Teaching Accessible Design Through Critical Making and Board Games

Adam Strantz, Miami University

Lens: Emotional


Taboo

taboo playing cards arranged on a table
Figure 13: Examples of Taboo cards

Taboo is a guessing game where you try describe a word to your team without saying the banned, or "taboo" words related to it. Due to the nature of Taboo as a party game, the student looked for ways to maximize player enjoyment while removing elements that caused players to have negative feelings.

Exploding Kittens

Exploding Kittens attack card featuring an obese gray cat with wings breathing fire
Figure 14: Exploding Kittens attack card "Unleash the Catterwocky"

One aspect of emotional accessibility that students noted was the way certain games often resulted in groups of players ganging up on a single player, leading to bad feelings for that singled-out player. Therefore, students who redesigned for emotional accessibility often looked for ways to encourage players to keep everyone in the game longer.

Splendor

playing a game while their opponent gives the peace sign
Figure 15: Emotional accessibility and having fun

Sometimes a student was able to identify a specific accessibility issue in a game that they couldn't fix without changing the game entirely, but they still wanted to discuss its impact from an accessibility standpoint. I believe this student hit on one of the key aspects of the entire project: games are meant to be enjoyed and the best way to achieve emotional accessibility (among other types of accessibility) is to play with others who will strive to make all players able to experience and enjoy the game.

Lens: Visual

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The visual lens includes all elements of visual design including sizing and spacing issues, color/contrast issues, and colorblindness.

Lens: Cognitive

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The cognitive lens includes elements of game design relating to complexity, memorization, understanding of rules, and overall density of text on game materials.

Lens: Physical

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The physical lens covers issues relating to interacting with the game through touch, bodily movement, and fine-motor skills. The ability to move, interact with game pieces, and physically do what is required by the game is analyzed.

Lens: Emotional

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The emotional lens looks at the game from the perspective of how players feel while playing the game. This may involve feelings of frustration, joy and sadness in winning and losing, or "feel bad" moments in gaming where one player is excluded from play.