From case study to demonstrator
A simple version of the game, rich enough to exercise the techniques honestly and simple enough that each technique stays inspectable, referencing directly back to the CISNA Model.
What the build is, and is not
What comes next is deliberately not“an accessible Tetris game”. The record shows that full-rules, full-tempo Tetris in audio remains an open problem, which is why Tetris was chosen in the first place, and the claim of the coming build is the same claim as the 2009 work: here is what accessibility of a game like this means, here are techniques, watch them operate. The web build is a demonstrator: a simple version of the game, rich enough to exercise the techniques honestly and simple enough that each technique stays inspectable, showing the method in action and referencing directly back to the CISNA Model.
That reference is structural, not decorative. Each demonstrated element sits at a named CISNA layer, and the demonstrator’s job is to make the layers visible in operation:
- The abstract game, a stated subset of the rules (all seven pieces, movement, rotation, lock, lines, hold; simplifications such as basic rotation in place of full SRS kick tables, and no T-spin scoring, chosen openly), supplies the raw material of External Content, with its events and their ontology (the “landed versus arrived” question) living at the Semantics layer. The two concurrent state machines and the request/answer bridge, including the decision that rendering may slow the game clock, are how that content is served upward. The five timeouts are all user-adjustable parameters.
- The metaphor implementations (the timbres, terrain scan, ghost echo, heartbeat, the wobble) are Inventory: formatted media elements available for selection, individually switchable so each remains falsifiable.
- The views, visual and the three sonic listening perspectives, are alternative compositions that the Adaptation layer selects among, driven by the capability model. The player’s mixing desk is Adaptation put directly into the player’s own hands.
- The visual view itself stays modest and original: high-contrast and colour-blind-safe schemes, respectful of
prefers-reduced-motion, fully keyboard-operable, ARIA live announcements for players using a screen reader alongside partial vision, and its own expression throughout (palette, proportions, styling).
The build order mirrors the research logic rather than typical game development: prototype the seven timbres first, then the terrain scan against static boards (can a listener reconstruct the shape?), then the coordinate stage and wobble, and only then the game logic that animates them. The riskiest metaphors get the earliest tests, with a training mode planned from the start. The musical sonar taught me that the best audio metaphors still need learning.
Six commitments
The survey of the record added six commitments the earlier plans lacked:
- Co-design from phase one. The timbre and terrain-scan prototypes are co-design sessions with blind players, not demos for later validation. This is the Forza and Vale precedent, and the one my own workplace makes easiest of all to honour.
- A latency budget for the epistemic loop. Rotation-to-fit feedback is the fastest path in the soundscape: sub-second, always interruptible by the next rotation, exempt from the general serialization policy. A hard requirement, stated in the capability model, tested from the first playable.
- The pitch-collision decision (sonar’s higher-is-better versus terrain’s higher-is-taller) resolved before the audio build starts, in the co-design sessions. Polarity is an empirical question, so let players answer it.
- The visual view mirrors the tension system: danger key-shift, urgency, and lock countdown rendered visually, so the functional-audio soundtrack never makes the game worse for deaf and hard-of-hearing players than the classic it adapts.
- A name of its own before anything playable ships, with the Tetris relationship stated descriptively.
- Respectful framing as a design requirement. Game speed is a visible, first-class percentage setting in the tradition the Game Accessibility Guidelines and APX codify, and every accommodation (presets, layers, speed) is written in neutral, empowering language, taking Celeste’s assist-mode wording revision as the precedent. Nothing in the interface may describe an adapted way of playing as a lesser one.
Two entries move onto the research agenda rather than the build plan: a switch-scanning input mode and Celeste-style rule relaxations (the motor and cognitive axes the capability model must grow to cover honestly), and the working-memory question, whether audio Tetris loads the visuospatial resources visual Tetris is known to consume, which the finished build would for the first time make experimentally askable.
Two further lessons from the PhD build are carried as requirements rather than hopes. First, every metaphor must be individually falsifiable. The old build’s ledger (sonar worked, margins worked only after retreating to music, direction-as-direction failed into speech) was only possible because metaphors were separable, and the layer mixer preserves that property. Second, evaluation is part of the design: instrumenting the interface for quantitative measures and pairing them with qualitative observation, in the tradition of Brewster and colleagues’ mobile-audio usability work, with the open methodological question of validity when comparing across users of different capabilities acknowledged rather than ignored.
The deepest continuity is the simplest to state. In 2009 I concluded that accessible rendering of dynamic content requires an abstract model of the application, rendered per-user by services that the application itself must be willing to wait for. Nothing in two decades has contradicted that. The browsers have simply, finally, provided a sonic design space rich enough to do the architecture justice.
A note on sources
These pages consolidate and supersede several working papers from the PhD period and after: the thesis case-study chapter, the metaphor literature review, the Design Language Set notes, the field notes on the audio metaphors and the first-person shift, the final stylized Falling Tile state model, the original Java/JOAL implementation, and the design work for the forthcoming web demonstrator. The record survey’s annotated notes, with sources, are in the research notes on GitHub (opens in a new window), alongside the full project repository (opens in a new window). Tetris® is a trademark of The Tetris Company; this is non-commercial accessibility research, and no Tetris Company assets are used.