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1760 lines (1760 loc) · 161 KB
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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Solve for One, Extend to many examples for Games</title>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/8.0.1/normalize.min.css">
<style>
body {font: 1rem/1.1 sans-serif; margin:2rem;}
article {border: 1px solid #ccc; border-radius: 5px; padding: 1rem; margin: 1rem 0;}
dl {display: grid; grid-template-columns: max-content 1fr; column-gap: 0.5rem; row-gap: 0.5rem; align-items: baseline;}
dt {font-weight: bold;}
dt::after {content: ":"; font-weight: bold; margin-right: 0.25rem;}
dd {margin: 0; display:inline;}
</style>
</head>
<body>
<main>
<!-- Deduped by quality-first rule at threshold 0.83 -->
<article role="group" class="row" data-row-index="2">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Profound hearing loss → Ear fullness from a cold → TV muted to avoid waking roommates</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Audio-only cues like off-screen warnings, enemy tells, and system alerts are missed when hearing is reduced or sound is off. Captions, visualizers, and haptic signals provide parity.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Stealth objectives fail because whispered NPC callouts and footsteps are inaudible at night.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Ambient noises aren’t captioned; no directional visualizer for threats; controller rumble doesn’t signal critical states like low health or reload.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="3">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Hemianopia (loss of left visual field) → Temporary eye patch → HUD cropped by ultrawide screen edges</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Edge-anchored HUD elements are easily missed when a portion of the field of view is absent or occluded. Repositionable, scalable HUD keeps essentials in view.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Health and ammo live at the far left where the player cannot reliably see them during combat.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD position is fixed; minimap and meters cannot be moved or scaled; no center-weighted layout exists.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="4">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Color vision deficiency (protanopia) → Blue-light filter tint → Outdoor handheld glare</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Hue-only encodings for teams, status, or loot tiers fail when hues merge or displays are tinted. Redundant shapes, labels, and contrast controls preserve meaning.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Team outlines and capture zones look identical in sunlight; the player can’t tell friend from foe.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Affiliation uses color only; no labels, patterns, or outline styles; HUD contrast cannot be increased independently.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="5">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Nyctalopia (night blindness) → Dilated pupils → Dark dungeon on a dim TV</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Low-luminance scenes erase UI and environment detail for many players. High-contrast modes, brightness caps, and UI outlines maintain visibility.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Objective text and path markers vanish in dark caverns and the player gets lost repeatedly.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No high-contrast theme or text outline; brightness slider affects scene but not HUD; navigation markers lack alternative representations.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="6">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Photosensitive epilepsy → Post-migraine light sensitivity → VFX bursts during night session</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Rapid flashes and high-contrast strobe effects can be dangerous or intolerable. Players need intensity sliders, flash filters, and actionable warnings.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A boss fight floods the screen with whiteout damage flashes that immediately trigger discomfort.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No photosensitivity filter; VFX intensity can’t be reduced; reduced-motion preferences are ignored.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="7">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Vestibular disorder (motion sensitivity) → Inner-ear infection → Forced head-bob and motion blur</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Camera sway, blur, and narrow FOV induce nausea. Comfort controls (disable shake/blur, widen FOV) are essential for broad access.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Sprinting and turning cause dizziness; the player can’t continue without easing motion effects.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Head-bob and blur can’t be disabled; FOV is fixed; no comfort preset exists.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="8">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Fine-motor impairment → Finger sprain → Playing a precision platformer on a moving train</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Imprecise input from dexterity limits or motion causes errors. Larger targets, input buffering, and coyote time reduce failure for everyone.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">The player misses tiny jump windows and keeps tapping adjacent UI controls by mistake.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Pixel-perfect jumps are required; no coyote time or input buffering; small, crowded buttons without an enlarged-UI mode.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="9">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">One-handed play (amputation) → Temporary cast → Holding groceries while gaming</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Two-hand chords and simultaneous inputs become impossible. One-hand layouts, full remapping, and toggle-instead-of-hold enable play.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A mobile MOBA demands drag-aim plus face-button taps that can’t be done with one hand.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Controls aren’t remappable; abilities require multi-touch chords; no one-hand or swipe-to-cast mode exists.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="11">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">RSI (repetitive strain) → Post-work wrist fatigue → Rhythm game standing on transit</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">High-frequency taps, long holds, and rotary inputs cause pain and failure. Reduced-input modes and toggle-for-hold lower effort broadly.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A dense chart demands rapid tapping that’s unsustainable while balancing in a bus aisle.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No auto/assist timing; no toggle for sustained notes; success depends on high CPM.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="12">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Dyspraxia (motor planning) → Cold numb fingertips → Small virtual joystick on phone</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Precise drags and complex gestures increase mistakes when dexterity drops. Tap-confirm flows, bigger hit targets, and undo mitigate errors.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">The player keeps mis-dragging units in a tactics title and can’t reliably end turns.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Drag-to-move is mandatory; no tap-then-confirm; targets are small and crowded; undo is limited.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="16">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Dyslexia (slow decoding) → Concussion recovery → Ornate fantasy codex while multitasking</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Decorative fonts and long paragraphs slow comprehension when attention or cognition is limited. Readable fonts, narration, and TL;DR summaries broaden access.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Key boss clue is buried in pages of flourish text while the player chats with friends.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No high-readability font; no narration; codex entries lack headings and summaries.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="18">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">ADHD (inattention) → Sleep debt → Streaming while playing</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Hidden objectives and unclear progress cause loops in distractible contexts. Always-visible trackers and breadcrumbing maintain orientation.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">The player loses track of steps while reading chat and replays content unintentionally.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Objective tracker is buried two menus deep; progress meters are hidden; HUD lacks persistent next-step indicators.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="21">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Central auditory processing disorder (CAPD) → Ear congestion → Noisy café session</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Parsing speech in noise is challenging even with normal hearing. Accurate captions, speaker labels, and visual dialogue choice markers support comprehension.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Cinematic exposition is unintelligible under café noise; plot details are missed.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Subtitles lack speaker labels and non-speech cues; dialogue choices rely on audio hints only.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="22">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Prosopagnosia (face blindness) → Low-detail mode enabled → Matching armor silhouettes</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Relying on faces or subtle silhouettes makes team/role identification unreliable. Persistent nameplates, role icons, and outline styles are needed.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In raids, teammates look similar after reducing graphics detail for performance.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Nameplates fade at distance; no role icons or persistent markers; outline styles don’t vary by team.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="25">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Monocular vision → Eye patch → Glare obscuring HUD edges</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Reduced field of view and depth make edge-placed UI and parallax minimaps difficult to read. Repositionable HUD elements improve access.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Important ammo counts and minimap sit at far corners that are hard to see under lamp glare.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD elements cannot be repositioned or scaled; minimap uses low-contrast tiny icons. No center-weighted alternate layout exists.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="26">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Fine-motor impairment → Finger sprain → Playing on a small touchscreen</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Tiny hit targets and precise gestures cause frequent mis-inputs. Larger targets and gesture alternatives are required.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a mobile tactics game, the player keeps selecting the wrong unit or tile due to small touch targets.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No large-UI mode or confirm-move toggle exists; drag gestures are mandatory. Mis-taps are costly and irreversible.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="27">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Hard-of-hearing → Ear congestion → Console muted for late-night gaming</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Audio-only status (e.g., reload clicks, low-health beeps) is missed when sound is low or off. Visual and haptic redundancies convey state reliably.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a survival run, the player doesn’t notice low-health warnings without audio and dies unexpectedly.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No on-screen low-health indicators or controller rumble cues exist; reload and stamina are conveyed by sound only.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="28">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Limited reach mobility → Shoulder pain → Playing with TV mounted high</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">UI controls placed at screen extremes and requiring long cursor travel are hard to access. Centralized menus and radial selectors reduce strain.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Navigating inventory requires moving a cursor to distant corners repeatedly, worsening pain.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Menus use distant tab bars and edge-anchored buttons with no quick-jump or radial menu. There is no option to reduce cursor travel.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="29">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Anxiety (time pressure sensitivity) → Rushed schedule → Spotty online connection</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Strict timers, no-pause encounters, and unclear checkpointing increase stress and failure under pressure. Flexible timing and clear recovery paths help.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player with intermittent internet faces a timed puzzle that fails on disconnect and restarts far back.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No accessibility timer options, no checkpoint on reconnect, and no pause in solo play. Failure wipes significant progress.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="30">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Blindness (screen reader) → Broken glasses → Playing narrative game in the dark</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Non-visual play relies on narrated menus, labeled controls, and audio beacons. Without them, progression halts for many players.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player attempts to navigate menus and choose dialog options with the TV off to avoid waking others.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Menus are unlabeled for TTS; focus order is illogical; interactable objects lack audio beacons. There is no narration setting for UI or choices.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="31">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Blindness → Cataract recovery → Playing handheld in bright sunlight</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Players cannot rely on visual cues when vision is absent, temporarily blurred, or washed out by glare. Non-visual feedback and strong semantic UI structure are essential to perceive objectives and status.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">On a train at noon, a player tries to progress a story quest on a handheld. Sunlight floods the screen, making HUD elements and quest markers unreadable.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Critical information (objective arrows, enemy tells) is conveyed only visually with low contrast overlays. There is no narration for UI, no scalable HUD, and no robust vibration/audio cues for objectives.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="32">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Profound hearing loss → Ear infection → Dorm with loud roommates</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Audio-only cues like footsteps, dialogue, or timing prompts are inaccessible when hearing is absent, impaired, or masked by noise. Players need captions, visualizers, and haptics as equivalents.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a stealth mission, a player cannot hear enemy patrols or whispered hints because of ambient dorm noise.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No subtitles or sound visualization options exist; footstep directionality is audio-only. Tutorial hints are spoken without text, causing repeated mission failure.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="33">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Color vision deficiency → Eye dilation after exam → TV with oversaturated/washed colors</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Color-only indicators for status, team affiliation, or item rarity fail when hues are indistinguishable or screens are miscalibrated. Redundant symbols and labels are required.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a team shooter, the player mistakes allies for enemies and cannot parse loot tiers when the living room TV washes out reds and greens.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Enemy outlines and loot rarity use hue alone with low contrast and no patterns or text labels. The game lacks colorblind presets and contrast sliders.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="34">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Low vision (screen magnifier) → Dry-eye flare → Couch far from the TV</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Small, fixed UI text and icons become unreadable at distance or under temporary visual strain. Scalable HUD and text-to-speech are necessary.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">From across the room, a player can’t read inventory descriptions or skill tooltips and misses key mechanics.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD text size is fixed; there is no UI scale slider or narration for menus/tooltips. The font is thin with low contrast on complex backgrounds.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="35">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Tremor (Parkinson’s) → Post-exercise hand fatigue → Commuter playing on a bumpy bus</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Imprecise input leads to missed taps and misfires when tremor, fatigue, or motion is present. Larger targets, input buffers, and generous aim assist reduce failure.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player attempts a timed quick-time event on a mobile action game while the bus lurches, repeatedly failing the narrow input window.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Buttons are tiny and clustered; QTE timing windows are unforgiving with no accessibility padding. There is no toggle for hold-to-complete or auto-assist for QTEs.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="36">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">One-handed play (amputation) → Sprained thumb → Holding a sleeping baby</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Two-handed chords, simultaneous presses, and distant controls are infeasible. Schemes must support single-hand operation and remapping.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Late at night, a parent tries to clear a puzzle dungeon while holding a baby; reaching shoulder buttons and stick-plus-button combos is impossible.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Controls are not remappable; critical actions require simultaneous bumper+face-button input. No one-hand controller layout or toggle-instead-of-hold option is provided.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="37">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Quadriplegia (no standard controller) → Arm in sling → Broken right joystick</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">When typical pointing or analog control is unavailable, alternative inputs (switch, eye, single-stick) and complete remapping are required.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player attempts to navigate menus and aim with only one functioning stick after a hardware failure.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Menus require analog navigation and hold-to-confirm; no full remap or single-stick camera/aim mode exists. Switch control and on-screen cursor are unsupported.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="38">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">RSI (repetitive strain injury) → Sore wrists after work → Playing standing on a crowded train</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">High-effort, repetitive button mashing and long holds cause pain and failure. Alternatives such as toggles, turbo/auto actions, and reduced input frequency are needed.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During an action boss fight, a player can’t sustain repeated mash prompts while balancing on a train.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Mechanics demand rapid-fire button mashing and constant hold-to-aim. There are no toggles, no auto-advance for text, and no reduced-input mode.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="39">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Speech impairment → Sore throat → Quiet household after bedtime</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Voice chat or voice commands cannot be depended on when speech is impaired, painful, or socially inappropriate. Text and ping alternatives are essential.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a co-op raid, the player needs to call out mechanics but cannot speak without waking family.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Team communication is voice-only; no quick-ping wheel or robust text chat exists. Command macros and context pings are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="40">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Vestibular disorder (motion sensitivity) → Inner-ear infection → Playing with strong camera shake</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Camera shake, motion blur, and aggressive FOV shifts induce nausea and disorientation. Players need motion reduction controls.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During firefights, heavy shake and head-bob cause dizziness and force frequent breaks.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Camera shake and motion blur cannot be disabled; FOV is fixed narrow. The game ignores system reduced-motion settings.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="41">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Photosensitive epilepsy → Migraine with aura → Night session with flashing VFX</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Rapid strobing, high-contrast flashes, and full-screen whiteouts are dangerous or intolerable. Players need safety filters and VFX intensity sliders.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player attempts a dungeon full of flashing traps and screen-wide explosions, leading to immediate discomfort.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No photo sensitivity warning or filter exists; VFX intensity cannot be reduced. Damage effects include rapid high-contrast flicker.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="42">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Dyslexia → Concussion recovery → Multitasking while reading dense lore and quest logs</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Long, unstructured text and ornate fonts slow comprehension when decoding is difficult or attention is split. Readable fonts, summaries, and narration help.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player juggling messages tries to parse a multi-page quest log with decorative type and no headings.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Lore and quest text is delivered as long paragraphs in script fonts; there is no TTS, summary TL;DR, or high-readability font option.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="43">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Cognitive disability (short-term memory) → Sleep deprivation → Long crafting chains</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Multi-step tasks are hard to track and resume across sessions. Clear goals, checklists, and pin-to-HUD reduce memory load.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Returning after a break, the player forgets which materials remain for a quest chain and wanders aimlessly.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">There is no quest pinning, no step checklist, and progress resets feedback is unclear. Journal lacks concise summaries.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="44">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Autism (sensitivity to sensory overload) → Post-migraine sensitivity → Noisy living room</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Overly busy HUDs, pop-ups, and animated UI reduce focus and cause overwhelm. Players need quiet modes and notification control.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a strategy match, flashing pop-ups and animated reward banners constantly overlap crucial information.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD is cluttered with persistent animated elements and cannot be simplified. Notification filters and quiet mode are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="45">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Tremor (Parkinson’s) → Post-exercise hand fatigue → Playing on a lurching bus</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Imprecise input from tremor, fatigue, or motion causes accidental presses and missed timing windows. Games should offer larger targets, input buffering, aim assistance, and forgiving QTEs.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A timed QTE requires rapid alternating taps; the bus jolts and the player fails repeatedly despite reacting in time.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Buttons are tiny and clustered; QTE has no accessibility padding or hold-to-complete option. Mistaps cause immediate failure without confirm.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="46">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">One-handed play (amputation) → Thumb sprain → Holding a sleeping baby</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Two-handed chords and simultaneous inputs are infeasible when one hand is limited. Full remapping, one-hand modes, and toggle-instead-of-hold enable play.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A parent tries to finish a dungeon while cradling a baby; reaching shoulder buttons plus face buttons is impossible.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Critical actions require bumper+face combos; there is no one-hand layout or toggle for actions normally requiring holds.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="47">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Quadriplegia (no standard controller) → Arm in sling → Right stick broken</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">When analog aiming or pointing is unavailable, alternative inputs and complete remapping are required. Single-stick camera, switch/eye input, or on-screen cursor can unlock access.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">With a failed right stick, the player cannot aim the camera or select targets to progress a story mission.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Camera is bound to the right stick exclusively; menus require analog navigation. No single-stick mode or switch access exists.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="48">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">RSI (repetitive strain injury) → Sore wrists after work → Standing on a crowded train</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">High-effort mashing and long holds cause pain and failure when stamina or posture is limited. Reduced-input modes and toggle options lower effort for everyone.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A boss fight demands rapid button mashing to escape grabs; the player can’t maintain the pace while balancing.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No toggle-for-hold or auto-advance exists; the escape mechanic requires high CPM. Accessibility settings lack reduced input frequency.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="49">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Speech impairment → Laryngitis → Quiet house after bedtime</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Voice chat/commands cannot be assumed; social or physical contexts may prevent speaking. Text chat, ping wheels, and command macros provide parity.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In co-op, the player needs to mark targets and call interrupts without waking family.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Team communication is voice-only; there is no quick-ping wheel or text chat. Contextual markers are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="50">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Vestibular disorder (motion sensitivity) → Inner-ear infection → Aggressive camera shake</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Large motion, head-bob, and rapid FOV shifts can induce nausea for many players. Motion reduction controls and FOV sliders are necessary.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Explosions trigger full-screen shake that forces breaks and headaches mid-mission.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Camera shake and blur cannot be disabled; FOV is fixed narrow. System reduced-motion setting is ignored.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="51">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Photosensitive epilepsy → Migraine with aura → Night play with flashing VFX</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Rapid strobing and high-contrast flashes pose health risks or severe discomfort. Players need intensity sliders, filters, and warnings.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A dungeon uses screen-wide whiteouts and rapid flicker traps that cause immediate symptoms.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No photosensitivity mode or VFX limiter exists; damage effects include high-frequency flicker. Warning is absent or non-actionable.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="52">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Dyslexia → Concussion recovery → Reading ornate lore on a second screen</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Unstructured, dense text and decorative fonts slow decoding when attention or cognition is limited. Readable fonts, summaries, and TTS improve comprehension.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">The player skims multi-page codex entries while chatting with friends and misses key quest clues.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Lore is long script paragraphs without headings; there is no TL;DR, high-readability font, or narration option.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="53">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Cognitive disability (short-term memory) → Sleep deprivation → Multi-step crafting chains</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Tasks spanning many steps across sessions are hard to track. Checklists, quest pinning, and on-HUD reminders reduce memory load.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Returning after a week, the player forgets which sub-ingredients are missing for an upgrade.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No pin-to-HUD or step checklist exists; journal lacks concise summaries. Progress feedback is unclear after partial completion.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="54">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Autism (sensitivity to sensory overload) → Post-migraine sensitivity → TV with bright ads nearby</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Busy HUDs, flashing UI, and pop-ups fragment attention and overwhelm. Quiet modes and notification controls support focused play.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a tactics match, animated reward pop-ups overlap the map while nearby screens flash advertisements.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD cannot be simplified; notification filters are missing; pop-ups animate persistently without a quiet mode.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="55">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Monocular vision → Eye patch after surgery → Glare obscuring HUD corners</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Reduced field of view makes edge-placed UI and tiny minimaps hard to read. Repositionable, scalable HUD elements mitigate loss at the edges.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Ammo and quest tracker live in far corners partially hidden by lamp glare; the player misses critical info.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD cannot be moved or scaled; minimap icons are tiny and low-contrast. No center-weighted layout exists.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="56">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Fine-motor impairment → Finger sprain → Small touchscreen phone</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Tiny targets and precision gestures cause mis-inputs when dexterity is limited. Large-UI modes and confirm-before-move reduce errors.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a mobile tactics game, taps select the wrong tile and misplace units repeatedly.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No large-UI toggle or confirm move exists; drag gestures are required. Undo is limited or unavailable.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="57">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Hard-of-hearing → Congested ears → Console muted for late-night session</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Audio-only status like low-health beeps or reload clicks goes unnoticed when sound is reduced. Visual and haptic redundancies convey state.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">The player dies to chip damage because low-health warnings are inaudible at minimal volume.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No on-screen low-health indicators or rumble cues; stamina/reload are sound-only. HUD lacks configurable alerts.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="58">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Limited reach mobility → Shoulder pain → TV mounted high above fireplace</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Menus requiring long cursor travel to distant corners exacerbate pain and fatigue. Centralized menus and radial selectors minimize reach.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Inventory management forces repeated edge-to-edge cursor movement, increasing discomfort.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Edge-anchored buttons dominate navigation; no quick-jump, radial menu, or grid snapping exists to reduce travel.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="59">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Anxiety (timer stress) → Rushed schedule → Spotty internet during cloud save</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Strict timers and unclear recovery paths increase stress and failure when time or connectivity is limited. Flexible timing and resilient checkpointing help.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A timed puzzle fails on disconnect and reloads far back, erasing hard-won progress.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No accessibility timer options, no offline grace or reconnect checkpoint. Solo play cannot be paused.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="60">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">ADHD (inattention) → Sleep deprivation → Multitasking while streaming</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Distractible contexts magnify the impact of hidden steps and unclear progression. Clear goals, progress meters, and reduced UI clutter keep players oriented.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">While streaming and chatting, the player loses track of quest steps and repeats tasks.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Quest progress is hidden behind multiple menus; the HUD is cluttered and lacks an always-visible objective tracker.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="61">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">PTSD (startle response) → High stress after exams → Playing horror game late at night</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Sudden loud audio spikes and surprise full-screen flashes can be harmful or intolerable. Safety toggles for jump-scare intensity and audio peaks are needed.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A scripted jump-scare uses extreme volume and whiteout flash, causing the player to abandon the session.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No content intensity controls, dynamic range limiter, or brightness clamp for scares. Warnings are generic and non-configurable.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="62">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Tourette syndrome (involuntary tics) → Temporary muscle spasm → Playing on turbulent flight</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Unpredictable inputs and sudden motion cause accidental actions. Sticky targeting, input grace windows, and easy undo prevent costly errors.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a platforming section, a tic or turbulence triggers an unintended jump off a ledge.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No input buffering or cancel-to-safe state exists; platforms require pixel-perfect jumps. Assist options are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="63">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Aphakia (light sensitivity) → Pupil dilation → Harsh HDR highlights on TV</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Excessive luminance and contrast can cause pain or loss of detail for many players. Brightness caps and HDR tone-mapping sliders let users tailor visibility safely.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In HDR mode, spell effects bloom into painful white patches that mask UI and enemies.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HDR highlights cannot be limited; brightness slider adjusts only average picture level. No accessibility preset for high-sensitivity vision.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="64">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Blindness → Corneal abrasion recovery → Playing narrative game with screen off to save battery</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">When vision is unavailable, temporarily reduced, or situationally constrained, players cannot rely on visual UI or on-screen prompts. Structured narration, labeled elements, and robust audio cues are necessary for perceiving goals and status.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">On a long flight, a player turns the handheld screen off to conserve power and still wants to progress through dialogue and simple choices.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Menus and choices lack screen-reader labels; focus order is illogical; interactable objects have no audio beacons. There is no UI narration toggle or descriptive audio for key events.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="65">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Profound hearing loss → Temporary tinnitus → Roommates blasting music</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Audio-only information such as dialogue, enemy footsteps, or timing cues is inaccessible when hearing is absent, temporarily impaired, or masked by noise. Equivalent captions, visualizers, and haptics communicate the same information.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a stealth section, the player cannot hear patrols or whispered hints because apartment noise overwhelms the TV audio.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No subtitles for ambient dialogue, no footstep visualizer, and haptics do not indicate directionality. Tutorial tips are voice-only.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="66">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Color vision deficiency (tritanopia) → Eye drops blurring color perception → Blue light filter tinting display</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Hue-only indicators for team, rarity, or status fail when color perception is limited or altered by filters. Redundant shapes, text labels, and contrast controls communicate state reliably.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a hero shooter, the player mistakes team auras and cannot parse ability cooldowns because blues and greens merge under the filter.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Team colors and cooldown rings differ by hue alone; there are no colorblind presets, patterns, or outline styles. Contrast slider is missing.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="68">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Tourette syndrome (involuntary tics) → Turbulent flight → Accidental inputs during platforming</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Unpredictable inputs and sudden motion cause costly errors. Confirm-to-commit, input grace windows, and generous undo protect progress for everyone.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A tic or bump triggers an unintended roll off a ledge during a timed section.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No confirm-to-commit on dangerous moves; no input buffering/coyote time; assist options are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="71">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Blindness → Eye patch after minor surgery → Playing audio-only with screen off at night</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">When sight is unavailable, temporarily blocked, or purposely off to avoid light, players cannot rely on on-screen prompts. Menus, HUD, and interactions must be narratable with labeled controls and consistent focus.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player turns the TV off to avoid waking a partner and still wants to progress a narrative chapter by listening and selecting choices.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">UI elements lack screen-reader names and the focus order jumps unpredictably. Choice prompts have no spoken labels and there are no audio beacons for interactables.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="72">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Severe hearing loss → Ear infection → Gaming in a noisy café</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Audio-only cues like footsteps, reloads, and objective callouts are inaccessible when hearing is reduced or masked by ambient noise. Redundant visual/haptic feedback provides parity.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a stealth section, espresso machines drown out enemy tells and the player cannot hear NPC warnings.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No subtitles for combat barks; no footstep visualizer or direction indicator; controller haptics do not signal key states. Players miss threats and fail objectives.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="73">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Color blindness (protanomaly) → Eye dilation → HDR TV with oversaturated reds</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Hue-only encoding for team, loot rarity, or health states fails when colors are indistinguishable or displays exaggerate tones. Patterns, labels, and contrast tuning are necessary.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a multiplayer arena, allies and enemies look similar and health bars are hard to read on an aggressively tuned HDR display.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Affiliation and health use hue only; there are no colorblind presets, outline patterns, or text labels. Contrast slider is missing.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="74">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Low vision (high magnification) → Dry eyes from allergies → Sitting far from wall-mounted TV</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Small, thin fonts and fixed-size UI become unreadable at distance or under irritation. Players need scalable HUD text, readable typefaces, and narration.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">From across the room, a player can’t read tooltips, crafting descriptions, or skill trees without leaving the couch.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD text scale is locked; the font is low-contrast; there is no menu narration or tooltip voiceover. Critical info is missed.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="75">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Photosensitive epilepsy → Migraine with aura → Late-night session with flashing VFX</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Rapid flashes, full-screen whiteouts, and high-frequency strobe effects can be dangerous or intolerable. VFX intensity controls and filters are vital.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A boss arena uses alternating white/black flashes and screen-wide hit effects that trigger immediate discomfort.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No photosensitivity mode, intensity slider, or ability to disable flash-heavy effects. The game ignores system reduced-motion preferences.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="76">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Vestibular disorder (motion sensitivity) → Inner-ear infection → Aggressive camera bob and sway</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Head-bob, motion blur, and narrow FOV induce nausea and disorientation across many contexts. Players need control to reduce or remove motion and widen FOV.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Exploring corridors causes dizziness because the camera sways and blurs heavily during sprint.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Camera shake and blur cannot be disabled; FOV is fixed narrow; sprint adds forced head-bob. No comfort options exist.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="77">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Monocular vision → One eye dilated → Lamp glare masking HUD edge</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Reduced field of view makes edge-placed UI and tiny minimaps hard to parse, especially when glare masks corners. HUD repositioning and scale are needed.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Ammo and quest tracker sit in the far corners partially hidden by a floor lamp, causing avoidable deaths.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD cannot be moved or scaled; minimap icons are tiny with low contrast. No centered or bottom-clustered layout is available.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="78">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Tremor (Parkinson’s) → Muscle fatigue after gym → Playing on a bumpy bus</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Imprecise input from tremor, fatigue, or motion causes missed presses and misfires. Larger targets, buffered inputs, and forgiving QTE windows minimize failure.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A mobile action game uses rapid taps and swipes during boss phases that the player can’t reliably perform while commuting.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Buttons are small and clustered; QTEs have tight timings; no hold-to-complete, no aim assist expansion, and no input grace period are offered.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="79">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">One-handed play (amputation) → Thumb sprain → Holding a dog leash</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Two-handed chords and shoulder+face combos become impossible when one hand is occupied or injured. Full remapping and one-hand layouts are essential.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">While walking the dog, the player can’t reach shoulder buttons or press stick-click + face-button combos.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Controls are not remappable; critical actions require simultaneous inputs; no toggle-instead-of-hold options exist.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="80">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Quadriplegia (no standard controller) → Arm in sling → Right stick failure mid-mission</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">When analog camera or pointing is unavailable, alternative modes like single-stick camera, switch control, or eye tracking are needed. Menus must be fully keyboard/assist navigable.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player’s right stick dies during a story boss and they cannot rotate the camera to progress.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Camera is bound exclusively to right stick; menus require analog hover; there is no on-screen cursor, switch access, or single-stick mode.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="81">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">RSI (repetitive strain) → Sore wrists after typing → Standing in a train aisle</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">High-effort mash prompts, long holds, and frequent repetitive actions cause pain and failure. Reduced-input modes and toggles lower effort for everyone.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A QTE escape sequence demands frantic button mashing while the player is balancing without a handrail.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No toggle-for-hold or auto-complete assist; mash frequency is required for success; text advance lacks auto mode.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="82">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Dyspraxia (motor planning) → Finger strain → Playing on a small phone</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Complex gesture sequences and precise drags increase mistakes. Simple tap alternatives, confirmation steps, and larger hit areas reduce errors.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a mobile tactics game, the player frequently mis-drags units to the wrong tile.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Drag is mandatory for moves; no tap-to-select then confirm; targets are small; undo is limited.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="83">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Speech impairment → Hoarse voice from illness → Quiet shared apartment at night</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Voice chat and voice commands cannot be assumed; social and physical contexts often preclude speaking. Text chat, ping wheels, and macros provide parity.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a raid, the player must call interrupts and locations without disturbing roommates.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Communication is voice-only; there is no text chat, ping wheel, or context markers. Strategy fails for non-speaking players.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="84">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Muscular dystrophy (fatigue) → Jetlag after travel → End-of-day dungeon run</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Long sessions and time-pressured sequences exhaust players with limited stamina. Resumable checkpoints and low-effort modes are crucial.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Late at night, the player wants to pause or save mid-dungeon but the game offers only long segments without checkpoints.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No mid-mission save or pause in solo; failure resets far back; accessibility stamina settings are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="85">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Cognitive disability (short-term memory) → New-parent sleep deprivation → Returning after long breaks</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Multi-step goals are easy to lose track of across sessions. Clear next steps, pins, and concise summaries reduce memory burden.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">After a week, the player forgets which materials remain for a quest chain and wastes time retracing.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No quest pinning, no on-HUD checklist, and journals lack TL;DR summaries. Progress feedback is unclear.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="86">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Dyslexia (slow decoding) → Concussion recovery → Reading ornate quest logs while multitasking</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Decorative fonts and long blocks of text slow comprehension when cognition or attention is constrained. Readable fonts, summaries, and TTS increase access.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">While chatting with friends, the player misses key directions buried in long lore paragraphs.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Quest text uses script fonts and dense paragraphs; no narration or TL;DR is available; high-readability font option is absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="87">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Autism (sensitivity to sensory overload) → Post-migraine sensitivity → Noisy living room</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Busy HUDs, constant pop-ups, and animated rewards overwhelm attention and block decision-making. Quiet modes and notification controls support focus.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a strategy match, animated banners overlap the map and loot pop-ups interrupt actions.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD cannot be simplified; pop-ups cannot be suppressed; notification filters are missing. Players lose focus and quit.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="88">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">ADHD (inattention) → Sleep deprivation → Streaming while playing</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Hidden objectives and unclear progress cause repeated loops for distractible players. Always-visible goals and guidance keep orientation.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">While streaming and reading chat, the player repeats tasks because the objective tracker is hidden in a sub-menu.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No persistent HUD objective; breadcrumbing is weak; progress meters are buried. Players get lost and disengage.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="90">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">PTSD (startle response) → Exam stress → Playing horror game late at night</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Sudden extreme audio peaks and whiteout flashes are harmful for many players. Intensity controls and content filters enable safer play.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A scripted scare blasts peak volume and full-screen flash, causing the player to abandon the game.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No jump-scare intensity toggle, no dynamic range limiter, and no brightness clamp. Warnings are generic and non-configurable.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="91">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Tourette syndrome (involuntary tics) → Muscle spasm → Turbulent flight</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Unpredictable inputs and sudden motion trigger accidental actions. Input grace, sticky targeting, and generous undo prevent costly errors.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Platforming sequences require precise jumps during turbulence; accidental inputs cause falls.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No input buffering or confirm-to-commit; jumps demand pixel precision; assist options are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="93">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Color blindness (deuteranopia) → Blue light filter altering hues → Outdoor handheld glare</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Data and status encoded only by hue become unreadable under filtered or washed-out conditions. Labels, patterns, and contrast controls preserve meaning.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">On a handheld in sunlight, ability cooldowns and team colors blur together under the bluish tint.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Icons differ only by hue and low contrast; no labels or patterns; colorblind presets are missing.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="94">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Dyscalculia → Post-anesthesia fog → Complex economy with stacked multipliers</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Understandable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Heavy numeric reasoning and hidden modifiers increase errors across many contexts. Clear math breakdowns and previews reduce confusion.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During crafting and trading, the player cannot infer final totals because multipliers stack silently.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Totals update without labels; fee tooltips are hover-only; no preview of final cost or DPS result. Players make irreversible mistakes.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="96">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Blindness (screen reader) → Cracked TV panel → Playing with visual area obstructed</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">When some or all visual area is unusable, structured audio and TTS must convey layout, focus, and context. Spatial beacons help locate interactables.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A cracked screen hides the left third of the image; the player still needs to navigate menus and interact with objects.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No UI narration; focus order is inconsistent; objects lack spatial audio beacons. Progress stalls when the visible region is compromised.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="97">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Arthritis (hand pain) → Cold hands → Wearing gloves while playing outdoors</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Small buttons and tight spacing cause pain and misses when dexterity is reduced. Larger hit areas and adjustable sensitivity help everyone.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A player at a tailgate uses a handheld but repeatedly misses tiny pause/settings buttons.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Buttons are tiny near corners; there’s no large-UI mode or remap to easily reachable areas. Haptics and audio provide no confirmation of success.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="98">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Central scotoma (central vision loss) → Smudge on screen center → Crosshair-centric HUD</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Center-clustered information is missed when central vision is blocked or the display is obstructed. Flexible HUD placement and offset crosshairs reduce loss.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Dialog choices and reload prompts appear in the exact area occluded by a screen blemish.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Crosshair and prompts are fixed to center; no option to offset or mirror HUD elements; radial alternatives are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="98">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Central scotoma (central vision loss) → Smudge on screen center → Crosshair-centric HUD</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Center-clustered information is missed when central vision is blocked or the display is obstructed. Flexible HUD placement and offset crosshairs reduce loss.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Dialog choices and reload prompts appear in the exact area occluded by a screen blemish.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Crosshair and prompts are fixed to center; no option to offset or mirror HUD elements; radial alternatives are absent.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="99">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Color vision deficiency (deuteranopia) → Sun glare on handheld → Team colors washed out</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Hue-only encodings fail in glare or when hues are indistinguishable. Labels, patterns, and high contrast outlines are needed.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Outdoors in sunlight, enemy/ally outlines merge; capture zones look identical.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Affiliation uses red/green only; no labels, shapes, or pattern fills; contrast slider doesn’t affect HUD outlines.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="100">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Apraxia of speech (motor planning) → Dental surgery recovery → Voice-only spellcasting verbs</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Operable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Speech mechanics become unreliable or impossible when articulation is impaired. Button, pointer, or text alternatives ensure access to core systems.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">A puzzle boss requires spoken verbs to move platforms; the player can’t produce consistent speech.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">No non-speech input for verbs; timing assumes fluent speech; captions exist but can’t drive mechanics.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="101">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Blindness → Fogged glasses from mask → Split-screen co-op on a dim TV at night</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">When vision is absent, temporarily obscured, or the display is dim, players cannot rely on small on-screen text or UI-only prompts. Structured narration and strong non-visual cues are needed to perceive objectives and status.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">Two friends play split-screen late at night; the UI in each quadrant is tiny and one player’s glasses keep fogging, making menus and quest markers unreadable.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Menu items lack screen-reader labels and there’s no HUD narration. Text scales with screen size only; no per-player UI scaling or audio beacons for interactables exist.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="102">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Severe hearing loss → Swimmer’s ear → Playing with TV muted while a baby sleeps</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Audio-only dialogue, alerts, and enemy tells are inaccessible when hearing is reduced or sound must be off. Redundant captions, visualizers, and haptics are necessary.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">During a story mission, the player can’t turn on audio yet needs to follow whispered directions and cinematic cues.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Cinematics have no captions by default, ambient barks aren’t subtitled, and controller haptics don’t signal quest updates. Key plot beats are missed.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="103">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Low vision (high magnification) → Dry contacts → Handheld text at arm’s length</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Small fixed-size UI becomes unreadable at distance or under temporary visual strain. Players need scalable HUD text, readable fonts, and menu narration.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">On a commute, the player holds a handheld farther away to rest irritated eyes and can’t read inventory descriptions.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">HUD text size is fixed and thin on busy backgrounds; there is no UI scale slider or tooltip narration. Important item details are inaccessible.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="104">
<dl role="list">
<dt data-label="Solve for One Extend to Many" role="listitem">Solve for One Extend to Many</dt><dd role="listitem">Color blindness (deuteranopia) → Night shift blue-light filter → Miscalibrated TV colors</dd>
<dt data-label="Category" role="listitem">Category</dt><dd role="listitem">Perceivable</dd>
<dt data-label="Shared Limitation" role="listitem">Shared Limitation</dt><dd role="listitem">Hue-only indicators for team, health, or loot tiers fail when colors merge or shift. Redundant shapes, labels, and contrast controls preserve meaning.</dd>
<dt data-label="Context" role="listitem">Context</dt>
<dd role="listitem">In a PvP match, ally and enemy outlines blend and loot tiers look identical through a blue-light filter.</dd>
<dt data-label="Game Mismatch" role="listitem">Game Mismatch</dt>
<dd role="listitem">Affiliation and rarity rely on color alone; there are no patterns, icons, or text labels. Contrast and colorblind presets are missing.</dd>
</dl>
</article>
<article role="group" class="row" data-row-index="105">
<dl role="list">