CIU111 — Blog 5 (Inclusive Design)

This weeks lecture we were taught about inclusive design and how to go about it in the release of products. Inclusive design represents how we should manage a project with people with disabilities, ethnicity, financial and social status.

I have friends that have mental disabilities and others that have physical disabilities. What this lecture has taught me was as creative media students, we have to make sure that we have a piece of mind for them and make sure that these people can also enjoy the content that we create.

This lecture is very significant because there are signs of ethical and social and even professional, what with making our creations available to everyone of every social, disability situation and ethical relation . There are usually no different points of view when it comes to accessibility and inclusiveness in the workplace as it is an issue that must be addressed at the highest of priorities (for me anyway).

I found a website that its sole purpose is to issue why games are not as widely accessible enough anymore. An article named “Why accessibility matters”, on the same website, I have found addressing the issue as to how games have skewed from being accessible to the masses stating that;

15% of the population are disabled, rising to 20% amongst casual gamers (PopCap). Other conditions that aren’t registered disabilities can also hit barriers. 14% of the adult population have a reading age of below 11 years old (NCES / BIS), 8% of males have red-green colour deficiency (AAO), and many people have temporary impairments such as a broken arm. Many more have situational impairments such as playing in a noisy room or in bright sunlight, and all players have different levels of ability — there’s no ‘typical gamer’. (“Game accessibility guidelines | Why and how”, 2016)

One of the most important things that I have taken away from this lecture, is that all creations have to be accessible to a multitude people from different financial states, ethnic background, or disability. In going forward with my studies I will now consider more trying to make my games and creations more accessible to those that have a different situation then my own.

References

Game accessibility guidelines | Why and how. (2016). Gameaccessibilityguidelines.com. Retrieved 6 July 2016, from http://gameaccessibilityguidelines.com/why-and-how

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.