagrees with the criticism that 'Elden Ring' is too hard. She believes that the game's difficulty is not a negative aspect, but rather a challenge that players should embrace and overcome to improve their skills.
How does Alana define accessibility in the context of game design?
-Alana defines accessibility in game design as going beyond just catering to players with physical disabilities. It includes considering various types of disabilities such as permanent, temporary, and situational, ensuring a broader range of players can enjoy the game.
What are the three pillars of disability as explained by Alana?
-The three pillars of disability are permanent, temporary, and situational. Permanent disabilities refer to long-term conditions, temporary disabilities are short-term conditions like a broken arm, and situational disabilities are context-dependent, like being unable to pause a game while caring for a child.
Why does Alana think it's important to consider situational disabilities in game design?
-Alana believes considering situational disabilities in game design is important because it allows for a more inclusive and user-friendly experience. It ensures that games can be enjoyed by a wider audience, including those in unique situations that may temporarily hinder their ability to play.
What is Alana's personal experience with accessibility in gaming?
-Alana has tendonitis in both wrists, which is considered a permanent disability. This condition affects her ability to rapidly button mash in games, and she relies on accessibility features such as changing quick time events to press and hold instead of tapping.
How does Alana view the criticism she received for identifying as disabled due to her wrist condition?
-Alana acknowledges the criticism but maintains that her condition is indeed a permanent disability that affects her gaming experience. She believes in the importance of recognizing and accommodating various disabilities, including her own.
What is Alana's stance on the use of the term 'disabled' in the context of situational disabilities?
-Alana is open to changing the term 'disabled' if it causes discomfort or offense. She understands that language evolves and is willing to use 'situational impairment' instead if it aligns better with societal preferences.
How does Alana approach the challenge of fulfilling every accessibility need in game design?
-Alana acknowledges that it is nearly impossible to fulfill every accessibility need due to the vast number of requirements. However, she advocates for thinking broadly and considering as many situations as possible to make games more accessible without compromising design principles.
Outlines
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