low vision

Angry Birds and Accessibility Standards

by Kwasi Mensah

January 26th, 2011

While trying to look for a set of accessibility standards for the game I’m working on I couldn’t find any. I understand that blind adherence to rules isn’t the best way to achieve accessibility, game developers lives are a lot easier when we have a standard list of items to test against. The closest thing I could find are the Web Content Accessibility Guidelines. I’m going to use these standards to break down the immensely popular mobile game Angry Birds made by Swedish developer Rovio. I’m also going to show how following these standards leads to better usability for everyone.

Adventures In Accessibilty #3: Accessibility Equals Usability

by Kwasi Mensah

January 7th, 2011

One of the biggest perceived challenges for marketing and informing people about the game I’m working on is making it clear that its meant for everyone. Just because I’ve made sure a blind person can play the game doesn’t mean it can’t be fun for someone who can see. So I wanted to spend this Adventures in Accessibility post focusing on inventions that were originally meant to increase accessibility for a group but increased usability for everyone.

Adventures In Accessibility #2: How the Blind See the World

by Kwasi Mensah

December 20th, 2010

So I’ve spent a lot of time figuring out how people with no vision are going to play the game I’m working on. I’ve already circled in on a solution but I wanted to take some time to look into supporting people with low vision. While complete blindness can be simulated by closing your eyes, low vision is a lot more complicated. Low vision is actually more relevant since the vast majority of blind people can still see in some capacity.