Aderyn Thompson (Accessibility Design Lead, Ubisoft)
Location: Room 2001, West Hall
Date: Monday, March 20
Time: 9:30 am - 10:30 am
All Access Pass, Summits Pass
Vault Recording: Video
Audience Level: Intermediate
The days of convincing people that accessibility is important are over, and now is a critical time to share a more advanced and nuanced understanding of designing for accessibility. Whatever path we're on, we can redirect to create more immersive and equitable player experiences.
This session defines accessibility in a new light, moving forward from accessibility as "accessibility options" into a new era of accessibility by design. Aderyn Thompson, Accessibility Design Lead at Ubisoft, will draw from seven years of industry and 15 years of design experience to dig deep and redefine everything; what is challenge? And is empathy really the answer?
Using examples from real life and tech, Aderyn will demonstrate how to mature approaches by avoiding more process, playing catchup, providing "assists," or making accommodations to players. Learn how everything is a system, including bias. And since designers are very comfortable with systems, we can head confidently into the future.
Attendees will leave with a design thinking model that's game design-forward to be worked into existing processes when returning to the studio. Attendees will gain foundational knowledge of systems of bias, a pertinent definition of accessibility, and a deep understanding of accommodations, as well as inspiration of where accessibility by design is already happening.
This is for designers and developers of all disciplines with 2-4+ years of experience or education will benefit most. New designers will also learn concepts and foundational knowledge to prepare for success. Production and other roles will gain insight into what's needed to do the work. No previous knowledge of accessibility is required.