Accessible Game Interactions: Digital and Analog Inputs

Introduction

Digital Input

Keyboard

Drawing of a grey keyboard

Controller (Digital Inputs)

Drawing of a grey controller with a center logo "AL". The controller features two analog sticks, a d-pad, bumpers, and 4 face buttons (yellow, red, blue, and green)

Alternative Controllers

Drawing of the Xbox Adaptive Controller with a variety of switches plugged in with curled cords. Switches are 3 large buttons (red yellow and blue) along with 2 grey light touch buttons.

Analog Input

Drawing of a two button mouse with a scroll wheel and curled unplugged usb cord
drawing of a smartphone with a dark blue screen and light blue square app tiles.

Eye and Head Trackers

drawing of a monitor with a long camera bar underneath it. The camera is connected to the monitor with a curled cord. On the blue monitor screen is a circular cursor over a light blue app tile.

Virtual Reality (VR)

Adjustments for Inputs

Remapping

Adjustable Sensitivity

Stick Inversion

No Holds, Repeated Taps, or Combo Inputs

Toggles

Designing for Varied Inputs

Simplify Controls

The default XAC and NES Controllers both have a limited amount of buttons. Both controllers do not have analog functionality (sticks and triggers).

Menu Structure

Target Sizing

Distinguishable Focus

Focus Order

Looping Focus

No Keyboard Traps

No Mouse Traps

Conclusion