“Well, with this pandemic, I decided I'm going to buy a Nintendo Switch. And I bought the Switch, and I'm very excited because everybody talked about Animal Crossing, and I was like, "I can't wait to play." And "I can't wait to play Mario Kart." And so, I got my Switch, and years ago I had carpal tunnel issues in my right hand, and so I started doing a lot of things with my left hand. And when I use this controller, after a while my hand starts to hurt. And I just think, "There's no accessible controller for the Switch." There is for Xbox, but I did actually just find an accessible controller that can lay flat, but it's only available in Japan at the moment for the Switch. I was like, "Why isn't this available in America?" I mean, so, give me the options, right? Just give me the options to do things differently.”
Regine Gilbert is an Industry Assistant Professor at NYU, and the author of Inclusive Design for a Digital World: Designing with Accessibility in Mind. As a UX designer, she has educated peoples domestically and internationally concerning the value of widening the boundaries of what we deem possible, and necessary in design.
In this episode of Control the Room, I talk with Regine about Nintendo, VR and accessibility as a byproduct of observation. Listen in to see how awareness fuels innovation and inclusion for an audience that needs it.