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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/design/accessibility-design/SKILL.md

accessibility-design

Skill105 starsChanged 8 months agoMITView on GitHub

Build accessibility into design decisions instead of treating it as late-stage options work.

2 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    document limitations explicitly when they cannot be fully solved

    line 29
  2. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  3. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Accessibility Design

Purpose

Build accessibility into design decisions instead of treating it as late-stage options work.

Use When

  • designing new mechanics, UI, or content
  • features rely on reaction speed, color, audio, or precision input
  • accessibility scope must be planned

Inputs

  • feature spec
  • input model
  • UI requirements
  • audio and narrative needs

Process

  1. identify likely barriers early
  2. design equivalent outcomes rather than identical inputs
  3. specify settings, fallbacks, and persistence behavior
  4. coordinate with QA and UI for verification
  5. document limitations explicitly when they cannot be fully solved

Outputs

  • accessibility requirements
  • option set
  • verification targets
  • known limitation log

Quality Bar

  • supports the core fantasy and player goals
  • defines readable rules, edge cases, and feedback
  • creates concrete hooks for tuning, telemetry, and QA

Common Failure Modes

  • adding systems that do not serve the core loop
  • shipping vague rules that QA and engineering must guess at
  • tuning without instrumentation or hypotheses

Related Agents

  • accessibility-reviewer
  • ui-ux-designer
  • systems-designer

Related Commands

  • verify
  • onboarding
  • ui-flow-review

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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