Mobile devices showing a colorful children's game called "Mix Up Fix Up" featuring cartoon chicks with accessories and options to select different themes.

MixUp FixUp

Inclusive Design Details

Our Commitment

At 1UP Studio, accessible design is part of our creation process right from the start. We crafted MixUp FixUp to support diverse needs, processing styles, and preferences.

  • Blank white page or background.

    Visual Features

    Adjustable contrast, saturation, and hue

    Color filter preset

    Simple, clear user interface

    No color-only information

    Camera comfort

    Visual load control

  • A white object with a rounded edge partially visible against a black background.

    Auditory Features

    Multiple volume controls

    No sound-only information

    Predictable soundscape

  • A blank 8.5x11 sheet of paper placed on a white surface with a black background.

    Cognitive Features

    Can remove time constraints

    Adjustable difficulty

    Predictable layouts and gameplay

    Consistent game loop - see, remember, create

  • Blank white directional sign with a black border and rounded top left corner

    Gameplay Features

    Adjust sensory input levels

    Range of difficulty levels and settings

    Pause anytime

    Playable with touch only

Visual Features

Interface screenshot showing adjustable sliding scales for contrast, saturation, and hue, as well as color presets, allowing players to customize the game's visual palette

Customizable Color Controls
Players can use a sliding scale to adjust contrast, saturation, and hue to tailor the scene to their visual preferences These settings are designed to reduce visual load and increase clarity for many players, including those with sensitivities or low-vision needs.

Color Differences Presets
This game includes presets for several common forms of color vision deficiency, including: deuteranopia, protanopia, tritanopia, and support settings for achromatopsia (total color vision absence). These presets help ensure that important elements remain visible and distinguishable across different forms of color vision.

No Color-Only Information
We never rely on color alone to communicate essential information. Key elements are reinforced with shapes, outlines, icons, or positional cues so players can participate regardless of how they perceive color.

Visual Load and Distraction Control
Players can customize their visual experience to minimize overstimulation and distraction:

  • Stationary Clutter: Players can choose between minimal, moderate, and maximum levels of non-essential, stationary visual distractions in the scene.

  • Animation Toggle: Players can also toggle on and off environmental movement, such as flying paper airplanes and weather effects, to maintain focus on the core task.

Side-by-side comparison of a MixUp FixUp game scene showing how different accessibility presets alter the colors and contrast for better visibility.

Auditory Features

Screenshot of audio settings menu featuring separate toggles for background music and sound effects to support sensory processing and focus.

Predictable Soundscapes
We avoid “sudden-onset" noises or high-frequency alerts that can trigger a startle response.

Playable With No Sound
For players with auditory processing sensitivities or those who are easily overstimulated, background music and ambient sound effects can be toggled off. This creates a "silent playspace" where the focus remains purely on the game itself with no auditory distractions.

No Sound-Only Information
We never rely on sound alone to communicate key information. Key elements are reinforced with shapes, outlines, icons, or positional cues so players can participate regardless of how they perceive sound.

Cognitive Features

Screenshot of gameplay options to achieve the desired cognitive load

Simple Gameplay
The game has three distinct, predictable phases, “See-Remember-Create".

Scalable Memory Targets
Adjust the number of items in a scene from 1 to 6. This allows a player to master simple recall before advancing to complex visual patterns.

Customizable Pacing
The game has three distinct, predictable phases, “See-Remember-Create". Control how long a scene must be remembered and how long a player has to recreate it. There is the option for unlimited time.

Clean User Interface
We’ve minimized pop-ups and cluttered menus. The interface is intuitive, ensuring the player’s energy is spent on the game, not on navigating the app.

Comparison of two levels of visual clutter, showing how the game can be simplified by removing background decorations to reduce cognitive load.

An example of a level with and without snow animations turned on.

1UP Studio is in the lab crafting playful experiences.

Have questions or ideas?
Drop us a line below—we’d love to hear from you!