they're trying to cancel me for Situational Disabilities & Accessibility Design

Charalanahzard
3 Jul 202411:15

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

00:00

🎮 Accessibility in Gaming: Beyond Easy Modes

Alana, a writer and accessibility consultant at a AAA game studio, discusses her role in the industry and her work on seven games, including 'God of War Ragnarok'. She emphasizes that accessibility in gaming is not just about easy modes but is a broader concept that can affect anyone at different times. Alana challenges the misconception that accessibility is only for people in wheelchairs, explaining that it includes situational disabilities like having a child interrupt a game session, which prevents pausing the game.

05:01

👶 Situational Disabilities in Gaming Design

Alana elaborates on the concept of situational disabilities in game design, using the example of being unable to pause a game like 'Elden Ring' when a child is in danger. She introduces the three pillars of disability in design: permanent, temporary, and situational. She explains that while accessibility design should aim to be as inclusive as possible, it's not feasible to accommodate every need. Alana also touches on the broader implications of accessibility in app and web development, where the goal is to ensure users can complete tasks without being 'disabled' by situational factors.

10:02

🔊 The Language of Accessibility and Its Impact

In the final paragraph, Alana addresses the potential discomfort some may feel with the term 'disability' in the context of accessibility. She acknowledges that language evolves and is open to changing the terminology if it makes people more comfortable. Alana suggests that 'situational impairment' could be a more acceptable term. She also reflects on her personal journey with accessibility, starting with her own wrist condition that affects her gaming experience, and how it led her to become an advocate for accessibility features in games.

Mindmap

Keywords

💡Accessibility Consultant

An accessibility consultant is a professional who specializes in ensuring that products, such as video games, are designed to be usable by people with a wide range of abilities. In the video, Alana mentions her role as an accessibility consultant on 'God of War Ragnarok,' highlighting her significant contributions to the game's accessibility features, which align with the video's theme of discussing the importance of accessibility in gaming.

💡Video Game Accessibility Awards

The Video Game Accessibility Awards is an event created by Alana to recognize and celebrate games that excel in providing accessible experiences for players with disabilities. Although the awards took a break in the year 'God of War Ragnarok' was released to avoid conflicts of interest, this concept underscores the video's emphasis on the value and impact of accessible game design.

💡Elden Ring

Elden Ring is a video game that has received criticism for being too difficult. Alana uses this game as a case study in her video to argue against the notion that accessibility features are only for making games easier, but rather for allowing a broader audience to enjoy the full experience of the game, challenging the misconceptions about the purpose of accessibility in gaming.

💡Accessibility Design

Accessibility design refers to the practice of creating products that can be used by people with various disabilities. The video emphasizes that accessibility design is not limited to physical disabilities but also includes situational and temporary disabilities. Alana explains that accessibility design is crucial for ensuring that games can be enjoyed by a diverse range of players, including those with situational limitations like being a new parent or having a temporary injury.

💡Permanent Disabilities

Permanent disabilities are long-term conditions that affect an individual's ability to perform certain tasks. In the context of the video, Alana mentions permanent disabilities as one of the three pillars of disability in design, giving examples such as individuals with one arm or blindness, to illustrate the need for inclusive design in gaming and other software interfaces.

💡Temporary Disabilities

Temporary disabilities are conditions that are not permanent but affect an individual's abilities for a limited time, such as a broken arm or an ear infection. Alana uses this term to expand the understanding of accessibility beyond permanent disabilities, showing that accessibility design should consider a wide range of scenarios, including those where users may have temporary limitations.

💡Situational Disabilities

Situational disabilities refer to conditions that are not inherent to an individual but are caused by external circumstances, such as having a child or being in a loud environment. Alana explains how these situational factors can disable a person from fully engaging with a game or software, emphasizing the importance of considering such scenarios in accessibility design.

💡Design Principles

Design principles are the fundamental guidelines that inform the creation of a product, ensuring it meets its intended purpose while also being user-friendly. The video discusses how accessibility features should be added without changing the core design principles of a game, maintaining the integrity of the gaming experience while making it more inclusive.

💡Time Wars

The term 'Time Wars' is used by Alana to describe a current trend where corporations aim to capture as much of consumers' time as possible. In the context of accessibility, this could mean designing software that is so engaging that users do not encounter any 'situational disabilities' that would cause them to disengage, thus keeping them within the software ecosystem.

💡Tendinitis

Tendinitis is a medical condition characterized by inflammation or irritation of a tendon, which can limit one's ability to perform certain actions, such as rapid button mashing in video games. Alana shares her personal experience with tendinitis in both wrists, which has made her more aware of the need for accessibility options in gaming, such as the ability to change quick time event (QTE) actions to press and hold instead of tapping.

💡Corporations

Corporations are large companies that often drive the development of products and services. In the video, Alana suggests that while some corporations may be motivated by a genuine desire to include all users, others might be influenced by the 'Time Wars' phenomenon, where they aim to keep users engaged with their products for as long as possible, which can indirectly promote the consideration of accessibility in design.

Highlights

Alana introduces herself as a writer and accessibility consultant at a AAA game studio.

She is credited as an accessibility consultant on 'God of War Ragnarok'.

Alana created the 'Video Game Accessibility Awards', now in its second year.

She discusses the negative reviews of 'Elden Ring' for being too difficult.

Alana disagrees with the notion that games should be easier and advocates for players to 'get good'.

Accessibility design is broader than just physical disabilities, it includes situational and temporary disabilities.

Accessibility features are not just for those in wheelchairs but can apply to a wide range of players.

Alana explains the concept of situational disabilities in gaming, such as not being able to pause a game.

She introduces the three pillars of disability in design: permanent, temporary, and situational.

Alana provides examples of situational disabilities, such as having a heavy accent affecting voice command usage.

Accessibility design aims to alleviate situational disabilities without changing the core design principles of a game.

Alana clarifies that accessibility features are not about making games easier but about allowing more people to experience them.

She emphasizes that accessibility design is about thinking broadly and considering many situations.

Alana discusses the importance of language in accessibility and the potential for terms like 'disabled' to change over time.

She shares her personal experience with tendonitis, which led her to become involved in accessibility advocacy.

Alana acknowledges the role of corporations in promoting accessibility to ensure user engagement with their software.

She concludes by expressing openness to changing the term 'disabled' if it makes people more comfortable.

Transcripts

play00:00

allow me to explain hello everyone if

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you don't know me I'm Alana and I work

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9:00 a.m. to 6:00 p.m. at a AAA game

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Studio I am a writer on the design team

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but I also work as an accessibility

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consultant and I've done that on seven

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separate games so far uh I'm credited as

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an accessibility consultant on God of

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War Ragnarok because that is the much

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work that I did on that game was in the

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accessibility space and I also created

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my own award show called the video game

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accessibility Awards uh We've run that

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for 2 years I took a break last year

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because God of War Ragnarok came out and

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it would be very weird to have an award

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show the same year as the game that you

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worked on accessibility even though I

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don't vote on it it's voted on by a full

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panel of disabled Gamers but uh it's a

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thing that I care a lot about and know a

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lot about um more than most people

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though there are certainly people who

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like full-time do accessibility in the

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space Who would know way more than I do

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but earlier in the week I made a video

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that I called Elden ring is too hard in

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quotations um and majority of that video

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I think it's like the first eight

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minutes I'm just basically talking about

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the negative reviews that Elden ring has

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gotten for being too hot and saying that

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I disagree with them majority of that

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video is me saying no I think that you

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should get good like I did literally say

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get good in it the second part of that

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video I wanted to talk about something

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that I'm just going to give with more

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detail now about accessibility

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design and why when people talk about

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being against a game being accessible I

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think it's really silly because their

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accessibility is so much broader than

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just a guy in a wheelchair which is what

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most people seem to think of when they

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think about accessible design but when

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it actually comes to that design it is

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much much much broader than that and

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will definitely apply to you at some

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situation in your life so in this video

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I was talking about that I was saying

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when people ask for accessibility in

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games they aren't asking for an easy

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mode because they also just want to

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experience the hard game they're not

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trying to get it to just be easier and I

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was saying you know accessibility design

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is so much bigger than than people think

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it is an example I used and to be clear

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I wasn't even advocating for this I

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didn't say that I think it should be

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there it was just an example an example

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I gave uh where I let me just show you

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the clip first let's let show you the

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full clip and people that are asking for

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accessibility are not actually asking

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for an easy mode that isn't the intent

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there are also multiple kinds of

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disabilities especially where gaming is

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concerned there are long-term

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disabilities there are situational

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disabilities there are temporary

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disabilities it counts as a disability

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where a video game like Elden ring is

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concerned if you have a kid you have a

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2-year-old you're trying to play Elden

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ring you can't pause that is a

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situational disability that you have

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where the game not having the option for

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you to be able to pause for example is a

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hindrance for your

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particular disability a situational

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disability you may need to pause to stop

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your kid from putting a fork into a a

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sock so I basically explained three

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pillars of disability as it pertains to

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design I did not invent this term this

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term has been around for a long time

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there are variations of the term and

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it's multiple facets of Design This is

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used in web design it is used in app

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design it is used in software design and

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it is used in game design or development

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design or development either really

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works as it turns out to actually even

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broader than that um I've learned this

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week from people contacting me about it

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that situational disability is also

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considered in like commercial build

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buildings um apparently it's not even

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just app development it is much bigger

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than that and there are three pillars of

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design there is permanent which is the

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thing that I think most people think of

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when they think of the word disabled

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person who has one arm somebody who is

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blind uh let me pull this up literally

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just give you a direct example this is

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from Microsoft design toolkit and I'm

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sourcing them because they are the

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company that most of you will know the

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name of will be familiar with but you

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can find examples of this all over the

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place in this space so we have permanent

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on this side which is for example

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someone has a perent disability someone

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with one arm someone who is blind

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someone who's deaf or someone who is

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nonverbal then there are temporary

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disabilities which is like if you broke

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your arm you broke your wrist you have

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an ear infection then there are

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situational disabilities this is example

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that's used here as new parent a driver

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who is distracted a bender I can explain

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the Bender one because people confused

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about that as well and a heavy accent

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people are also reacting to the heavy

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accent one so let me explain what the

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situational disabilities mean here maybe

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an app can't understand your voice

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because you you have a heavy acccident

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that is considered a situational

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disability you are disabled you are

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unable you can't cannot proceed uh

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through whatever software or whatever

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task you are trying to complete uh

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because of something that is situational

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to you and it is situational also to the

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context of that game like the

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situational here means having a heavy

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accent is not considered a disability in

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layman's terms you would not be called

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disabled all over the world none of

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these things are like if you have a

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heavy accent you're disabled it's not

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that it's just the situational

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disability in terms of design is that

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you are disabled from using the

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interface in the way that a user should

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be able to because of your situational

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disability that's the term the bartender

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example here um is referring to a really

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loud environment so if you are somewh

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loud they could also use Music Festival

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but they're just using someone who

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functionally regularly Works in a

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certain environment so if they're in a

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loud environment and they can't hear a

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particular thing on whatever app

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whatever interface that they are trying

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to use the accessible design would aim

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to alleviate that situational disability

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it's not saying bartenders are disabled

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in the way that the public Associates

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the term disabled I feel like distracted

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driver is pretty obvious the new parent

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one um the example that I used which

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again is fairly commonly used I didn't

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invent the it's been around for a really

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long time is if you're a parent you're

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trying to play a game like Elden ring

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and you are halfway through your boss

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fight and your kid runs across the floor

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and does something dangerous you have to

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drop the controller and go and get them

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that would be considered a situational

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disability in that in that situation you

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are unable to complete the task that you

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are trying to complete because of

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something that happened to you

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situationally you have been disabled

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from completing the task the way this

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pertains to accessibility isn't to say

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that all games all apps all processes

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need to alleviate all of these things

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that's not the intent either like it's

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just a way in which accessible design is

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much broader than people think it is in

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the ways that it can help a lot more

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people than people think it can and it's

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also definitely a reality in

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accessibility where it is basically

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impossible I would argue to fulfill

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every accessibility need on the planet

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that is very very very difficult to do

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there are so many of them the

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situational ones are so numerous but

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it's just a means of looking at design

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that would allow the people who are

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doing the accessibility design to think

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about it as broadly as possible think of

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as many situations as possible in which

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somebody is disabled from completing the

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task somebody's unable to complete the

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task somebody is hinded from completing

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whatever task they are trying to

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whatever function they are trying to

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complete and whatever software they are

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engaging with I think the word

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disability is probably really common

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used in the text Bas because we use

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disabled a lot like a function was

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disabled this feature has been disabled

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Bluetooth has been disabled it is no

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longer able to work not because it's

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been turned off or it doesn't exist it

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has just been disabled I think that's

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probably why it's widely used and not

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considered to be offensive when it comes

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to design and there are also I've

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definitely seen people say having kids

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isn't a disability it's just a

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responsibility go do something else and

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that's totally valid yes if you that can

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make you a shitty parent the intention

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is not to allow parents to be shitty

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parents the intention is to allow them

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to not be punished or have a negative

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consequence in your product because of

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something like that where possible and

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like a very good example of I think

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people misunderstanding it as a design

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ethos and not a thing you have to do is

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I've seen people say oh what so I'm

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disabled if I can't pause in a

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multiplayer game when I need to no one

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would ever argue to take away from the

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design of the game so like if that is

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the purpose of the game is an online

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multiplayer experience where you are

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having interactions with people in real

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time and that is the core of the game no

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one is going to argue that the game

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fundamentals should ever change that's

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not what people are asking for no one's

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going to say you need to have a pause

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menu in an online game like that that

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obviously is functionally impossible it

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is just about thinking about the most

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accessible options for the thing that

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you are making without changing design

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principles you would never change design

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principles you would still want your

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core game to function exactly as is The

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Last of Us Part Two again I think is the

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most accessible game ever made they

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clearly created exactly what they

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intended to create and then added all

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the accessibility features to make it an

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extremely accessible game and the

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purpose of sheets like this and

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information like this again is not to

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say that like your game's not going to

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be no one is going to be furious if it

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doesn't hit pillar it's just that there

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are a lot of pillars a lot of this comes

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of course from people who actually care

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about Gamers who have disabilities I am

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one of those it started in a very

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selfish way I mentioned it in the video

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but I have tendonitis in both my wrists

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this means that I can't rapidly Button

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Mash I've had that for like maybe 10

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years now and so I have trouble playing

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any game that just requires like if you

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have a QT I will always change to press

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and hold in the accessibility menu

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rather than tapping because I will

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eventually like my wrist will lock up

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and I won't be able to do it that's how

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I got involved in accessibility and

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technically that is considered a

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permanent disability I do call myself

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disabled because I have that like in

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general terms I'm not going to say I'm

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disabled but I've actually had people

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who most people would identify as

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disabled in the accessibility space

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criticize me for that like I've had

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criticism that it's basically aana you

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are disabled and by being afraid to use

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that word you are preventing other

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people from realizing that they also

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have disabilities that's a whole thing

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but technically that is considered a

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permanent disability in so far as it is

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permanent it's not going away and I have

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trouble playing video games and so I

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need accessibility features that's how I

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got involved in the space now as I was

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saying a lot of this obviously comes

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from people who have disabilities who

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care about disabilities who actually

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genuinely care but I'm also sure that a

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lot of this comes from the app

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development and the web development

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where they just want to make sure that

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you will never turn off the thing part

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of it is surely corporations being very

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time hungry we call it the time Wars

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here on this channel where I've spoken

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many times about right now being in an

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era where corporations just want as much

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of your time as possible so I don't

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doubt that some of this when it comes to

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higher ups is also coming from the time

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Wars where you know the corporation

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wants to make sure that you don't have a

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situational disability that prevents you

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from engaging with their software that

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makes their software frustrating that

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makes you want to put down their

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software in any capacity it is

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definitely mostly people who care in my

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experience I don't think I've ever met

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any of those people but I don't doubt

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like that the term probably came from

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web development or app development where

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they were just trying to make sure that

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you wouldn't have some situation that

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would disable you from completing the

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task on their website that they want you

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to stay on now if people are upset or

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offended by the term disability or

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disabled here I I don't think you're

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ever wrong to be upset by a word or

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offended by a word if that's how you

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feel and that that is how you feel this

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has been this way for a long time it is

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used in the space all the time it is

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used by disa permanently visibly

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disabled people on a regular basis in

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the accessibility space but language

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changes according to societal

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preferences all the time so if people

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were to you know just be learning about

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this term this week which it seems like

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is the case for a lot of people and are

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really offended by the use of disabled

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or disability in this context I'm not

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not against changing it I'm an

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accessibility consultant but I'm not on

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the kind of boards where they make these

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terms or make these docks I've just

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helped on games specifically with the

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permanent disability side not the

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situational disability side but if

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you're upset about the term I'm not

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going to tell you you're wrong to feel

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that way uh if it made you uncomfortable

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to hear that kids are considered a

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situational disability again it's not

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that kids are though it's that the

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context of which the child appears and

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does something disables you from

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completing a task whatever semantics but

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if you would like to change the term and

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if people would be more comfortable if

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when I speak about this again in the

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future which I'm sure I will I many

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times before that I call it a

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situational impairment instead I'm

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totally fine to do that it's just a term

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disabled exists in this context because

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of the industry from which it was born

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but I'm not against it being changed

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Related Tags
AccessibilityGame DesignInclusivityAlana WriterDisabilitiesElden RingGod of WarVideo GamesDesign PrinciplesSituational NeedsPermanent Disabilities