Showing posts with label people with disabilities. Show all posts
Showing posts with label people with disabilities. Show all posts

Tuesday, April 24, 2018

Leveling the Playing Field: Video Games & Accessibility

Description: Close up of a pair of hands holding a Playstation
4 controller. The controller is a deep blue, and a light on the front
of the controller glows brightly.
Accessibility in video games is more than just creating specialized controllers. It's an issue that doesn't even have to be particularly time-consuming or expensive, as long as you make sure to think of it at the beginning instead of bolting it on at the end. So why are ways to make video games accessible still so sparsely implemented? Why does change keep happening so incrementally, if at all? How can this be fixed? Why is the video game industry so slow to adopt techniques that have made entertainment media accessible in other domains? In "How Games Can Better Accommodate Disabled Players", Waypoint's Mike Diver interviews Ian Hamilton, an game development consultant and advocate for increasing video game accessibility for game players with disabilities. An excerpt:
"Awareness, though, can be hard to come by directly—the circumstances in which games are made are not the same as those in which games are played. Console games are not played on a 27-inch monitor, 18 inches from your face; but that's often the environment in which day-to-day UI decisions are made... There's no reason why the system can't be designed and implemented before the content it's going to display is finalized. That's something I'd dearly love to see addressed at an engine level, as there's really no need for developers to keep reinventing the wheel every time—especially when it's so often reinvented as a square. Again, as with a great deal in accessibility, this isn't rocket science to solve, at all. It's just about actually getting it done."

The discussion of subtitles in video games was of particular interest to me. I always play with subtitles on, as I have an auditory processing disorder and there are times that I just can't focus on the dialogue any other way. Hamilton also talks about controller remapping, colorblind mode and more. The entire article's a great read, so do read the whole thing.

Monday, July 31, 2017

Disfigured Villains In Films Harm Real People

Batman's nemesis Two-Face, the Harry Potter series' Lord Voldemort, and Wonder Woman's Dr. Poison-- all of them are villains, and they all have disfigured faces. It's a common trope in fiction to show the internal ugliness of a character's evil deeds and thoughts be reflected by giving the character facial disfigurement. Popular culture reflects the world around us, which society reflects back, creating a feedback loop that further reinforces harmful stereotypes and makes the lives of people with facial disfigurements worse, because audiences have internalized these messages. In an interview with Brendon Connelly, when asked why so many James Bond villains have disfigurements, James Bond producer Michael G. Wilson said it was meant to honor the narrative device that Bond novel author Ian Fleming employed, "the idea that physical deformity and personality deformity go hand in hand in some of these villains.”

Writing for Teen Vogue, Alaine Leary outlines how Wonder Woman's Dr. Poison portrayal feeds into that idea and reinforces an already painful stigma for people with facial disfigurements:
Dr. Poison falls into the easy trope that suggests disability — and in this case, specifically facial disfigurement — means that a character is evil. We never find out Dr. Poison’s backstory and whether her facial scarring caused her to become a villain or happened after she already was one, but the message is the same: We should be afraid of people whose faces and bodies are different from our own... When we pigeonhole disabled characters into basic roles that are easily defined, such as sympathetic and pitiable or villainous and evil, we’re reinforcing the idea that disabled people don’t live full, meaningful lives the same way non-disabled people do. We need more media that offers a diverse perspective on disability and facial disfigurement, and doesn’t just boil our vast experiences down to a plot point.
Ariel Henley, an author with Crouzon Syndrome, has also talked about how Dr. Poison affects her as a person with facial disfigurement, saying "As someone with a facial difference,... [t]he only evil most of us have experienced has been at the hands of a society that refuses to accept us."

Honestly, I agree. The idea of someone's outward appearance reflecting anything about that person's inner life and worth is junk, and the "Evil Makes You Ugly" trope is cliched, lazy, harmful nonsense that had worn out its welcome ages ago.

Friday, June 23, 2017

Harry Potter and the Tax On The Blind

Image description: tweet by Titanium Cranium (@FelicityTC)
including three screenshots of a Harry potter book in three different formats
on Amazon. Text: “Harry Potter on Amazon - Print: $6.39 Audio: $44.99
Braille: $100.00 #CripTax”
Tumblr user actuallyblind debunks the idea that charging 8 to 10 times more for audio and Braille version of books is just covering the cost of production:
But those defenders of higher prices are reversing the argument to justify fleecing disabled readers.
What do I mean by that? 
Braille is not magic. It is done by taking plain text and feeding it through fairly affordable translation software, creating a document that can easily be printed in braille. All that time and effort and special software? IS NOT FOR THE BRAILLE... 
Printing in braille is cheap; reverse engineering a finished text to print it in braille IS NOT. Same with those audio books. After a book is completed and, often, after it has already been published, the publisher arranges to have the book recorded by a professional voice actor/reader, which usually also involves a recording producer... However: that cost? IS RARELY FACTORED INTO THE BUDGET OF PRINTING A BOOK. 
[The claim that Braille and audio] formats are more expensive to produce so they have to be priced higher is only true if you completely throw out the premise that publishers have an obligation to account for disabled readers when they are actually budgeting for and publishing the book."
In my experience as a designer, I've noticed that the high cost of creating accessible features-- whether it's on a website or a building-- is not due to the features costing anything exorbitant. The actual high cost comes in when there is a lack of considering accessibility issues from the very start and you have to retro-fit those features in. Whenever this approach is a project's primary approach to accessibility, then accessibility seems expensive. The true is expense is a failure to plan.

Unfortunately, it's a lot easier to blame disabled people for wanting accessibility to the same resources as everyone else instead of blaming the designers or publishers or the people responsible for hiring and directing them.

If you're about to say something like "Oh, no one has to read entertainment books, I'm sure it's taken care of in schools, tumblr user inlustris weighs in:
My mom is a textbook braillest. She has the software, fixes the formatting, takes the textbook and makes it translatable into braille. Most of her work ends up becoming rush jobs, because schools always forget about their blind students and the materials that they need. They start semesters without the right textbooks, are provided the materials late, can’t take the tests at the same times, because schools and teachers usually lack the foresight to provide the materials in advance. 
What we need is for more designers, publishers and project design leads to learn about the principles of universal design.

Tuesday, June 20, 2017

2017 Game Devs of Color Expo in NYC This Week

After a successful inaugural event last year, the Games Devs of Color Expo returns to New York City this year on June 24th. Createdby developer and industry vet Catt Small, the Game Devs of Color Expo lets people of color in the games industry network with each other, present their work in a professional space, and get feedback directly from consumers. The GDoCExpo will take place at the Schomburg Center for Research in Black Culture, a historic venue that can hold up to 700 people. To keep the expo accessible, student and low-income attendee tickets are $5 while general tickets are $20.

In addition to game demos and exhibitions, GDoC Expo is hosting five educational talks about game development and four panels about various parts of the game development process. In a win for accessibility, all talks and panels will be live-captioned, and the entire event event is wheelchair-accessible. There are 31 free to play games and game demos at the Expo, as well as several "micro talk" 10 minute presentations, industry development panels, and an evening after party at Babycastles gallery.


Tuesday, June 13, 2017

Glitch In The Narrative: ROM 2064 Missteps With Disability

I loved almost everything about MidBoss' cyberpunk adventure game, Read Only Memories: 2064. The soundtrack was evocative and well put together, the look of the game nailed the classic cyberpunk aesthetic, the writing was by turns affecting and humorous, and nearly all the characters from the protagonist and side NPCs were vibrantly well written. ROM: 2064 is also a game that takes unflinching looks at issues of morality, disability, gender, and mental illness in society, which is why one character's end game story turns out to be so disappointing. I've set up a jump cut to ward off accidental spoilers, so be warned: the rest of this post features spoilers for the endgame of ROM: 2064.

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