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Accessibility Best Practices: Mobility Considerations

What the talk teaches

  1. Drop the "and" in device support. Mouse and keyboard or controller, and keyboard alone (Minecraft): each device that works on its own lets someone in.
  2. Deadzones the player sets. Built to hide stick drift, a custom deadzone also lets a player with hand tremor say that only the edge counts. Axial deadzones (Borderlands 3) bias a stick to up, down, left and right, so diagonal drift is ignored when looking straight up or across.
  3. Sensitivity both ways, per axis. Faster for players who cannot make large motions, slower for those who cannot make small ones, and horizontal and vertical apart (she keeps looking up by accident); "Even better is to have this on every single axis."
  4. One stick and stick flipping. Stretching across the pad hurts, so the games she played for hundreds of hours (Diablo III) need one stick and few buttons; flipping sticks matters because which hand is worse changes from day to day.
  5. Mashing, QTEs and holds can be turned off (Jedi: Fallen Order, including hold-to-confirm meters), and automatic actions help: auto grip on walls, auto jump up one block in Minecraft, an aim cone in NHL 20.
  6. Fewer buttons. Simple presses over input sequences, one button bound to a multi-button press (Dragon Ball FighterZ), reduced-button modes down to one stick and one button (FIFA), enough for a foot pedal and one large switch.
  7. Haptics with levels. Vibration numbs her hands; Sea of Solitude offers all, important only, or none. She would like vibration in categories, "like audio has tracks".
  8. Also: as many difficulty options and assists as possible (Celeste's half speed and invincibility), friendly fire off, canned chat (less typing, translated, no microphone), frequent saves with autosaves in their own slots and a timed autosave (Skyrim), and mods with an accessibility category.

What the kit took

Measured

What it did not take, and why