This entry is part 13 of 17 in the series Tutorials
It’s April First, but this is no April Fool’s post.
It’s Tutorial Tuesday, but this week I’d like to step back for a moment and talk more broadly about why accessibility is important. Many of the tutorials I’ve written up to this point have provided steps to help make documents more accessible, and there are many good reasons for that.
But before I get into the details, I wanted to share a link to this great podcast I listened to recently. The episode is about accessibility in web design, but there are a lot (and I mean a lot) of great takeaways that apply to all electronic media, and even a few points that extend into everyday life in general.
It’s a little over an hour long, but if you have the time I’d suggest checking out … Continue reading
This entry is part 10 of 17 in the series Tutorials
With a birthday, a new product launch, looming Kickstarter campaign, and a baby on the way, I’ve been pretty busy this week. That means I haven’t had time to do an in-depth tutorial for you, but I’d still like to talk generally about a few things you can do to structure your books to improve both readability and accessibility.
This week’s post may be more fluff than crunch, but it’s still substantial. Readability matters to everyone — a book that isn’t laid out properly just isn’t very useful. It also improves accessibility to people with print disabilities though, so by following some good guidelines you can ensure your book is suited for the widest possible audience.
Importing documents into your layout program of choice is usually pretty simple. You import … Continue reading
I have been asked by several people if there was one quick reference document for game designers and publishers that would help guide their decisions in regards to accessibility. To date, there hasn’t been one for me to point them to.
One of my goals for 2014 is to fix that. I am now beginning work on an Accessibility Best Practices document, which will be freely shared with anyone wishing to produce more accessible games and game-related documents.
It’s a huge undertaking, and I’m seeking collaborators to lend a hand. Here’s my roadmap:
Step one: Identify the needs of a Best Practices document
I have already begun work on this and have an active Google Doc available for anyone to view. Check out the Google Doc.
Step two: develop standards
After needs have been identified, we must develop standard best practices. This step will require research, testing, iterating, … Continue reading
This entry is part 2 of 3 in the series Fudge RPG Accessibility Spotlight
Last week I began a discussion about what makes Fudge such a great accessible RPG. I gave a brief overview of Fudge and talked a little about how it’s great for teaching children how to play RPGs (or just to help them learn valuable lessons, like how cool dinosaurs are).
I’d like to continue that discussion with a few more topics. I’ll begin with a few more examples of Fudge for kids — this time from the perspective of others who’ve had experience with that topic — and finish up with a few examples of how Fudge is great for people with visual impairments.
Fudge for Kids
Fudge for Kids doesn’t extend just to dinosaurs … Continue reading
This entry is part 1 of 3 in the series Fudge RPG Accessibility Spotlight
Fudge, the Free-form Universal Do-it-Yourself Gaming Engine, probably wasn’t designed specifically with accessibility in mind but it possesses a lot of qualities that make it one of the best RPGs in regards to ease of access. It is simple yet powerful, infinitely adaptable, easy to learn and play, and its unique Fudge Dice are nicely tactile. I’d like to spotlight it for a moment and talk about why Fudge is a Great accessible RPG.
There is a lot to say about Fudge, so I’m going to break this down into a few articles over the next couple of days or weeks.
What is Fudge?
About Fudge: Fudge is a roleplaying game written by Steffan O’Sullivan, with extensive input from the Usenet community … Continue reading