SlideShare a Scribd company logo
Eric Maslowski
University of Michigan 3D Lab
   emaslows@umich.edu
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
Some Context…
  • Work done in collaboration with IGDA Accessibility
    SIG for Constance Steinkuehler, former Senior Policy
    Analyst at the Office of Science and Technology Policy
    in the Executive Office of the U.S. President.

  • Heavily inspired by WC3/WCAG and IGDA

  • 10+ years of application and web
    development experience.
Someone You Should Know…
  IGDA (International Game Developers Association)
  Game Accessibility Special Interest Group
  http://igda-gasig.org


  • Game Accessibility Top 10

  • Methods for Providing Accessibility

  • How Many Need It?

  • Etc.
What Type of Applications Are We
Talking About…
        Visually Dynamic and Rich User Experiences
        on Mobile Platforms.
What is Accessibility…?

The ability to fully experience
an application even when
functioning under limiting
conditions.
Possible Limiting Conditions

Vision

• Vision Loss (e.g. mild,moderate, severe, blindness)

• Color Blindness

• Visual motor impairment (e.g. visual tracking, diplopia)

• Visual field loss
Motor (e.g. arms, hands, trunk, legs)

• Motor control impairment (e.g. coordination,
aiming, response speed)

• Muscle weakness (e.g. paralysis, paresis)

• Muscle Tone (e.g. rigidity, spasticity,
hypo/hypertonicity, tremor)

• Balance (e.g. vestibular, visual, proprioceptive, )

• Range of Motion limitation
Cognitive

• Attention (e.g. divided attention)

• Memory (e.g. working memory, memory span, associative memory)

• Executive Function (e.g. planning, decision making, learning)

• Visual Perceptual (e.g. visual closure, visualization)
Hearing

• Hearing Loss (e.g. mild, moderate, severe, deafness)



Vocal & Communication (i.e. speech)

• Speech disorder (e.g. articulation, fluency, voice)

• Language (e.g. form, content, function)

• Muteness
Type                      Number         %
Some Numbers…                              Visual – Severe           1,768,000     0.8

                                           Visual – Not severe       5,904,000     2.8

                                           Auditory – Severe          832,000      0.4
 Category            Number         %
                                           Auditory – Not severe     7,134,000     3.4

 No disability       181,317,000   78.7    Mobility – Severe         14,698,000    7.1

                                           Mobility – Not severe     10,441,000    5.0

 Severe disability   32,776,000    14.2    Learning disability       3,451,000     1.7
                                           Other mental disability
 Not severe                                (dementia, mental
                     16,297,000     7.1                              6,657,000     3.2
                                           retardation, other
 disability                                unspecified)
                                           Other disabilities
                                                                     2,270,000     1.1
                                           (Speech)
 Total population    279,463,000   100.0
                                           Total                     53,155,000


                                                                     Source: 2005 Census Data
Can we be all things to all people…
                   No, but it’s a nice goal to strive for.
So Why We Should Care?

• User Satisfaction

• Reach Greater Audience

• Address Government Regulations

• Provide New Skill Building Opportunities
Practically speaking…
• Project Requirements

• Budget and Resource Considerations

• Platform Limitations

• Demographic Considerations

• Etc.
Current State…(Games)
Vision - Even the simplest issues (such as font size and contrast) are rarely
considered, resulting in significant issues for older players in particular.

Hearing - Subtitling/captioning is relatively commonplace, however the implementation is
highly inconsistent and usually patchy and poorly executed.

Motor – New input devices, control schemes, and mechanics has contributed to significant
growth.

Cognitive - Although many therapeutic titles exist for profound cognitive
impairment, commercial considerations are rare.

Vocal & Communication - Speech is now beginning to be included as an input method as
well as simply communicating with other players on select titles.
Accessibility Concerns for Mobile Applications
• Great for Interactive Apps

• Low to Mid-Cost

• Touch Screen Accessibility

• Many (cheap) Apps

• Convenient

• Unique Development

• (often) Special Distribution

• Noisy Input
Screen Readers Possible, but…
                       Unity 3D does not support Screen Readers!



 Puts everything on developer which is a major
 challenge and demand on resources.
Accessibility Concerns for Mobile Applications
You will need to make compromises…

•   What are their interests?

•   What limitations could they have?

•   What will make your audience happy?
•   Adolescent and young males with SCI
    • 16 to 24 year old
    • Racial and ethnic minority backgrounds

•   Gaming Experience
•   Expectations
•   Devices (which ones they own and play)
•   How often they play
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
Inspiration
•   South Park
•   Adult Swim
•   Call of Duty
•   Assassin’s Creed
•   Uncharted
•   Ratchet and Clank
•   Mario
•   Zelda
•   Deathspank
•   Fallout 3
•   Hot Shots
•   Naked Gun
1. Manual Dexterity
• Includes full control of one or more hands to severely limited movement of
  fingers or the need for peripheral devices such as mouthsticks.

• Poor articulation of the fingers often leads to knuckles dragging or fingers
  accidentally resting on the device which creates multiple unintentional “taps”.

2. Varying Touch Speed & Accuracy

• Motor impairment often leads to lack of control over pressure sensitivity,
  speed, and accuracy due to muscle weakness and involuntary movements.
3. Limited Range of Motion

• Due to muscle atrophy or direct neuropathy an individual’s range of
  movements may be limited requiring devices to be placed in strategic spots
  (e.g. resting on thigh) or mounts. For those affected this often prevents access
  to the full screen.

4. Spasms and Involuntary Movements

• For those affected, involuntary movements big and small can lead to accidental
  taps, interrupted swipes, and lack of accuracy.
Accessibility Concerns for Mobile Applications
Double taps often lead to accidental clicks
and false-positives due to spasms, multiple
fingers/knuckles on the device, or lack of
force when interacting.

Relying on single taps, swipes, and context
sensitive menus

Requires additional development and
design considerations to juggle the many
interactions players have come to expect.
Response time, accuracy and player abilities can
vary, which makes it difficult. (The experience is
too hard or too easy)

Focusing on cerebral/thinking challenges can
lower frustration and shift emphasis away from
twitch reflex.

Risk of being too easy, difficult to fit certain
genres, doesn’t satisfy “twitch junkies”
• Some can’t use both hands
• Dual joysticks need to go
• Difficult to juggle multiple actions
• Requires extra care with design
• Often needs special code (ex. Auto-aim)
Those with limited motor function often struggle with long precise
gestures due to spasms, placement of the device on their thigh or in a
mount, and a general range of motion limitations.

Quick swipes are easier for individuals to execute and thus leads to
greater enjoyment.
Accessibility Concerns for Mobile Applications
Project possible through funding by:

Department of Education National
    Institute on Disability and
 Rehabilitation Research (NIDRR)

          #H133G100118
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
Address health and social
situations for those with SCI.

  Built around established
conventions found in games.

 If the game is “FUN” they
 will keep playing giving us
   more opportunities for
       reaching them.
Player is confronted with real considerations
(pressure releases, day planning, bowel/bladder, etc. )

     But need to earn cash, fight animal minions,
                   save the world

              Action / Adventure / RPG
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
The underlying theme is still all about
       the health mechanics
• iOS Platforms
(iPad, iPod, iPhone)

• Unity3D Game Engine

• Alienbrain Asset Management*

• 3D Studio
Max, Zbrush, Photoshop, After
Effects
Accessibility Concerns for Mobile Applications
Tap where want to go in
environment and character goes
there

Pros
• Very accessible
• Passes all the guidelines

Cons
• occasionally frustrating and dull
• less direct control over player
• can’t control speed
Player drags his finger along the screen
The character is locked to the touch point.

Pros:
• Allows for fine control of the character.
• Easy to implement and cheap
Cons:
• Requires long gestures and constant
  interactions.
• More reflex than cerebral
• Player must path around obstacles
• Device gets noisy input
Scrollbars on either side of the screen control
the player’s “wheels” independently.

Pros:
• Good connection with character
• Mimics real-world wheelchair
• Can do fancy maneuvers
• Small modification can work for mouth sticks

Cons:
• High reflex requirement
• Hard to juggle multiple activities
Virtual Trackball over screen. Swipe in direction
player should go. Speed and length of swipe
affects speed of player.

Pros:
• Good connection with character
• Can build up momentum
• Mimics real-world wheelchair dynamics
• Can do some fancy maneuvers
• Works for mouth sticks

Cons:
• Some reflex requirement
• Susceptible to multi-touch woes
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications
Accessibility Concerns for Mobile Applications

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Accessibility Concerns for Mobile Applications

  • 1. Eric Maslowski University of Michigan 3D Lab emaslows@umich.edu
  • 4. Some Context… • Work done in collaboration with IGDA Accessibility SIG for Constance Steinkuehler, former Senior Policy Analyst at the Office of Science and Technology Policy in the Executive Office of the U.S. President. • Heavily inspired by WC3/WCAG and IGDA • 10+ years of application and web development experience.
  • 5. Someone You Should Know… IGDA (International Game Developers Association) Game Accessibility Special Interest Group http://igda-gasig.org • Game Accessibility Top 10 • Methods for Providing Accessibility • How Many Need It? • Etc.
  • 6. What Type of Applications Are We Talking About… Visually Dynamic and Rich User Experiences on Mobile Platforms.
  • 7. What is Accessibility…? The ability to fully experience an application even when functioning under limiting conditions.
  • 8. Possible Limiting Conditions Vision • Vision Loss (e.g. mild,moderate, severe, blindness) • Color Blindness • Visual motor impairment (e.g. visual tracking, diplopia) • Visual field loss
  • 9. Motor (e.g. arms, hands, trunk, legs) • Motor control impairment (e.g. coordination, aiming, response speed) • Muscle weakness (e.g. paralysis, paresis) • Muscle Tone (e.g. rigidity, spasticity, hypo/hypertonicity, tremor) • Balance (e.g. vestibular, visual, proprioceptive, ) • Range of Motion limitation
  • 10. Cognitive • Attention (e.g. divided attention) • Memory (e.g. working memory, memory span, associative memory) • Executive Function (e.g. planning, decision making, learning) • Visual Perceptual (e.g. visual closure, visualization)
  • 11. Hearing • Hearing Loss (e.g. mild, moderate, severe, deafness) Vocal & Communication (i.e. speech) • Speech disorder (e.g. articulation, fluency, voice) • Language (e.g. form, content, function) • Muteness
  • 12. Type Number % Some Numbers… Visual – Severe 1,768,000 0.8 Visual – Not severe 5,904,000 2.8 Auditory – Severe 832,000 0.4 Category Number % Auditory – Not severe 7,134,000 3.4 No disability 181,317,000 78.7 Mobility – Severe 14,698,000 7.1 Mobility – Not severe 10,441,000 5.0 Severe disability 32,776,000 14.2 Learning disability 3,451,000 1.7 Other mental disability Not severe (dementia, mental 16,297,000 7.1 6,657,000 3.2 retardation, other disability unspecified) Other disabilities 2,270,000 1.1 (Speech) Total population 279,463,000 100.0 Total 53,155,000 Source: 2005 Census Data
  • 13. Can we be all things to all people… No, but it’s a nice goal to strive for.
  • 14. So Why We Should Care? • User Satisfaction • Reach Greater Audience • Address Government Regulations • Provide New Skill Building Opportunities
  • 15. Practically speaking… • Project Requirements • Budget and Resource Considerations • Platform Limitations • Demographic Considerations • Etc.
  • 16. Current State…(Games) Vision - Even the simplest issues (such as font size and contrast) are rarely considered, resulting in significant issues for older players in particular. Hearing - Subtitling/captioning is relatively commonplace, however the implementation is highly inconsistent and usually patchy and poorly executed. Motor – New input devices, control schemes, and mechanics has contributed to significant growth. Cognitive - Although many therapeutic titles exist for profound cognitive impairment, commercial considerations are rare. Vocal & Communication - Speech is now beginning to be included as an input method as well as simply communicating with other players on select titles.
  • 18. • Great for Interactive Apps • Low to Mid-Cost • Touch Screen Accessibility • Many (cheap) Apps • Convenient • Unique Development • (often) Special Distribution • Noisy Input
  • 19. Screen Readers Possible, but… Unity 3D does not support Screen Readers! Puts everything on developer which is a major challenge and demand on resources.
  • 21. You will need to make compromises… • What are their interests? • What limitations could they have? • What will make your audience happy?
  • 22. Adolescent and young males with SCI • 16 to 24 year old • Racial and ethnic minority backgrounds • Gaming Experience • Expectations • Devices (which ones they own and play) • How often they play
  • 25. Inspiration • South Park • Adult Swim • Call of Duty • Assassin’s Creed • Uncharted • Ratchet and Clank • Mario • Zelda • Deathspank • Fallout 3 • Hot Shots • Naked Gun
  • 26. 1. Manual Dexterity • Includes full control of one or more hands to severely limited movement of fingers or the need for peripheral devices such as mouthsticks. • Poor articulation of the fingers often leads to knuckles dragging or fingers accidentally resting on the device which creates multiple unintentional “taps”. 2. Varying Touch Speed & Accuracy • Motor impairment often leads to lack of control over pressure sensitivity, speed, and accuracy due to muscle weakness and involuntary movements.
  • 27. 3. Limited Range of Motion • Due to muscle atrophy or direct neuropathy an individual’s range of movements may be limited requiring devices to be placed in strategic spots (e.g. resting on thigh) or mounts. For those affected this often prevents access to the full screen. 4. Spasms and Involuntary Movements • For those affected, involuntary movements big and small can lead to accidental taps, interrupted swipes, and lack of accuracy.
  • 29. Double taps often lead to accidental clicks and false-positives due to spasms, multiple fingers/knuckles on the device, or lack of force when interacting. Relying on single taps, swipes, and context sensitive menus Requires additional development and design considerations to juggle the many interactions players have come to expect.
  • 30. Response time, accuracy and player abilities can vary, which makes it difficult. (The experience is too hard or too easy) Focusing on cerebral/thinking challenges can lower frustration and shift emphasis away from twitch reflex. Risk of being too easy, difficult to fit certain genres, doesn’t satisfy “twitch junkies”
  • 31. • Some can’t use both hands • Dual joysticks need to go • Difficult to juggle multiple actions • Requires extra care with design • Often needs special code (ex. Auto-aim)
  • 32. Those with limited motor function often struggle with long precise gestures due to spasms, placement of the device on their thigh or in a mount, and a general range of motion limitations. Quick swipes are easier for individuals to execute and thus leads to greater enjoyment.
  • 34. Project possible through funding by: Department of Education National Institute on Disability and Rehabilitation Research (NIDRR) #H133G100118
  • 38. Address health and social situations for those with SCI. Built around established conventions found in games. If the game is “FUN” they will keep playing giving us more opportunities for reaching them.
  • 39. Player is confronted with real considerations (pressure releases, day planning, bowel/bladder, etc. ) But need to earn cash, fight animal minions, save the world Action / Adventure / RPG
  • 43. The underlying theme is still all about the health mechanics
  • 44. • iOS Platforms (iPad, iPod, iPhone) • Unity3D Game Engine • Alienbrain Asset Management* • 3D Studio Max, Zbrush, Photoshop, After Effects
  • 46. Tap where want to go in environment and character goes there Pros • Very accessible • Passes all the guidelines Cons • occasionally frustrating and dull • less direct control over player • can’t control speed
  • 47. Player drags his finger along the screen The character is locked to the touch point. Pros: • Allows for fine control of the character. • Easy to implement and cheap
  • 48. Cons: • Requires long gestures and constant interactions. • More reflex than cerebral • Player must path around obstacles • Device gets noisy input
  • 49. Scrollbars on either side of the screen control the player’s “wheels” independently. Pros: • Good connection with character • Mimics real-world wheelchair • Can do fancy maneuvers • Small modification can work for mouth sticks Cons: • High reflex requirement • Hard to juggle multiple activities
  • 50. Virtual Trackball over screen. Swipe in direction player should go. Speed and length of swipe affects speed of player. Pros: • Good connection with character • Can build up momentum • Mimics real-world wheelchair dynamics • Can do some fancy maneuvers • Works for mouth sticks Cons: • Some reflex requirement • Susceptible to multi-touch woes

Editor's Notes

  • #14: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #15: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #16: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #17: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #18: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #21: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #22: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #23: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #24: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #25: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #26: Board agreed on these sources
  • #27: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #28: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #29: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #30: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #31: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #32: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #33: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #34: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #35: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #36: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #39: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #40: Even though the game has elements of puzzle solving, adventure, action, sports, shooting, and driving; at it’s core it is an Action-Adventure-RPG game with character development being a significant part of the experience. The player character for the game is a recent SCI patient who needs to adapt to their new abilities and the world around them. As a SCI individual the player is confronted with real considerations of someone with a SCI such as pressure releases, day and meal planning, and managing assistants/friends. The player must manage the above while trying to earn cash for new gear, fight legions of animal minions, and figure out a secret plot of world domination.
  • #42: Physicians, OT/PT, assistants, zombies
  • #43: Against Dr. Schrync and his hordes of animal minions.
  • #44: Stress, energy, health, skin, bladder, etc.
  • #45: Ios for demographic, stability in platform specs, popularity
  • #46: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #47: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #48: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #49: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #50: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #51: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #52: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #53: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #54: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #55: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.
  • #56: This project in it’s simplest form is aimed at creating a fun and engaging game that addresses many of the health and social situations for those with a Spinal Cord Injury.The game is built around common conventions proven in the game industry and uses any method suitable for a given situation such as action, adventure, sports, and puzzle solving with a strong emphasis on off-beat (and sometimes crude) humor to deliver the messages of the game.