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Loud and Clear: Improving Accessibility for Low Vision Players in Cosmonious High

What the talk teaches

  1. Describe the world, not only the menus. Text-to-speech read the name and description of every object that could be picked up or used, text on posters and books (their equivalent of alt text), and tutorial pop-ups, which were only animated pictures at first and now speak when shown.
  2. Places need hand-made names. Key locations are announced while aiming the teleport and confirmed on arrival. Outside testers got lost until designers added more named zones by hand; nothing automated it.
  3. Use every channel. The speech plays from the object's position, so direction and loudness give its rough place. A haptic pulse marks the teleport cursor crossing into a new zone, and a short vibration says the open hand is over something usable, like a white cane finding an edge. A light green outline marks important static objects (grabbable ones already had light blue); green stood out against a mostly purple school, and contrast mattered more than hue.
  4. On demand, not automatic. Speaking on every hover, grab and point buried the game's sound: "it felt like drinking from an auditory fire hose". One spare button per hand became the assist button: tap to hear the focused object, tap again to stop. A toggle was tried and dropped, because players forgot it was on for one hand and speech fired by accident again.
  5. Duck, don't delay. Holding back characters' lines was not always possible, and holding back the description felt broken, so the rest of the audio is lowered while a description plays. The dip also tells the player the request was taken while slow speech is still being generated, so they stop tapping, and the return tells them it ended.
  6. A fixed order, shortest first: interaction state, name, short description ("hovering, star shades, sunglasses with star shaped lenses"). The comic lore went to the end, then was cut on James Rath's advice to follow web alt-text guidance: players took jokes for clues, and shorter text was spoken sooner. Players then cancelled earlier and stayed in flow.
  7. The switch must be reachable without sight. A switch placed in the world could not be found by touch. Double-tapping the assist button near the ear now turns the mode on, but its explanation does not play at first start, which they admit means some players still need sighted help.

Results: testers who were legally blind or had low vision mostly rated how likely they were to recommend the mode 5 of 5, none 1 or 2; Meta reported 9 million TTS requests from Quest alone, March to September 2023.

What the kit took

Checked in Godot 4.7.2

What it did not take, and why