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Player Choices

  • Use simple terminology and define any terms if necessary.
  • Make it clear what the outcome would be. For example: A choice called "I'm out of here" perhaps should be relabelled as "I'm out of here (quit game)".
  • If possible, make choices forgiving or give opportunity for users to correct or change their choices.

Cognitive

  • Instructions should be clear and concise. Buttons should have labels.
  • Make help readily available.

Visual Perception

  • Do not rely on colour to convey meaning. If this is unavoidable, provide a text label or text descriptions.
  • Avoid using transition / animation effects on content that is critical to the outcomes of the game. These effects may be missed or misunderstood.

Non-Visual Perception

Generally, make sure visuals have text equivalents.

  • Provide text descriptions for important visuals: images should have alt-text and longer text descriptions if necessary. Use aria-describedby or longdesc as required. See: http://www.w3.org/WAI/tutorials/images/complex/
  • Content contained in the background (using background CSS property), :before or :after elements are ignored by screen readers. Do not put important content within these elements. Use standard elements like <image>, <div>, <figure>, etc. as needed.

Keyboard / Keypad / Single-switch Interaction

  • Tab order should be consistent with existing user experiences. i.e. top to bottom, left to right.
  • Interactables should have:
    • a keyboard equivalent
    • focus styling so the user knows when they can interact with the item
  • Tab order should properly "cycle around" when tabbing through. Watch for focus traps or hidden elements which may break the game for users.
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