ah teaches game design and development (How to act lecture)
How to act
Lecture outline
Working with user input and accessibility considerations. Lecture slides will be made available on the day of the lecture.
P2 check-in
Let's check in on how things are going.
Input and interaction
Today's lecture focuses on dealing with user input and interaction.
Why input matters
Affordance helps the user understand the mapping between game mechanic and interaction type. Style of interaction can help reinforce the game's theme and tone.


Common inputs
Some of the more common input devices you are likely familiar with from games you have played:
- Keyboard
- Mouse
- Gamepad
- Touch screens
- Motion controllers
Common accessibility issues
Drawn from "Game Accessibility" (Mangiron, 2021)
While not a complete list, some core ways that we may need to consider accessibility in games:
- Cognitive
- Hearing
- Visual
- Mobility

Today's critical play
We will be playing 'Spaceteam' in two phases:
- Accessibility of the game.
- Comparison of the physical vs digital game.
Accessibility
Critical play (Part 1)
What kinds of concerns in accessibility are there with the following:
- Hearing disabilities
- Visual disabilities
- Reduced mobility
Physical vs digital
Critical play (Part 2)
Questions to respond to:
- How would you describe the change in experience?
- What about the game has changed?
- Do you have a preference? and why?
Questions?
Any questions about the critical play reflection?
Code tutorial
Today's tutorial covers dealing with input.
To the computers!
Break time!
Please return for class in 10 minutes