Teaching Accessible Design Through Critical Making and Board Games

Adam Strantz, Miami University

References


Babcock, Rebecca Day. (2012). Tell Me How it Reads: Tutoring Deaf and Hearing Students in the Writing Center. Gallaudet University Press.

Belojevic, Nina. (2019). A glitch taxonomy kit, or how to read videogames with your hands. Enculturation, 29. Retrieved from http://enculturation.net/critical-making-and-executable-kits

Bogost, Ian. (2010). Persuasive gaming: The expressive power of videogames. Cambridge, MA: MIT Press.

Breaux, Chet. (2017). Why making? Computers and Composition, 44, pp. 27-35

Burgess, Helen J. and Whitson, Roger. (2019). Introduction: Critical making and executable kits. Enculturation, 29. Retrieved from http://enculturation.net/critical-making-and-executable-kits

Cairns, Paul. et al. (2019). Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies 131, pp. 64-71.

Colby, Richard. (2014). Writing and assessing procedural rhetoric in student-produced games. Computers and Composition, 31, pp. 43-52.

Colby, Richard, & Shultz Colby, Rebekah. (2019). Game design documentation: Four perspectives from independent game studios. Communication Design Quarterly. Retrieved from http://sigdoc.acm.org/game-design-documentation-four-perspectives-from-independent-game-studios

Dolmage, Jay. (2009). Disability, usability, universal design, in Rhetorically Rethinking Usability S. M. Cochran and R. L. Rodrigo, Eds. pp. 167-190 Cresskill, NJ, USA: Hampton Press.

Dolmage, Jay Timothy. (2016). Disability Rhetoric. Syracuse University Press.

Driskill, Qwo-Li. (2015). Decolonial skillshares: Indigenous rhetorics as radical practice. In Lisa King, Rose Gubele, & Joyce R. Anderson (Eds.), Survivance, sovereignty, and story: Teaching American Indian rhetorics, pp. 57-78. Boulder, CO: University Press of Colorado.

Driskill, Qwo-Li, Haas, Angela, & Legg, Emily. (2016). Woven memory: Cherokee double-wall baskets. Workshop presented at the 2016 Cultural Rhetorics Conference in Lansing, MI.

Eyman, Doug, et al. (2016). Access/ibility: Access and usability for digital publishing. Kairos: A Journal of Rhetoric, Technology, and Pedagogy, 20(2). Retrieved from http://kairos.technorhetoric.net/20.2/topoi/eyman-et-al/index.html

Faris, Michael J. et al. (2018). Building rhetoric one bit at a time: A case of maker rhetoric with littlebits. Kairos: A Journal of Rhetoric, Technology, and Pedagogy, 22(2). Retrieved from http://kairos.technorhetoric.net/22.2/praxis/faris-et-al/index.html

Flanagan, Mary. (2009). Critical Play: Radical Game Design The MIT Press.

Frith, Jordan. (2020). Technical standards and a theory of writing as infrastructure. Written Communication, 37(3), pp. 401–427. https://doi.org/10.1177/0741088320916553

Game Accessibility Guidelines. (2021). Retrieved from http://gameaccessibilityguidelines.com/

Gollihue, Krystin. (2019). Re-making the makerspace: Body, power, and identity in critical making practices. Computers and Composition, 53(1), pp. 21-33. https://doi.org/10.1016/j.compcom.2019.05.002

Heron, Michael James. (2018). Meeple Centered Design Heuristic. Retrieved from https://www.meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/

Heron, Michael James. et al. (2018). Meeple centered design: A heuristic toolkit for evaluating the accessibility of tabletop games. Comput Games J, 7, pp. 97-114. https://doi.org/10.1007/s40869-018-0057-8

Marcotte, Jess. (2018). Queering control(lers) through reflective game design practices. Game Studies, (18)3. Retrieved from http://gamestudies.org/1803/articles/marcotte

McDaniel, Jamie L. (2019). Accessibility and Ableism in Tabletop Business Games. Not Your Mamar's Gamer. Retrieved from http://www.nymgamer.com/?p=18131

McDaniel, Rudy, & Daer, Alice. (2016). Developer discourse: Exploring technical communication practices within video game development. Technical Communication Quarterly, 25(3), pp. 155–166.

Meeple Like Us. (2021). Retrieved from https://www.meeplelikeus.co.uk/

Moberly, Kevin, & Moeller, Ryan. (2014). Working at play: Modding, revelation, and transformation in the technical communication classroom. In Jennifer DeWinter & Ryan Moeller (Eds.) Computer Games and Technical Communication. pp. 189-207. Ashgate.

Morris, Jill Anne. (2012). A maker convergence: Composition and participatory culture in the open enrollment environment. Computers and Composition Online. Retrieved from http://cconlinejournal.org/new_media_cc/Morris/instructors.html

Noble, Safiya Umoja. (2018). Algorithms of Oppression: How Search Engines Reinforce Racism New York, NY: NYU Press.

Palmeri, Jason. (2006). Disability studies, cultural analysis, and the critical practice of technical communication pedagogy. Technical Communication Quarterly, 15(4), pp. 49-65.

Powell, Malea. (2016). I got your maker space right here: Objects, things, making and relations (Seems like I’ve heard this song before). Presentation at the 2016 Cultural Rhetorics Conference in Lansing, MI.

Ratto, Matt. (2011). Critical making: Conceptual and material studies in technology and life. The Information Society, 27(4), pp. 252-260.

Robinson, Jerry. (2019). Individuals with physical impairments as life hackers? Analyzing online content to interrogate dis/ability and design. In Katie Ellis , Gerard Goggin , Beth Haller , Rosemary Curtis (Eds.) The Routledge Companion to Disability and Media. Routledge Handbooks Online.

Rogerson, Melissa J., Gibbs, Martin, & Smith, Wally. (2016). "I love all the bits": The materiality of boardgames. ACM CHI 2016. Retrieved from http://dx.doi.org/10.1145/2858036.2858433

Salen, Katie, & Zimmerman, Eric. (2003). Rules of play: Game design fundamentals. MIT Press.

Schell, Jesse. (2008). The art of game design: A book of lenses. CRC Press.

Sheridan, David Michael. (2010). Fabricating consent: Three-dimensional objects as rhetorical compositions. Computers and Composition, 27(4), pp. 249-265.

Shivers-McNair, Ann. (2017). 3D researching with researcher POV video: Bodies and knowledge in the making. Kairos: A Journal of Rhetoric, Technology, and Pedagogy, 21(2). Retrieved from http://praxis.technorhetoric.net/tiki-index.php?page=PraxisWiki:_:3D%20Interviewing

Shivers-McNair, Ann. (2021). Beyond the makerspace: Making and relational rhetorics. E-book, Ann Arbor, MI: University of Michigan Press. https://doi.org/10.3998/mpub.11724511

Shultz Colby, Rebekah. (2017). Game-based pedagogy in the writing classroom. Computers and Composition 43(1) pp. 55-72.

Shultz Colby, Rebekah, & Colby, Richard. (2008). A pedagogy of play: Integrating computer games into the writing classroom. Computers and Composition, 25(3), pp. 300-312.

Stone, Kara. (2018). Time and reparative game design: Queerness, disability, and affect. Game Studies, (18)3. Retrieved from http://gamestudies.org/1803/articles/stone

United States Access Board. (1995). Principles of universal design. Retrieved from https://www.access-board.gov/guidelines-and-standards/communications-and-it/26-255-guidelines/825-principles-of-universal-design

Yergeau, Melanie. Remi et al. (2013). Multimodality in motion: Disability and kairotic spaces. Kairos: A Journal of Rhetoric, Technology, and Pedagogy, 18(1). Retrieved from https://kairos.technorhetoric.net/18.1/coverweb/yergeau-et-al/index.html

Zdenek, Sean. (2020). Transforming access and inclusion in composition studies and technical communication. College English, 82(1), pp. 536-544.

About the Author

Adam Strantz is an assistant professor at Miami University (Ohio) in the departments of Emerging Technology in Business + Design and English. His research interests include games and pedagogy, accessibility, graphic design, and computer code. His work has been published in Computers and Composition, Kairos, and IEEE.