Agent skill
Accessibility and UX
This skill should be used when the user asks about "accessibility", "control scheme", "controller mapping", "difficulty options", "colorblind", "UI design", "UX", "user experience", "menu design", "information hierarchy", "readable text", "controller remapping", or needs to make their game more accessible and user-friendly.
Install this agent skill to your Project
npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/accessibility-ux
SKILL.md
Accessibility and UX
Practical frameworks for controller-based games that more people can play and enjoy.
Core Principle: Accessibility is Design
Accessibility isn't extra work—it's good design. Features that help disabled players often improve experience for everyone.
Controller Design
Button Mapping Principles
| Principle | Example |
|---|---|
| Primary actions on face buttons | Jump = A, Attack = X |
| Modifiers on shoulders | Sprint = L1, Aim = L2 |
| Menu on Start/Options | Pause, inventory |
| Movement on left stick | Always |
| Camera on right stick | When applicable |
Controller Template
CONTROLLER LAYOUT
LEFT RIGHT
L2: _________ R2: _________
L1: _________ R1: _________
D-Pad: Face:
Up: _______ Y: _______
Down: _____ A: _______
Left: _____ B: _______
Right: ____ X: _______
Left Stick: _______ Right Stick: _______
L3 (click): _______ R3 (click): _______
Start: _______ Select: _______
Remapping Checklist
- All buttons remappable
- Presets available (e.g., "lefty," "one-handed")
- Settings saved per profile
- Preview before confirming
Difficulty Options
Difficulty Spectrum
| Approach | Description | Accessibility |
|---|---|---|
| Single difficulty | One experience | Low |
| Presets | Easy/Normal/Hard | Medium |
| Granular options | Individual sliders | High |
| Assist modes | Specific helpers | Very High |
Granular Options Template
| Option | Range | Default |
|---|---|---|
| Damage taken | 50-200% | 100% |
| Damage dealt | 50-200% | 100% |
| Enemy aggression | Low-High | Normal |
| Timing windows | Generous-Strict | Normal |
| Auto-aim strength | Off-Strong | Light |
Assist Modes
| Assist | Helps With | Implementation |
|---|---|---|
| Invincibility | Can't die | No damage taken |
| Skip encounter | Stuck on fight | Button to bypass |
| Auto-complete QTE | Reaction time | Always succeeds |
| Increased coyote time | Precision | More forgiving jumps |
| Contrast mode | Visibility | High contrast colors |
Visual Accessibility
Colorblind Modes
| Type | Population | Solution |
|---|---|---|
| Protanopia (red) | ~1% male | Avoid red/green distinction |
| Deuteranopia (green) | ~6% male | Avoid red/green distinction |
| Tritanopia (blue) | ~0.01% | Avoid blue/yellow distinction |
Solutions
- Multiple colorblind presets
- Shapes/patterns in addition to colors
- Text labels on colored elements
- Customizable UI colors
Text Readability
| Element | Minimum | Recommended |
|---|---|---|
| Body text | 18pt | 24pt |
| Headers | 24pt | 32pt |
| HUD elements | 20pt | 28pt |
| Contrast ratio | 4.5:1 | 7:1 |
Audio Accessibility
Subtitles and Captions
| Feature | Description |
|---|---|
| Subtitles | Dialogue text |
| Closed captions | All audio described |
| Speaker names | Who is speaking |
| Direction indicators | Where sound comes from |
Audio Options
- Separate volume: Master, Music, SFX, Voice
- Mono audio option
- Visual cues for important sounds
- Haptic feedback for audio events
Motor Accessibility
One-Handed Play
- All actions possible with one hand
- OR alternative control scheme for one-handed
- No simultaneous button requirements
Reduced Input
- Hold instead of mash
- Auto-run option
- Simplified combo inputs
- Toggle vs hold options
Information Design
HUD Hierarchy
CRITICAL (always visible)
├── Health
├── Current objective
└── Immediate threats
IMPORTANT (visible when relevant)
├── Resources
├── Minimap
└── Active effects
OPTIONAL (toggle or menu)
├── Detailed stats
├── Quest log
└── Full map
Information Checklist
- Most important info most visible
- Redundant cues (audio + visual)
- Nothing purely color-dependent
- Font is readable at all sizes
- UI scales with resolution
Menu Design
Menu Navigation
| Best Practice | Reason |
|---|---|
| D-pad navigation | Precise, accessible |
| Clear current selection | Know where you are |
| Back button always works | Easy escape |
| Confirm = A/X | Convention |
| Cancel = B/Circle | Convention |
Settings Checklist
- Accessible from pause menu
- Changes apply immediately (or preview)
- Reset to defaults available
- Settings persist across sessions
Quick Accessibility Audit
Must Have
- Remappable controls
- Subtitle option
- Multiple difficulty levels
- Pause during gameplay
Should Have
- Colorblind modes
- Scalable UI/text
- Separate volume controls
- Control scheme presets
Nice to Have
- Full assist mode
- One-handed mode
- High contrast mode
- Screen reader support
Additional Resources
Reference Files
references/controller-mapping.md— Detailed controller templatesreferences/difficulty-options.md— Granular difficulty designreferences/accessibility-checklist.md— Full audit checklist
Related Skills
player-psychology— Understanding player needsgame-balance— Difficulty design
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