Table 1 : Alternative interactive designs appropriateness symbols The alternative interactive designs appropriateness matrix can be filled in by reviewing related literature, using previous know-how in the field, as well as by questioning domain experts and representatives of the target user groups.
A basic design goal of UA-Games is that for every abstract task, there is at least one “ideal” or “appropriate” input and output design alternative for each user attribute and target user profile. A user profile is a collection of user attributes (e.g., novice, sighted, hand-motor impaired gamer). The appropriateness of a design alternative for a specific user profile can be inferred by merging the corresponding rows of the matrix that contain attributes of this profile, as follows: If the design alternative is inappropriate ( If the design alternative is neutral ( In all the other cases (i.e., ideal, appropriate, could be used), the lowest appropriateness value supersedes all the others. Thus, for example, Figure 5 illustrates the appropriateness matrix for the case of a low vision, novice player that can use just a single switch. As can be seen, this is a particularly difficult case, since the available solutions are very limited and not optimal. Nevertheless, it can still be ensured that the game is accessible in this case.
Step Four: Compatibility Analysis Among Design AlternativesWhen alternative interactive designs have been identified, it is essential that cases where two or more alternatives are mutually incompatible are pinpointed, so that they can be avoided. To this purpose several related compatibility matrices need to be devised. A compatibility matrix has as rows and columns all the alternative interactive designs that can potentially be concurrently active at a particular point in time. If two designs are compatible then the corresponding cell is filled with a green tick (
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