The Braille Bistro awards and recognition!
Winner! of the Silver Medal in the Tabletop Games (Student Entries) category at the 2025 Serious Play Conference.
"Media and Information graduate student wins silver medal for accessibility-themed game" by Claire Dippel, MSU College of Communication Arts and Sciences
The Braille Bistro is a matching game designed to build empathy among sighted people for persons with disabilities and to encourage players to make their businesses, designs, products, or content more accessible.
The project began with a hypothesis similar to the one set out in a study by Guarese et al. (2023), where blindfolded participants tried locating an object using assistive technologies. The objective of the Braille Bistro was to determine whether a disability embodiment game experience can develop empathy and jumpstart accessibility action.
The game is designed for players to experience what it's like to order a meal in a restaurant as if they were blind. This mimicking of an authentic experience was designed to better foster empathy through embodiment.
The Braille Bistro will be featured in an upcoming publication of the Bias Busters book series (over 20,000 copies in circulation) that explores respectful questions to ask to people from marginalized groups and bust down biases!
My Role: The Braille Bistro is a solo project that began in a class and has since evolved and expanded. It was made possible through great partnerships, so please see a list of partners at the bottom of this page.
The Braille Bistro can be played solo or by two people. Imagine this: You enter a restaurant and can't see, and your only way to order is by using the braille menu!
First take the menu, then put on your blindfold and take a braille card. Feel the card for up to a minute, then hide it and remove your blindfold. Write down the dots you believe you felt as a reference, then try to "order" the correct menu item. Two players can alternate turns, competing to make the most correct orders in each of the four rounds (representing the courses of a meal) and at the end of all four rounds.
In multi-player mode, you'll only play two cards per round to ensure there are three options to choose from in case of a tiebreaker. Ties are settled by both players simultaneously trying to make the faster guess.
Bienvenue and bon appétit!
The idea for the game came from a social media post showing a girl being offered a restaurant menu for the first time.
alyssaherrera33's tweet that inspired the Braille Bistro.
The tweet showed how meaningful accessibility can be, so I asked myself, how can other people make this kind of impact?
After deciding to do a restaurant theme based on the tweet, I originally envisioned designing the game for restaurant owners or managers. But, I received feedback that the game could be enjoyed by a wider audience.
Design Decision: Shift the target audience to anyone who offers spaces, materials, or content that people with disabilities may interact with.
At first I also wasn't sure of the materials I wanted to use. I first thought of players matching cards to cards, then using only a menu (to closer mimic the real-life experience).
Design Decision: Match cards to a menu. This allows for randomization through the cards while still providing the experience that a menu offers.
I identified early on several additional resources that I planned to incorporate into the design process and playtesting:
Kukanja & Planinc (2023): This study analyzes the accessibility offerings that restaurant managers view as strongest in their restaurants, and therefore likely prioritize. I intended to determine the offerings that my playtesting participants prioritize in their own jobs.
Mirete et al. (2022): This study predicts the most effective ways for people to develop empathy for other persons with disabilities. I planned to inquire about what the most effective ways are in the eyes of my playtesting participants, and if these opinions paired with the Braille Bistro's gameplay experience could drive societal change.
Swenson (2015): As the Braille Bistro was designed as a reflective experience rather than an exhaustive braille teaching tool, I used this book to help identify further resources for players who would be interested learning more braille beyond the game.
As a beginner to braille myself, I reached out to the Michigan State University Resource Center for Persons with Disabilities (RCPD) for insight into the writing system and how to produce braille materials.
A braille reference sheet provided by the MSU RCPD, as well as the typewriter layout showing how to emboss the letters.
What I'd Do Differently: When working with a serious topic such as accessibility, try to get a direct perspective early on to address the nuance of disability as well as ways to approach the game experience.
I began working on a rough prototype for playtesting. The cards were simple: the name of the menu item, a graphic illustration, and the menu item written in braille on a sticker made using a typewriter at the RCPD office.
I used Duolingo as the art style benchmark for the graphic illustrations (playful and geometric).
Although I'd already finished the illustrations for all menu items, I only printed two of the four decks for playtesting since I felt I could still fully gauge effectiveness while preserving materials in case changes were needed.
I also created the menu that players would match the cards to.
The menu and cards from the first prototype.
What I'd Do Differently: Consider more rapid designs and testing early on before creating things such as illustrations.
I conducted two initial playtesting sessions: one with multiplayer mode and one with single player mode. I had three main objectives:
Test the rules and mechanics to identify any areas to iterate.
Gauge the accessibility offerings of participants' employers.
Test the game's hypothesis: that this experience can build empathy which in turn would jumpstart accessibility action.
In the pre-test interview, participants stated they interact with guests with disabilities often and see physical spaces (ramps, parking) as most important. This is consistent with Kukanja & Planinc's study.
Participants also felt that exposure and relationships are most effective at developing empathy. Mirete et al. found this to be least influential in driving societal change, however having empathy was most influential. Further playtesting can gauge if increased empathy from the game can drive real societal change through the resulting actions of the players.
Some playtesting writing samples showing different approaches.
The hypothesis was proven true: all participants (3 of 3) felt more empathy for persons with disabilities after playing and felt there was more their employer could do in terms of accessibility accommodations. Words used to describe the experience included informative and enlightening. All participants were also interested in learning more braille after playing the game.
All three participants misinterpreted a rule in the writing portion, when they instead wrote down the menu items in Latin script rather than in braille. I adjusted the rule to provide more clarification.
Design Decision: Rewrite the rules as second-person commands rather than third-person descriptions.
Old Rule: The player removes their blindfold and writes down the braille text they felt.
Revised Rule: Remove your blindfold and write down, in braille, what you believe you felt.
Additionally, participants felt two graphic illustrations were somewhat difficult to interpret.
Design Desicion: Redesign the menu items to have a more 3D look.
Tomato Soup Before
Tomato Soup After
Lastly, one participant noted finger sensitivity/irritation, so I added a warning message to the rules sheet.
Read the full playtesting report, including some great reflections shared by the participants.
Six more people played the game at the Fall 2024 MSU GameDev Showcase. They supported the 3D illustrations, and felt the edges of the stickers gave an unintended sensory distraction. However, I needed to weigh card durability when deciding the materials.
Design Decision: "Stick" with the stickers since they are more durable than using a slate and stylus directly on the cards.
I'd also like to highlight a player who played the game at the beginning of the showcase, then returned later to attempt a perfect, not approximate, transcription.
Design Decision: Create additional gameplay modes to provide flexibility:
Challenge Mode: Disregard decks, prompting players to scan the entire menu rather than just one section.
Time-Saver Mode: Decrease the number of cards or rounds played to account for time commitment or finger sensitivity.
Rapid-Fire Mode: Turns are ignored and players compete as fast as they can to get the most matches.
A student playing the Braille Bistro at the showcase.
I also made changes to the way ties were settled. Previously, there was a designated menu item I printed twice to settle ties. To create replay value, I later printed duplicates of all cards.
Design Decision: Only print one copy of each card, and settle ties with players using different menu items. This saves money!
The game also initially required a moderator to handle cards between turns, which meant one person couldn't play on their own.
Design Decision: Let players flip over cards while blindfolded so they can play on their own.
I tried these new rules out when my colleagues at TechSmith and the students writing the Bias Busters book played the game, and they worked out really well!
Also, after the Braille Bistro won the Serious Play Conference silver medal, the judges provided some feedback. Based on this, I want to ensure that the game doesn't come across as an experience of humiliation but rather that players feel they can reflect without feeling frustrated by the difficulty of reading braille.
What I'd Do Differently: Let players interpret the written rules instead of explaining them myself.
I identified a few changes and enhancements to the cards to provide a better experience.
Design Decision: Change the card size and orientation from 2.5 by 3.5 inches to 5.5 by 3.5 to accommodate the longest menu item (mozzarella sticks) on one line of text.
Design Decision: Assign each deck a color and shape on the back of the card to provide visual distinction. I also added these to the menu.
What I'd Do Differently: Look into custom printed braille cards for a more professional look and feel.
Aside from the cards, it's important to think about how to create the experience I intended. To do this, I created a Level Up Sheet that allows players to reflect on the game's hypothesis on their own, access additional accessibility resources, and learn about the alternative game modes.
After the initial wave of the design process, the Braille Bistro saw its audience expanding through more playtesting with the MSU Diversity in Games Club (pictured), Bias Busters writers, and with my TechSmith colleagues.
Design Decisions:
Add more playful language. For example, lean into the restaurant theme (bon appétit!) instead of presenting the rules so straightforwardly.
Simplify the rules (good for accessibility in general!).
Add more reflection on how the experience can translate to real-world action.
Point to other resources besides just braille, such as digital and physical accessibility.
Consider how the game could be used as a braille teaching tool (read more in the next section!).
I'm still taking in playtesting feedback, so check back soon for the results!
A player at the Diversity in Games Club.
What I'd Do Differently: Start informal tests like this earlier.
What's in store for the Braille Bistro? Aside from being published in the Bias Busters book, I'd like to do...
I'd like more feedback on a few key areas:
Allow natural interpretation of the rules rather than providing additional explanation (unless asked).
Rephrase a few questions to allow for a more open-ended responses.
Test the alternative formats introduced since previous testing.
Focus on the long-term impacts the game can have.
Something I've observed in informal play sessions is that people want to use the game itself to learn braille. If I take the game in that direction, here are a few considerations:
Emphasize the writing portion, which many players currently skip.
Revamp the menu so that the number of letters isn't a context clue and so that all braille letters and contractions are included.
Create expansion decks (i.e. a Japanese restaurant, an Italian restaurant, etc.) to provider better replay value.
Although the Braille Bistro was created as a solo project, I'd like to thank the following people for their help and feedback:
Tesia Freer and Kristin Campbell from the MSU RCPD.
Professor Amanda Cote.
My "Theories of Games and Interaction Design" classmates.
The three formal playtesting participants.
The additional people who provided feedback after playing the Braille Bistro at the GameDev Showcase.
My colleagues at TechSmith for their feedback after playing the game.
My friends who also provided feedback after playing.
Joe Grimm and his students for allowing collaboration in the Bias Busters publication.
June Asselin for sewing the blindfolds.