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A design concept for making A-Go, an accessible Go game
Dear geeky friends:
I thinnk this design for A-Go is relatively easy to produce, but I don't know the names for the various components.
Does this design make sense? Can anyone id the components needed?
Go already has stark black and white tokens which have enough contrast for low vision people, though in the case of A-Go the design would attempt to find precise shades that would make the contrast as vivid as possible.
The token sides could also be contrasted by making one side very smooth, and the other matte or even slightly rough.
Go already has a sectioned board that acts as a boundary for each token, , though in A-Go it would be useful to make the grid lines 3D.
In A-Go each square has a slight depression.
This has two purposes:
1. It allows blind people to feel the tokens on the board without moving them, and
2. It allows for a sound component to be placed at the bottom of the depression, so that when a token side makes contact, the color of the side facing up is spoken (or perhaps just signaled with one of two sounds to designate black or white).
Each token would also allow the players to touch it after it has been placed on the board so that players could go back and refresh their memory of the color of each token already on the board.
I thinnk this design for A-Go is relatively easy to produce, but I don't know the names for the various components.
Does this design make sense? Can anyone id the components needed?
Go already has stark black and white tokens which have enough contrast for low vision people, though in the case of A-Go the design would attempt to find precise shades that would make the contrast as vivid as possible.
The token sides could also be contrasted by making one side very smooth, and the other matte or even slightly rough.
Go already has a sectioned board that acts as a boundary for each token, , though in A-Go it would be useful to make the grid lines 3D.
In A-Go each square has a slight depression.
This has two purposes:
1. It allows blind people to feel the tokens on the board without moving them, and
2. It allows for a sound component to be placed at the bottom of the depression, so that when a token side makes contact, the color of the side facing up is spoken (or perhaps just signaled with one of two sounds to designate black or white).
Each token would also allow the players to touch it after it has been placed on the board so that players could go back and refresh their memory of the color of each token already on the board.