Spikes Asia

Accessible Design of Infinite Boreders

NETEASE, Hangzhou / NETEASE GAME / 2024

Presentation Image
Demo Film

Overview

Entries

Credits

Overview

Background

In recent years, the way users access information and operate on mobile devices has gradually transitioned from landscape mode to portrait mode.

We have designed a game interface that can switch between landscape and portrait modes, as well as a color correction function in strategy games to enhance the gaming experience for color-blind users.

We hope that mobile games can adapt to various gaming environments, just like everyday apps on mobile devices. Whether players hold the device with both hands or with one hand, they should have a good gaming experience. We also want these games to be inclusive for all players, not just those with normal color vision, but also for color-blind players. Every player should be taken into consideration.

The budget for these two design aspects amounts to approximately 2 million RMB.

Idea

This is not a real-time combat game. Players just select the land or buildings they want to send their troops to on a huge sandbox map and dispatch their own troops. After a certain period of time, the troops will reach the land and engage in battles with the defenders. If victorious, they will occupy the land or building, and the troops will automatically return. Therefore, the primary operations for players involve clicking and dragging on the screen, and there is no need to constantly monitor information during the game.

The information conveyed by the colors of the land tiles is crucial for players, and after accommodating players' gaming experiences in different usage scenarios, the color correction , implemented through the game's built-in algorithm, improves the recognition of land tile colors for color-blind individuals, further catering to a wider range of players' experiences.

Strategy

User research data shows that at least 47% of players have used the landscape and portrait screen switching function. Many mobile games now consider this function as a standard, changing the competition rules for top SLG games in the market. Additionally, the proportion of colorblind players using the color correction function is similar to the overall proportion of colorblind individuals. Player satisfaction reached a high level of 92.5%, and a significant number of players with normal color vision also use this function. This indicates that the function is inclusive, fair, and caters to all demographics.

Multiple games within the company have been promoting the use of the landscape and portrait screen switching function, consistently applying and gradually iterating it, and have received widespread positive feedback from players.

Several strategy games have also been promoting the use of the color correction function.

Execution

Landscape-portrait Screen Switching :

To begin with, we grouped the interface content into categories such as long lists, left-right layouts, top-bottom layouts, pop-ups, etc. Based on these groups, we performed disassembly and reorganization. Through user research and real device testing, we defined the “comfortable operation area in portrait mode" as the circular area that expands outward from the position where the user's finger naturally touches the screen when holding the phone with one hand. In the design of the portrait interface, we adjusted the position and size of the controls, concentrating frequent and important operations within the efficient one-handed zone of the portrait screen.

Subsequently, we conducted iterative updates on the game's interfaces in batches until all interfaces were able to smoothly switch between landscape and portrait mode by rotating the phone. We achieved this adaptation by using a single set of game resources for both layouts, thereby reducing the difficulty in development and subsequent maintenance.

Color Correction :

First, we incorporated scientifically validated color deficiency correction algorithms into the game and created a test package. We recruited players through user researchers to conduct tests. Testers, while experiencing the game normally, selected the solution that improved color recognition the most. Then, we developed the color deficiency correction algorithm that had the best testing results and iterated on the system settings page to make it easier for players to find and use it.

The development time for each of the two designs lasted for 4 months.

These two designs have improved the efficiency of information retrieval and the overall gaming experience, especially for color-blind players, enhancing the usability and inclusivity of the game. These designs are based on in-depth consideration of user needs and the core gameplay of the game, providing players with a superior gaming experience.

Outcome

So far, at least 47% of players have used the screen orientation switching function, and the proportion of colorblind players using the color correction function is similar to the overall proportion of colorblind individuals.Player satisfaction reached a high level of 92.5%, and a significant number of players with normal color vision also use this function.This not only meets the needs of different player groups but also reflects the brand's inclusive and caring image as well as its sense of social responsibility. Several strategy games have also been promoting the use of the color correction function.

Additionally, many top-tier landscape strategy mobile games have considered this function as a standard, which has changed the competition rules in the strategy mobile game market and has driven the development of the gaming industry towards a more diverse and positive direction.