Learning Objectives

In this final session, we have one task left: finish our game. Our goal is to brainstorm about accessibility features, including spatialized sound, and think about what would make our game more accessible broadly.

You will:

  1. Learn about Accessibility
  2. Learn about Spatialized Audio
  3. Practice coding

Brainstorm Accessibility (15 minutes)

Whenever we invent something, it is important to find a balance in our brainstorming. We want to think big about what would solve our user's problems, but we also want to be practical so that we can engineer our idea in a reasonable amount of time. For this part of the session, we will brainstorm with our group for 10 minutes on the features we think we could add to our game to make it more accessible. In the next part, we will try to build at least one of them.

Build Accessibility Features (35 Minutes)

While any accessibility feature could be chosen, consider looking at spatialized sound because coding it is straightforward. Notably, you might consider writing code that changes the audio channel depending on the direction of an item or you could use spatialized sound to provide more information about the environment in general. Other accessibility features that could be built include using sounds to indicate if a character bumped into a wall or really anything. The point is to be creative and think about the following question: what would make this game more accessible, to whom, and how do we invent that?

Captioning (10 minutes)

Voice overs and spatialized sounds are neat for computer games. They can be used both to create a narrative that has real actors telling a player what to do and to provide a level of context and immersion. However, sound has a downside in that it is not accessible to people that are deaf or hard of hearing. One way we can add support for our game is to make it have closed or open captions. Investigate the Label class in Quorum and speculate on how we could use it to add captions to our game.

End of Lesson

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