Designing Games for Players with Cognitive Impairments: Lessons from the Lab
Briefly

Cognitive abilities display wide variability among individuals with schizophrenia. User testing revealed that traditional difficulty settings are inadequate, necessitating a real-time adaptive system tailored to individual performance. Successful game design for neurodiverse audiences must incorporate mechanisms that allow users to progress based on their skills. A participant may excel at challenging puzzles while another may struggle with basic tasks, showcasing the need for personalized gaming experiences. This approach avoids alienating users with either extreme skill level, and it emphasizes the importance of user experience in the design process.
The biggest surprise was how dramatically cognitive abilities varied within our target population. One participant solved complex spatial puzzles in under ten seconds, while another struggled with the simplest tutorial level. Both shared the same diagnosis but had completely different cognitive strengths and challenges.
Traditional difficulty curves don't work for cognitive remediation games. You can't design three difficulty settings and call it accessible; you need systems that adapt in real time based on user performance.
If someone breezes through the first five levels, the algorithm should immediately jump them ahead. If someone struggles with basic interactions, the system needs to provide more scaffolding without making them feel patronized.
The technical challenge is significant, but the user experience stakes are even higher. Get this wrong, and you'll churn both your most capable and least capable users for opposite reasons.
Read at Medium
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