A shelf of the journal
Inclusive design
Widening the route into a challenge without shrinking the challenge.
Stories on this shelf
OutBrick accessibility beyond the puzzle board
From shop buttons and frozen gates to mission credit and Italian support: how AppleVis feedback is helping us improve the whole OutBrick session.
How to slide OutBrick bricks with VoiceOver actions
Learn OutBrick’s four slide directions, matching gates and slide distances, with VoiceOver action guidance and the promised teaching changes.
Reading OutBrick’s spatial board with VoiceOver
Build a clearer picture of OutBrick’s board with VoiceOver: explore bricks, gates and empty space, and understand the fixes promised next.
OutBrick’s commitment to blind players and VoiceOver
What our commitment to blind players means: listening to real play, describing current limits honestly, and making accessibility part of OutBrick.
A Color Block Jam alternative with VoiceOver support
Considering OutBrick as a Color Block Jam alternative? Compare documented VoiceOver, colour-glyph and motion support, then use a practical checklist.
Puzzle games for older adults: what to look for
Readable text, generous buttons, no clock and colours you can tell apart: a practical checklist for choosing a puzzle game at 50, 70 or 90.
Sensory-friendly games: calm design for neurodivergent players
Many autistic and neurodivergent players are sensitive to sound, light and surprise. What research says, and how predictable, quiet, low-pressure design helps.
Designing games for older eyes and hands: readable and forgiving
How vision, touch and reaction time change with age, what that means for contrast, targets and pace, and design principles for games that stay friendly at 80.
Dyslexia-friendly game text: fonts, spacing and plain words
Do dyslexia fonts work? What eye-tracking and reading studies say about typefaces, size, letter spacing and wording, and how to make game text easier to read.
Motion sickness from games: why Reduce Motion matters
Why screen motion makes some players dizzy or queasy, who is most susceptible, and how the Reduce Motion setting and careful animation make games comfortable.
One-handed games on iPhone: designing for motor accessibility
What research on touchscreens and motor impairments says about target size, gestures and errors, plus the iPhone settings that make one-handed play easier.
Playing games with a screen reader: how blind players game
How blind and low-vision players use VoiceOver to play on iPhone, what research with blind gamers has found, and what makes a game playable by ear.
Colour blindness in games: how common it is and what helps
About one man in twelve of European descent has red–green colour deficiency. What that means at the controls, and the settings and design choices that help.
Celeste’s Assist Mode: accessibility as better design
Optional support can preserve the heart of a challenge while giving more players a route into it.
Why colour should never be the only clue in a puzzle
The case for pairing colour with shape, text, and other signals—so a readable board stays readable for more players.
Topics on this shelf
Follow the journal
New stories, in your feed reader.
Rather not give an email? Copy the feed address into any RSS reader (Reeder, NetNewsWire, Feedly, Inoreader) and each new story arrives as it is published.
www.outbrick.site/feed.xml
Or follow one shelf
- Player habitsCopy the Player habits feed address
- Success storiesCopy the Success stories feed address
- Game craftCopy the Game craft feed address
- Inclusive designCopy the Inclusive design feed address
- Learning through playCopy the Learning through play feed address
- Social playCopy the Social play feed address
- OutBrick practiceCopy the OutBrick practice feed address















