Some of the resources you might look into are related to designing for colorblind users. I believe the stats are that 10% of men and 2% of women have some level of colorblindness.
The key thing is to make sure that you differentiate colors by saturation and value, not just hue. I tell designers to print out their images on a black and white laser printer -- if it still looks good and you can read everything, you have a reasonably safe design for a colorblind user. The nice thing about the XO is that there's a button to see it in context without having to go to printouts. Kent Hal Murray wrote: > If we are serious about taking advantage of the black/white mode of the > display, there is a lot of work to be done. Turning off the backlights does > save a lot of power. > > As an example, I challenge anybody to play Block Party in B&W mode. :) > > Sorry for the clutter if this is already on the radar. Is there a checklist > for things like this? > > > > Now that I think about if a bit.... > > When was the last time you saw a B/W display? I think it was pre-web for me, > maybe 15 years ago. Are there any good web pages on designing UIs for B/W > displays? Maybe some hints on designing for color-blind people might be > helpful. > > Is there a simple high-level API so a program can tell if it's running on B/W > or color? I'm guessing a few applications might be willing to have two modes. > > This feels like a giant can of worms. I'm embarrassed that I didn't notice > it when I first saw something about the dual mode display technology. > > > -- ------------------------------------------------------------ Kent Quirk I'm making a game about global warming. Game Architect Track the progress at: CogniToy http://www.cognitoy.com/meltingpoint _______________________________________________ Devel mailing list Devel@laptop.org http://mailman.laptop.org/mailman/listinfo/devel