Ahmid has Parkinson’s disease which makes it difficult for him to properly use some interactions like sliding to the left or right or having to press a key for an extended period of time. To improve his experience with the GameBoard system, all elements on screen i.e buttons, texts e.t.c have a minimum target size of 44 by 44 px (WCAG, 2.5.5) which makes sure every element can be clicked easily.
Having blurry vision as an aftermath of Cataract, Lucy has had to make certain adaptations to how she uses any of her devices. She uses the JAWS screen reader, so it was important to add text alternatives for all images on the screen so it’s readable (WCAG, 1.1). Also, users can increase texts on screen up to 200% without losing content or functionality allowing them to find an appropriate size that works perfectly for them (WCAG, 1.4.4).
Also, poor contrast between elements on screen makes it difficult for content to be seen or understood and it was ensured that texts and interactive elements have a color contrast ratio of at least 4.5:1. This guarantees that users who can’t see the full-color spectrum are still able to read and perform actions. Throughout the application, instructions for performing actions such as buttons or links were designed so they didn't have to rely solely on sensory characteristics such as shape or color, also every button had an icon as well as a label to describe its function (WCAG, 1.3.3).
In games, colors are used very often as “bad” or “good” indicators and to represent different players or tokens. This can be a challenge for color-blind users who can’t see specific colors(Red, Green, and Blue), an option was added to the settings menu to allow users to select a different color mode based on the type of colorblindness they had, allowing the application to change the colors into a more suitable color for people with that type of colorblindness.
Ted has sensorial hearing loss which affects the loudness and clarity of the way he hears things, so he relies on closed captioning for watching or viewing contents on the screen. A lot of captions in games are not very accessible and little work has been done in this area and there are no specific guidelines to follow. But, captions and subtitles are similar and are generally represented in the same way, that is, with text at the bottom of the screen. Looking at subtitles a lot of work has been done in this area and bodies like the BBC and Netflix have studied and provided recommendations for optimal subtitles to ensure they are accessible to all users, and they can be transferred to this context for captioning. The (BBC subtitle guideline, 3.1) has recommended that each line of a subtitle has 37 - 42 characters and only two lines are shown on the screen at any particular time (BBC subtitle guideline, 3.3). It is also recommended to aim to leave a subtitle on screen for a minimum period of around 0.3 seconds per word (BBC subtitle guideline, 4.1).
Carol has Alzheimer's and often feels overwhelmed by having to deal with too many options on the screen. The (WCAG, 1.3) recommends designing content that can be presented in different ways without losing information or structure. Here, a simple layout that can be turned on in the settings, that allows users to use the application without animations and less information on the screen was designed. To accommodate users with memory problems, there’s also a help button on every screen so users can always find information about what page they are on and what actions they can perform at any point in time. Following (WCAG, 2.4.2), each page has a title that describes what it is for so users are aware of where they currently are. The layout and navigation of the application are kept consistent through all pages in the same relative order (WCAG, 3.2.3). This helps users become comfortable so they can predict where to find things on each page.