Inclusive Pong Documentation

For “Inclusive Game Design” we had to implement changes in the game to make it more accessible for people with disabilities.

I’ve identified the following problems with the original game:

  • PROBLEM: The colors, shape and size of the items on the screen are not the best for the visually impaired. Reference/source:

  • Making Video Games Accessible: Business Justifications and Design Considerations - Brannon Zahand.

  • SOLUTION: Add color and size settings to the game, as proposed in the following article:

  • Making Video Games Accessible: Business Justifications and Design Considerations - Brannon Zahand.

  • IMPLEMENTATION: I created a settings menu that allows the user to:

  • Change the shape, color and size of the paddles, ball and text.

  • Change the overall color scheme of the game for the color blind.

  • RE-BALANCE GAME: I made the computer slower when the paddle size increases, forecasting that the bigger paddle size indicates some kind of motion impairment.

  • PROBLEM: The speed of the game can be an issue for the motion or learning impaired. Reference/source:

  • Designing Usable and Accessible Games with Interaction Design Patterns - Eelke Folmer.

  • Interaction Design Patterns - Slow.

  • SOLUTION: Allow user to change the speed of the game and skill level of computer, as proposed in the following article:

  • Interaction Design Patterns - Adaptive Difficulty Levels

  • IMPLEMENTATION: I created a settings menu that allows the user to:

  • Adjust the speed of the ball.

  • Adjust the speed of the computer player.

  • RE-BALANCE GAME: Adjusted the skill level settings of the computer player and limited how fast and how slow the game can be set to.

  • PROBLEM: There is no audio feedback for the learning or visually impaired. Reference/source:

  • Guidelines for developing accessible games - Use explicit auditory feedback and rewards.

  • SOLUTION: Add sounds that indicate game play events, as proposed in the following article:

  • AUDIO GAMES: FUN FOR ALL? ALL FOR FUN? - Sue Targett and Mikael Fernström

  • IMPLEMENTATION: Add sounds

  • Game begins

  • Ball hitting the paddle

  • Player scores

  • Game ends

  • RE-BALANCE GAME: Tested different sounds to see which one would fit the game play.

  • PROBLEM: The game can only be played with the mouse which could be a problem for the motion impaired. Reference/source:

  • Making Video Games Accessible: Business Justifications and Design Considerations - Brannon Zahand.

  • SOLUTION: Allow the game to be played with a different input device, as proposed in the following article:

  • Guidelines for developing accessible games - Allow for alternative controls

  • IMPLEMENTATION: Added keyboard control to the game allowing the user to change what keys to be used to move the paddle up or down.

  • RE-BALANCE GAME: Adjusted how fast the paddle moves with the keys pressed.

  • PROBLEM: The game has no instructions or a pause when a player scores which could be a problem for the learning or motion impaired. Reference/source:

  • Interaction Design Patters - Tutorial Agent.

  • SOLUTION: Provide instructions for the user, as proposed in the following article:

  • Interaction Design Patters - Tutorial Agent.

  • IMPLEMENTATION: Added a start screen with instructions and a pause screen in between scores.

  • RE-BALANCE GAME: Added a counter to start the game once the user clicks to start/continue.

Now have to dive into the code to make all this work :)