Colorblind accessibility discussion #1959
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I'd recommend using color blindness simulations instead of simple black/white filters. Those issues can be partially improved by changing the palette depending on the dichromacy of the user. Monochromacy (black and white) is very rare while Prot-/Deuteranomaly is fairly common, especially for male users. Additionally, a second channel should be used (e.g. shapes of inputs or a texture on the wire). Second channels are one recommendation made by the Accessible Player Experiences (APX) guidelines (also quoted by the paper I referred to). |
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Here's my WIP designs that I came up with. These could be added to the wires as a repeating background. From top to bottom:
I think it's not necessary to make the subtypes (float vs. double, int vs. long vs. short vs. byte) differentiable by pattern as they rarely mix and currently have the same colors in the game (when clamped to 255 by non-hdr screens). |
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This discussion started from issue #1947 this discussion is a continuation of this issue
here's a quote from the issue i mentioned
from Frooxius
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