Tagged
Stories about accessibility
18 stories from the journal share this topic, on the Inclusive design, OutBrick practice, and Game craft shelves.
Start with “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.
Stories tagged accessibility
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.
OutBrick without a timer: room for real challenge
AppleVis players asked for time to explore and a gentler start. How OutBrick’s move limits, untimed play and planned teaching changes fit together.
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.
Play block puzzles online without downloading an app
Try OutBrick’s browser boards without installing an app. Learn the controls, daily-board rotation, scoring and differences from the full game.
OutBrick on iPhone Duo: what would you want to play?
Would you want OutBrick adapted for iPhone Duo? Explore possible inner and outer screen experiences, then tell us what would make play worthwhile.
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.
OutBrick vs Block Out Puzzle: which game fits you?
Compare OutBrick and Grand Games’ Block Out using official listings: mechanics, offline play, accessibility and costs, with an honest fit guide.
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.
How to build a kinder difficulty curve
Challenge should stretch the player’s attention without making the relationship with the game feel brittle.
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.
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