Internal

Internal

Accessibility Setting

Accessibility Setting

Xbox Console

Xbox Console

Introduction

Design Brief

Design Brief

This project focuses on redesigning internal accessibility features within gaming consoles to create an inclusive and seamless experience for users with diverse abilities.

This project focuses on redesigning internal accessibility features within gaming consoles to create an inclusive and seamless experience for users with diverse abilities.

What This Project Explores

  1. Accessibility Gaps: Identified limitations in current internal systems.

  2. Redesign Goals: Develop intuitive, user-friendly features that cater to diverse needs.

  3. User-Centric Approach: Emphasising usability, learnability, and inclusivity based on prior studies and real-world feedback.

  1. Accessibility Gaps: Identified limitations in current internal systems.

  2. Redesign Goals: Develop intuitive, user-friendly features that cater to diverse needs.

  3. User-Centric Approach: Emphasising usability, learnability, and inclusivity based on prior studies and real-world feedback.

“Accessibility in gaming is not just an option;

it’s a necessity to ensure inclusion and equity for everyone”

How do players with visual, auditory, or motor impairments navigate current systems???

How do players with visual, auditory, or motor impairments navigate current systems???

?

Auditory

Auditory

Visual

Visual

Learning

Reading

Reading

Emotional

Emotional

Physical

Physical

Learning

Existing Products

This is an in-depth analysis of all existing products in the market for individuals with diverse abilities.

Insights

Analysis of existing consoles, including Xbox, reveals limited options for:

Players with visual or auditory impairments.

Customisation of in-game and system-wide settings.

Dependence on external tools for accessibility.

Current internal accessibility settings do not provide intuitive solutions, often requiring external product or third-party software.

Problem Statement

Many current gaming consoles lack internal inclusive and accessibility settings, limiting the ability of individuals with diverse abilities to fully engage in and customise their gameplay experience.

Many current gaming consoles lack internal inclusive and accessibility settings, limiting the ability of individuals with diverse abilities to fully engage in and customise their gameplay experience.

Objective

To design inclusive and accessible gaming console features that helps players of all abilities to fully engage in and customise their gameplay experience.

To design inclusive and accessible gaming console features that helps players of all abilities to fully engage in and customise their gameplay experience.

So the question arises?

How might we design inclusive gaming console features that enhance internal accessibility settings, ensuring a seamless and equitable experience for players with diverse abilities?

How might we design inclusive gaming console features that enhance internal accessibility settings, ensuring a seamless and equitable experience for players with diverse abilities?

Research Methodology

Article

Research Paper

Observational Study

Medium & Linkedln Articles

For our research, we went through articles from Medium and LinkedIn to explore current technologies, user challenges, and advancements in accessibility features for gaming consoles. These platforms gave us real-world insights into issues faced by users.

For our research, we went through articles from Medium and LinkedIn to explore current technologies, user challenges, and advancements in accessibility features for gaming consoles. These platforms gave us real-world insights into issues faced by users.

Research Paper

We went trough google scholar and research gate to understand the challenges faced by individuals with gaming console and Disabilty

We went trough google scholar and research gate to understand the challenges faced by individuals with gaming console and Disabilty

Observational Study

To understanding their frustrations, pain points, and how they interact with current systems, we aimed to better grasp the ways people play and navigate gaming consoles, allowing us to design better.

To understanding their frustrations, pain points, and how they interact with current systems, we aimed to better grasp the ways people play and navigate gaming consoles, allowing us to design better.

Background study

70%

70%

Disabilities are using built-in

accessibility features

Disabilities are using built-in

accessibility features

66%

66%

Impairment say they face barriers or issues.

Impairment say they face barriers or issues.

50%

50%

Accessibility of a game has affected their decision to buy it.

Accessibility of a game has affected their decision to buy it.

Research by Scope survey conducted in December 2020 to a total of 1,326 people. https://www.scope.org.uk/campaigns/research-policy/accessibility-in-gaming

Research by Scope survey conducted in December 2020 to a total of 1,326 people. https://www.scope.org.uk/campaigns/research-policy/accessibility-in-gaming

Literature study

We went through 8 research paper. The is to aims to identify what information is available in game controllers, and pinpoint what prior knowledge one might need to set one up. 

Evaluate two significant research papers that address accessibility in gaming for disabled players, This study focusing on specific challenges faced by individuals with different gaming console with their disabilities.

We went through 8 research paper. The is to aims to identify what information is available in game controllers, and pinpoint what prior knowledge one might need to set one up. 

Evaluate two significant research papers that address accessibility in gaming for disabled players, This study focusing on specific challenges faced by individuals with different gaming console with their disabilities.

Paper 1

Developing a Modular Gaming Handheld for Gamers with Muscular Dystrophy (Author: Cedric E. S. Omtzigt)

  1. The research paper highlights the critical need for adaptable and user-centered gaming interfaces. The proposed modular controller by author, which allows users to customise button schemes, aligns with goal of creating inclusive settings to diverse accessibility needs.

  2. With this author had more emphasis on motor function loss in DMD underscores the importance of designing systems that remain usable as user capabilities change over time. So with this paper we more focus on user feedback and iterative design directly informs your approach to ensuring practical usability and inclusivity for all gamers.

Developing a Modular Gaming Handheld for Gamers with Muscular Dystrophy (Author: Cedric E. S. Omtzigt)

  1. The research paper highlights the critical need for adaptable and user-centered gaming interfaces. The proposed modular controller by author, which allows users to customise button schemes, aligns with goal of creating inclusive settings to diverse accessibility needs.

  2. With this author had more emphasis on motor function loss in DMD underscores the importance of designing systems that remain usable as user capabilities change over time. So with this paper we more focus on user feedback and iterative design directly informs your approach to ensuring practical usability and inclusivity for all gamers.

Paper 2

The Play Experiences of Disabled Players – Dealing with Accessibility Barriers and Solutions (Author: Markus Kämäräinen)

  1. Problem - This highlights the persistent accessibility barriers in gaming and the need for continuous improvements.
    The study identifies challenges such as difficulties with controls, receiving information, and sensory discomfort issues that align with the importance of designing flexible and user-centered settings for gaming consoles.

  2. By addressing these barriers through enhanced accessibility features, the study contributes to fostering an inclusive gaming environment, with this research's advocacy for a more inclusive gaming culture.

The Play Experiences of Disabled Players – Dealing with Accessibility Barriers and Solutions (Author: Markus Kämäräinen)

  1. Problem - This highlights the persistent accessibility barriers in gaming and the need for continuous improvements.
    The study identifies challenges such as difficulties with controls, receiving information, and sensory discomfort issues that align with the importance of designing flexible and user-centered settings for gaming consoles.

  2. By addressing these barriers through enhanced accessibility features, the study contributes to fostering an inclusive gaming environment, with this research's advocacy for a more inclusive gaming culture.

Both papers emphasize the importance of user-centered design in developing solutions that enhance gaming experiences for disabled players and a existing barriers that hinder accessibility and propose innovative solutions tailored to specific disabilities.


The findings from both papers contribute significantly to understanding and improving gaming accessibility for disabled individuals. They advocate for a more inclusive approach in game design and technology development.

Articles

Colourblind

Modes

Colourblind

Modes

Colour adjustments to distinguish

Colour adjustments to distinguish

Customisation

Text Size

Customisation

Text Size

Text size based on their vision and screen

Text size based on their vision and screen

Addition to colour for differentiation.

Addition to colour for differentiation.

Symbols and

Patterns

Symbols and

Patterns

Provide vibration or sound indicators for events.

Provide vibration or sound indicators for events.

Haptic and

Audio Cues

Haptic and

Audio Cues

Enhance visibility in varying lighting conditions

Enhance visibility in varying lighting conditions

Contrast

Adjustments

Contrast

Adjustments

Visual Accessibility Features

Audio Accessibility Features

Speed

and Length

Speed

and Length

Subtitles are easy to read, not exceeding 37 characters per line.

Subtitles are easy to read, not exceeding 37 characters per line.

Speaker

Identification

Speaker

Identification

Use names or colours to distinguish speakers

Use names or colours to distinguish speakers

Captions for sounds like footsteps,

gunfire.

Captions for sounds like footsteps,

gunfire.

Captions

for All Sounds

Captions

for All Sounds

Allow separate controls for music, speech, and sound effects

Allow separate controls for music, speech, and sound effects

Volume Control

Volume Control

Additional sensory feedback alongside

Additional sensory feedback alongside

Haptic

Feedback

Haptic

Feedback

Motor Accessibility Features

Multiple Input

Device Support

Multiple Input

Device Support

Allow various controllers to accommodate different abilities.

Allow various controllers to accommodate different abilities.

Control

Remapping

Control

Remapping

Customise their controls to suit their physical needs.

Customise their controls to suit their physical needs.

Offer sensitivity adjustments for better control.

Offer sensitivity adjustments for better control.

Adjustable

Sensitivity

Adjustable

Sensitivity

Provide toggles for actions that require sustained or rapid button presses, to avoid discomfort.

Provide toggles for actions that require sustained or rapid button presses, to avoid discomfort.

Disable Button

Holding/

Repeated Presses

Disable Button

Holding/

Repeated Presses

Onscreen keyboards or voice recognition for easier text input.

Onscreen keyboards or voice recognition for easier text input.

Alternative

Text Input

Alternative

Text Input

Motor Accessibility Features

Flashing Light/

Pattern Disable

Flashing Light/

Pattern Disable

Toggling of visual effects that may trigger photosensitive epilepsy

Toggling of visual effects that may trigger photosensitive epilepsy

Readable Fonts

& Clear Language

Readable Fonts

& Clear Language

Use clean, readable fonts and avoid all caps or lowercase to assist players.

Use clean, readable fonts and avoid all caps or lowercase to assist players.

Let players turn off effects like head bob, screen shake.

Let players turn off effects like head bob, screen shake.

Disable Motion

Effects

Disable Motion

Effects

Adjustable difficulty, clear instructions, and the ability to replay tutorials for extra support.

Adjustable difficulty, clear instructions, and the ability to replay tutorials for extra support.

Adjustable Difficulty

& Tutorials

Adjustable Difficulty

& Tutorials

Revisit missed or forgotten game parts.

Revisit missed or forgotten game parts.

Re-playable

scenes

Re-playable

scenes

Methodology

Designing an inclusive experience for users with diverse abilities that follows a user-centered approach focused on accessibility and usability. The study, involving 10 participants (mean age: 20.1), including 6 with diverse abilities, began with secondary research on standards like WCAG 2.2 and ISO guidelines. Observational studies identified key gaps, ideation, prototyping, and iterative testing of solutions. Feedback ensured practicality and inclusivity, while final evaluations against accessibility standards validated the solutions as effective and meaningful.

Designing an inclusive experience for users with diverse abilities that follows a user-centered approach focused on accessibility and usability. The study, involving 10 participants (mean age: 20.1), including 6 with diverse abilities, began with secondary research on standards like WCAG 2.2 and ISO guidelines. Observational studies identified key gaps, ideation, prototyping, and iterative testing of solutions. Feedback ensured practicality and inclusivity, while final evaluations against accessibility standards validated the solutions as effective and meaningful.

Testing

Ideate

Empathize

Define

Prototype

Participant Demographic

2

Colourblind

3

Low Vision

2

Dyslexia

Gap identification

  1. Settings should be easy currently seems overwhelming,

  2. Many accessibility features are not adequately explained, which leave users uncertain about how to adjust settings for their specific needs.

  3. Onboarding tutorials for accessibility features in Xbox games is not exist, making it difficult for users to understand and utilise these settings effectively.

  4. Lack of diversity of languages among team members.

  5. Settings for audio volume are the norm anyways. So people who can’t stand the noise level can turn off the music.

  6. Once the user enter in any option there is no indicator to how to go back.

  7. Buttons and text box is difficult to differentiate as both appears same.

  1. Settings should be easy currently seems overwhelming,

  2. Many accessibility features are not adequately explained, which leave users uncertain about how to adjust settings for their specific needs.

  3. Onboarding tutorials for accessibility features in Xbox games is not exist, making it difficult for users to understand and utilise these settings effectively.

  4. Lack of diversity of languages among team members.

  5. Settings for audio volume are the norm anyways. So people who can’t stand the noise level can turn off the music.

  6. Once the user enter in any option there is no indicator to how to go back.

  7. Buttons and text box is difficult to differentiate as both appears same.

Task Analysis

Understanding the accessibility gaps

Why

We selected WCAG and ISO standards to guarantee that the Xbox UI is accessible, inclusive, and aligns with global best practices. WCAG ensures digital accessibility for users with diverse abilities, while ISO 9241-171 enhances usability and multimodal feedback, delivering a seamless experience for everyone.

We selected WCAG and ISO standards to guarantee that the Xbox UI is accessible, inclusive, and aligns with global best practices. WCAG ensures digital accessibility for users with diverse abilities, while ISO 9241-171 enhances usability and multimodal feedback, delivering a seamless experience for everyone.

Identifying issues

Unlabelled Icons

Unlabelled Icons

Low Contrast Foreground and Background

Low Contrast Foreground and Background

Low Contrast Foreground and Background

Low Contrast Foreground and Background

No help Button

No help Button

No navigation to get back

No navigation to get back

Accessible Interaction: Should ensure alternative navigation methods

Accessible Interaction: Should ensure alternative navigation methods

Low icon size and text

Low icon size and text

Accessibility audit

Common Issues found

There are some common Accessibility issues identified in current screen which does not meet the accessibility guideline. To make it more intuitive and accessible we understand and audit them also. Here is the complete details about it.

FINAL DEsign

Design Considerations

The design considerations were based on the understanding that users face significant accessibility challenges, as identified in previous studies highlighting gaps in current internal accessibility systems.

The redesigned system is thoughtfully created following an in-depth study of usability, accessibility, and learnability, equitable ensuring it takes care of diverse abilities of all users.

The design considerations were based on the understanding that users face significant accessibility challenges, as identified in previous studies highlighting gaps in current internal accessibility systems.

The redesigned system is thoughtfully created following an in-depth study of usability, accessibility, and learnability, equitable ensuring it takes care of diverse abilities of all users.

Mid Fidelity

Design System

High Fidelity

Audit of New UI

Testing

Participant Demographic

2

Colourblind

3

Low Vision

2

Dyslexia

A/B Testing

Think Aloud for old interface

Think Aloud for New interface

Future Scope

  1. Implementing ongoing usability testing and feedback loops from users with disabilities to refine and improve the system.

  2. Adding technologies like eye-tracking, voice commands, and haptic feedback to enhance accessibility.

  3. Aligning with global standards and regulations to ensure the system is universally accessible, regardless of region or device.

  1. Implementing ongoing usability testing and feedback loops from users with disabilities to refine and improve the system.

  2. Adding technologies like eye-tracking, voice commands, and haptic feedback to enhance accessibility.

  3. Aligning with global standards and regulations to ensure the system is universally accessible, regardless of region or device.

"Accessible gaming isn’t just about features—it’s about helping a community where everyone belongs."

THANK YOU

If there’s any question please kindly to ask me. Let’s Discuss

waffledesigns12@gmail.com or +91 96991 82986

THANK YOU

If there’s any question please kindly to ask me. Let’s Discuss

waffledesigns12@gmail.com or +91 96991 82986

THANK YOU

If there’s any question please kindly to ask me. Let’s Discuss

waffledesigns12@gmail.com or +91 96991 82986

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