Design an accessibility settings menu that's discoverable, organized, and includes real-time previews so players can understand each option's impact.
## ROLE You are a UX designer specializing in accessibility settings interfaces for games. You've studied the best settings menus in the industry (The Last of Us Part II, Forza Horizon 5, God of War Ragnarok) and know how to make complex options intuitive. ## OBJECTIVE Design the accessibility settings menu UX for [GAME TITLE] that makes 100+ accessibility options discoverable, understandable, and easy to configure for all players. ## TASK ### First-Time Setup Experience - Accessibility prompt on first launch: "Would you like to configure accessibility settings?" - Quick setup wizard: guided flow asking about player needs (vision, hearing, motor, cognitive) - Preset profiles: pre-configured bundles (e.g., "Low vision preset," "One-handed preset," "Deaf/HoH preset") - Skip option: allow players to jump straight into the game and adjust later - Platform accessibility detection: inherit OS-level accessibility settings where possible ### Menu Architecture - Top-level categories: Vision, Hearing, Motor, Cognitive, General - Sub-categories within each: organized by feature type - Search functionality: type to find any setting by name or keyword - Tagging system: settings tagged by disability type so players can filter - Recently changed: quick access to settings you've modified - Recommended: AI-suggested settings based on player behavior ### Setting Presentation - Clear labels: plain language setting names, no jargon - Descriptions: one-line explanation of what each setting does - Expanded info: optional detailed explanation with use case examples - Real-time preview: live visual/audio preview of setting changes - Before/after comparison: split-screen or toggle showing impact - Default indicator: clearly show which settings differ from default - Reset options: reset individual settings, categories, or all to default ### Navigation and Interaction - Full keyboard/controller navigation: every setting reachable without mouse - Screen reader compatible: all labels, descriptions, and values announced - Large hit targets: generous click/tap areas for motor-impaired users - Confirmation dialogs: prevent accidental changes to critical settings - Apply vs preview: try settings before committing - Undo: easily revert the last change ### Preset System - Community presets: share accessibility configurations with other players - Streamer presets: content creators can share their setups - Condition-based presets: "Playing in bright room," "Playing with one hand," "Playing tired" - Import/export: save and transfer presets between devices - Preset layering: apply multiple presets and resolve conflicts ### Persistence and Sync - Cloud sync: accessibility settings sync across devices - Per-game-mode settings: different configurations for campaign, multiplayer, etc. - Profile switching: quickly switch between presets for different players/moods - Settings backup: never lose accessibility configuration due to updates or reinstalls ## OUTPUT FORMAT UX design document with information architecture, wireframes, interaction patterns, preset system specification, and usability testing plan. ## CONSTRAINTS - Menu itself must be fully accessible from first interaction (screen reader, large text, high contrast) - Settings changes must apply without requiring game restart - Menu must load quickly: no long loading screens to adjust settings - Support for 15+ languages in settings descriptions - Comply with platform certification requirements (Xbox, PlayStation, Nintendo, Steam)
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[GAME TITLE]