UX & Accessibility
PAX DEI ‒ Unexpected hurdles
Designing a traversal system for a sandbox MMO ‒ How to engage blind players.
Role: Interview Lead & Research Lead
Tools: Miro, Adobe XD, Audacity
Methods: Research, Prototyping, Testing
Introduction
This project was a unique challenge for me and the team, as we had to consider the needs and wants of a group to which we had previously not given much thought.
Through close collaboration with Mainframe's senior UX designer Jasmine Dahncke and accessibility consultant Brandon Cole, we genuinely understood and empathized with our target audience.
The Brief
VIPs
"How can we make a traversal system for a sandbox MMO more accessible and engaging for totally blind individuals?"
Jasmine Dahncke: Senior UX Designer at Mainframe Industries. Mentor extraordinaire!
Brandon Cole: Accessibility consultant previously worked on the action-adventure game Last of Us Part 2, developed by Naughty Dog. Made the team "see" and understand our target audience.
Week 1 - Always start with research
The team and I began the project by thoroughly researching the needs and wants of blind gamers, as well as best practices for accessibility in video games. We consulted with Brandon to gain insight from his previous experience and expertise. We also reached out to the blind gaming community to get their input and feedback on what they would like to see in an accessible sandbox MMO.
The challenge here that we wanted to overcome was to empathize with the target audience. For example, have you ever gone through an accessibility menu on a video game with TTS(text-to-speech)? Or ever played an MMO with a blind person?
No? - me neither. The benchmarking and playing games with Brandon had a significant impact on my understanding of the pain points he and so many other blind gamers have to face each time they want to play.
Week 2 - Brainstorming & Prototyping
With the information gathered from benchmarking, playtesting, interviews with the target audience and meetings with Brandon Cole, we began brainstorming.
We came up with these six key concepts.
Translating visuals into sounds is a key aspect of creating an accessible video game for blind players. One way to do this is by using descriptive audio cues to convey information about the environment and actions happening in the game.
For example, in a snow-covered landscape, the sound of footsteps crunching in the snow can help the player understand their surroundings and the type of terrain they are walking on.
Another example that the team and I, together with Brandon were especially excited about was the audio narration. A voice describing the environment in a way that further enhances the experience for someone who is blind.
User Testing - "WHY DOESN'T IT WORK?!"
The entire team realized that testing with sighted individuals was more harmful than helpful. Knowing this we only had one dry run with a sighted individual. After that, we only conducted usability tests with the intended target audience.
Being the test facilitator, I felt it to be nerve-wracking to test our prototype with a group that I am not a part of, especially when it is a product that is designed specifically for them. Luckily for me, all the testers were well aware of our challenge. Therefore knew that if I said something wrong, they could and should correct me. This gave the test sessions more flow and ease for both testers and myself. Knowing we are on the same team.
Prototype walkthrough. 5 min 18 sec
What we tested
• Reactions to the audio narration
• How the menu narration works
• The interactive map
• Which sound effects are most important for navigation
• How the navigation assistance works
For more details read the report.
The presentation
We presented our project to all employees at Mainframe Industries. As a team, we were extremely happy with the positive response and excited to answer their intriguing questions. Mainframe was very satisfied with the outcome of our project, and we received fantastic feedback from the company!
Video: Presentation to Mainframe Industries, length 05:18 minutes
"Their problem-solving skills, organization and teamwork was truly inspiring. The process used by the team was an almost flawless execution of the design thinking framework.
They have provided us with plenty of useful material that will help to create a better product in terms of accessibility and additionally they might have laid the groundwork to enable blind gamers to navigate in sandbox games, which would be an industry first."
- Jasmin Dahncke, Senior UX Designer, and Sulka Haro, Design Director, at Mainframe Industries
Conclusion
In conclusion, the team and I designed a validated solution for an accessible traversal system for a sandbox MMO for totally blind gamers.
The narrated biome description was particularly successful in creating an immersive experience for players. We also gained valuable insights into the preferences of blind gamers and the importance of customizable and optional accessibility features.
Overall, the project was a success and received positive feedback from Mainframe.
Key takeaways
Professional
Personal
To read the full report click on the button!
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Contact
Mail: beatrice.ferrera@gmail.com
Connect: LinkedIn
© Beatrice Ferrera 2024 — UX Designer