Uncapping Accessibility in Soda
summary
A 40,000-player survey and follow-up user tests find 38% of players self-identify with a disability and the top barriers are small/low-contrast text, imprecise touch input, concealed colors, and flashing particles. The team runs craft-day builds and legal-screened playtests, ships an accessibility menu with a grayscale grid texture and a remove flashing particles toggle, prototypes a hold-to-release precision input, and measures impact: initial A/B rollout shows a 1.21–2.15% uplift in gross bookings; 1.5% of DAUs open the menu, 2.5% use grayscale.
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chapters (11)
- 0:00Introduction and project overview
- 1:02Initial accessibility survey
- 3:33Analyzing player barriers
- 8:26Identifying key pain points
- 13:32Player behavior and motivation
- 15:48Prioritization and ideation
- 18:32Implementing features
- 24:55User testing and validation
- 29:59Testing, feedback, and results
- 32:41Full rollout and conclusions
- 34:30Q&A and closing thoughts
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