Good Design Mat ters

Steam Access

Steam Access

Accessibility Widget for the Steam · Desktop Client Added Feature

A platform-wide accessibility hub designed to improve discoverability, customization, and inclusive gaming experiences on Steam.

🛠️ ROLE
Sole UX Researcher & UX Designer

📅 TIMELINE
2 Months


🗂️PROJECT TYPE
Conceptual · Designlab UX Academy Capstone

💻 PLATFORM
Desktop (Steam Client & Web)


🛠️ TOOLS
Figma, Adobe Creative Cloud

🌟 SKILLS
User research, affinity mapping, personas, user flows, wireframing, prototyping, usability testing, accessibility design


PROJECT OVERVIEW

The Problem

Steam is one of the largest PC gaming platforms in the world, yet accessibility support is largely fragmented and inconsistent. Most accessibility options exist at the individual game level, making them difficult to find, compare, or trust before purchase. Steam also lacks platform-wide tools such as scalable text, color vision filters, screen reader support, and clear controller compatibility labeling.

As a result, players with disabilities, and those experiencing temporary or situational impairments, often rely on trial-and-error, external forums, or third-party tools to determine whether a game is playable.

The Opportunity / Solution

Steam Access introduces a centralized Accessibility Widget embedded directly into the Steam desktop experience. The widget enables users to:

  • Discover accessibility features before purchasing games

  • Customize visual and input settings at the platform level

  • Save and reuse accessibility profiles

  • Rely on community-driven accessibility feedback

By treating accessibility as a core platform feature rather than an afterthought, Steam Access reduces friction while preserving familiar Steam workflows.

Outcome (Conceptual)

This project demonstrates how accessibility can be thoughtfully integrated into an existing, complex product ecosystem—improving usability for players with disabilities, while also benefiting casual users, players with temporary impairments, and those seeking comfort-focused features.


RESEARCH

Research Goals

  • Understand accessibility challenges users face when navigating Steam

  • Identify gaps in discoverability, customization, and consistency

  • Learn how players evaluate accessibility before purchasing games

Secondary Research – Competitive Analysis

I reviewed accessibility standards and examined how accessibility is supported across major gaming platforms. Console ecosystems generally provide stronger system-level accessibility features, revealing a clear gap within PC-first platforms like Steam.

I analyzed Xbox, PlayStation, Epic Games, and NVIDIA to understand how accessibility is implemented at both the platform and ecosystem levels. While consoles offer centralized accessibility settings and adaptive hardware support, PC gaming platforms rely largely on individual games or third-party tools—resulting in fragmented and inconsistent accessibility experiences.

Primary Research – User Interviews & Research Synthesis

I conducted five in-depth interviews with gamers aged 26–43, including players with visual impairments, motor limitations, temporary injuries, and accessibility advocates. Using affinity mapping, I identified several consistent themes:

  • Accessibility features are difficult to find or verify before purchase

  • Steam’s interface feels dense and overwhelming during fatigue or flare-ups

  • Users rely heavily on community reviews rather than developer claims

  • Presets and quick setup options are critical for both permanent and temporary needs

  • Accessibility is closely tied to inclusion, representation, and belonging


DEFINE

Personas

Three primary personas guided design decisions:

  • Vision-supportive gamer seeking scalable text, contrast, and screen reader support

  • Controller-dependent player needing clear controller labeling and low-strain presets

  • Inclusive gaming advocate prioritizing transparency, community feedback, and accessible defaults

Problem Framing

Research findings were translated into clear problem statements and How Might We questions across four focus areas:

  • Visual accessibility

  • Physical accessibility and controller support

  • Accessibility transparency and discovery

  • Inclusive defaults and onboarding

Key Task Flows

  • Adjusting color and contrast for Tritanopia

  • Navigating and applying accessibility profile presets


DESIGN

Mid-Fidelity Exploration

Mid-fidelity wireframes focused on information hierarchy, discoverability, and integration within Steam’s existing desktop interface. Early exploration tested where an Accessibility Widget could live without disrupting established navigation patterns.

Usability Testing & High-Fidelity Design

Seven mid-fidelity screens were tested with the original five research participants. Testing evaluated:

  • Discoverability of the Accessibility Widget

  • Clarity of color vision deficiency presets

  • Confidence when previewing and applying visual changes

Participants responded positively to the centralized menu but noted moments of cognitive overload and unclear grouping.

Iterations

Based on usability findings, I iterated to improve clarity and control:

  • Added a Save Profile button for reusable settings

  • Introduced custom hex color input for advanced visual customization

  • Fixed a scrolling issue that caused content to move off-screen

  • Added dismissible instructional dialogs explaining simulations and adjustments

  • Improved labeling and confirmation states across the widget


FINAL SOLUTION

Key Features

  • Platform-wide Accessibility Menu

  • Accessibility tag filters for game discovery

  • Color vision deficiency presets with live previews

  • Saveable accessibility profiles

  • Community-driven accessibility reviews

Experience Overview

Users can preview how the Steam interface appears with specific visual impairments, apply accessible color adjustments, save settings, and revert changes with confidence. The experience prioritizes clarity, control, and trust without overwhelming users.


IMPACT & REFLECTION

Outcomes

  • All participants successfully completed core tasks after minor orientation

  • Average satisfaction rating of 4.1 / 5

  • Increased confidence once accessibility features were located and applied

  • Strong validation for centralized, platform-level accessibility

Key Learnings

This project reinforced that accessibility must be designed at the system level—not added game by game. It also highlighted the importance of balancing flexibility with simplicity to avoid cognitive overload in accessibility-focused interfaces.

Future Opportunities

  • Expanded presets for motor and cognitive accessibility

  • Voice navigation for hands-free interaction

  • Accessibility-focused game curation and recommendations


WHY THIS MATTERS

Steam Access illustrates how inclusive design can scale within an established platform. By embedding accessibility directly into the core desktop experience, Steam has the opportunity to support a broader range of players, build trust, and set a higher standard for accessibility in PC gaming.