Exploring color blindness simulations as tools to create chromatically accessible games
summary
Three empirical studies evaluate color-blindness simulation tools for mobile games, comparing a desktop simulator and a Google Cardboard AR simulation and finding AR more effective but physically uncomfortable. A controlled platformer includes five injected chromatic problems; developers using simulations detect more issues overall while each problem is spotted by at least one player with color vision deficiency. Visual feedback problems prove hardest to notice. A third study links darker color values to negative meanings and supports using brightness/saturation adjustments. The work yields nine recommendations for combining simulations with real player participation.
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