MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn 

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Presentation transcript:

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Flash Experiments  Digital Wireframe – Memory Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Flash Experiments  Drag and Drop Shapes, Sounds Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Flash Experiments  Self-Voicing, Keyboard Access Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Colorblind Survey Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough This thesis drafts humanized Video Game Accessibility Guidelines (VGAG) based on existing game and Web accessibility guidelines. Cross-reference the following guidelines: a)World Wide Web Consortium's (W3C) Web Content Accessibility Guidelines (WCAG) b)IGDA’s Game Accessibility White Paper, “Accessibility in Games: Motivations and Approaches” c)MediaLT’s “Guidelines for the development of entertaining software for people with multiple learning disabilities” Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 1) Cross-reference Guidelines a)World Wide Web Consortium's (W3C) Web Content Accessibility Guidelines (WCAG)  Guideline 2. Don't rely on color alone. Ensure that text and graphics are understandable when viewed without color. If color alone is used to convey information, people who cannot differentiate between certain colors and users with devices that have non-color or non-visual displays will not receive the information. When foreground and background colors are too close to the same hue, they may not provide sufficient contrast when viewed using monochrome displays or by people with different types of color deficits. Checkpoints: 2.1 Ensure that all information conveyed with color is also available without color, for example from context or markup. [Priority 1] 2.2 Ensure that foreground and background color combinations provide sufficient contrast when viewed by someone having color deficits or when viewed on a black and white screen. [Priority 2 for images, Priority 3 for text]. Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 1) Cross-reference Guidelines b)IGDA’s Game Accessibility White Paper, “Accessibility in Games: Motivations and Approaches”  Color Schemes for Color Blind Providing an alternate set of color schemes could allow those who are color blind to select the art that appears the best for their particular vision. Make the colors used in a game distinctive when viewed in grayscale. Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 1) Cross-reference Guidelines c)MediaLT’s “Guidelines for the development of entertaining software for people with multiple learning disabilities”  3.2 Adjustable colour and contrast (buttons, menus, background, text etc.) For people with visual perception problems, it is important to provide distinct contrast. This groups of users may also have very different requirements for colour combination and contrast. It is an advantage if software uses the standard settings in the operative system and/or contains possibilities for adjusting colour/contrast for various elements e.g. buttons and other controls background menus frames Choices should be saved (see 5.3 Settings should be saved). Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 2) Humanize the Guidelines Video Game Accessibility Guidelines Color Blindness Statistics One in every 12 people have some degree of color blindness. Problem Some color blind players may not be able to tell the difference between certain colors. Solutions Convey information using more than just color, such as shape or position. Provide alternative color schemes to match the preferences of color blind players. Example Drivers who can't tell red from green can still recognize the order of colors on traffic lights. Case Studies Mario Kart DS and Nintendo DS by Nintendo Guitar Hero by Harmonix Music Systems Warcraft 3: The Frozen Throne by Blizzard Entertainment Table Tennis by Rockstar Games Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Accessibility Strength Mario vs. Luigi (non-color cues) Accessibility Weakness Turtle Shells (green + red) Battery Power Indicator (green + red) Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough Issues proposed by each new guideline are identified in a range of existing video games, then interactive demonstrations illustrate possible solutions to each problem. Video Game Case Studies: a)Mario Kart DS and Nintendo DS by Nintendo b)Guitar Hero by Harmonix Music Systems c)Warcraft 3: The Frozen Throne by Blizzard Entertainment d)Table Tennis by Rockstar Games Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Mario Kart DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Nintendo DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Nintendo DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies a)Nintendo DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies b)Guitar Hero Harmonix Music Systems Accessibility Strength Button Positions (controller + screen) Accessibility Weakness Button Colors (controller + screen) Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies b)Guitar Hero Harmonix Music Systems Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies b)Guitar Hero Harmonix Music Systems Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies b)Guitar Hero Harmonix Music Systems Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies b)Guitar Hero Harmonix Music Systems Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies b)Guitar Hero Harmonix Music Systems Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies b)Guitar Hero Harmonix Music Systems Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies c)Warcraft 3: The Frozen Throne Blizzard Entertainment Accessibility Strength Creep Camps (size on mini-map related to level) Accessibility Weakness Building Footprint (color dependent) Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies c)Warcraft 3: The Frozen Throne Blizzard Entertainment Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies c)Warcraft 3: The Frozen Throne Blizzard Entertainment Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies c)Warcraft 3: The Frozen Throne Blizzard Entertainment Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies d)Table Tennis Rockstar Games Accessibility Strength None Accessibility Weakness Skill Animations (color dependent) Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies d)Table Tennis Rockstar Games Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies d)Table Tennis Rockstar Games Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies d)Table Tennis Rockstar Games Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 3) Video Game Case Studies d)Table Tennis Rockstar Games Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 4) Interactive Demonstrations a)Video Game Accessibility Guidelines Color Blindness Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 4) Interactive Demonstrations b)Nintendo DS Nintendo Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 4) Interactive Demonstrations c)Guitar Hero Harmonix Music Systems Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough 4) Interactive Demonstrations d)Warcraft 3: The Frozen Throne Blizzard Entertainment Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan

MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn  this PowerPoint presentation  Prototype Walkthrough The guidelines and demos are packaged together as disability-specific toolkits that developers can use to make their games more accessible. Video Game Accessibility Toolkits: a)The toolkits, including the guidelines and demos, will be published and presented on the Web to facilitate a dialog between game developers and players with disabilities around the world. b)Since the target audience includes persons living with disabilities, the Web site must conform to the Web Content Accessibility Guidelines (WCAG) of the Web Accessibility Initiative (WAI) of the World Wide Web Consortium (W3C). Chris Quinn’s Final Presentation for Studio 2 Table of Contents  Introduction  Flash Experiments  Industry Interviews  Accessibility Guidelines  Thesis Abstract  Colorblind Survey  Prototype Walkthrough  Feasibility Plan