Wingspan Creator Elizabeth Hargrave on Designing for Accessibility: Lessons from Sanibel
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Wingspan Creator Elizabeth Hargrave on Designing for Accessibility: Lessons from Sanibel

UUnknown
2026-02-19
10 min read
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Elizabeth Hargrave’s Sanibel turns accessibility from ideal to design practice. Learn concrete rules, component, and playtesting techniques for inclusive board games.

Why accessibility should be your starting line: a common pain, and Sanibel’s answer

Designers and players share a frustration: great games exist, but many of them gatekeep enjoyment through unclear rules, tiny components, or play patterns that exclude people with mobility, sensory, or cognitive differences. That problem matters to players deciding what to buy and to publishers tracking returns, reviews, and community goodwill.

Elizabeth Hargrave’s Sanibel—a 2026 release that follows her award-winning Wingspan work—was explicitly shaped with accessibility goals in mind. Hargrave says she designed Sanibel for her dad, and that human, personal origin reorients the conversation from abstract accessibility goals to concrete design decisions that can be implemented immediately.

"When I’m not gaming, I’m often outside, and if I’m going to work on a game for a year, I want it to be about something I’m into." — Elizabeth Hargrave (Polygon video interview, 2026)

What Sanibel makes visible: practical design choices that matter

Sanibel's development shows how small, targeted decisions produce big gains in inclusion. From component scale to rules layout and playtesting practices, Hargrave’s process foregrounded accessibility rather than treating it as an afterthought.

Below are the most transferable moves designers and publishers can adopt, distilled from Sanibel’s design goals and expanded into concrete best practices.

1. Rules clarity as an accessibility feature

Rules are the single biggest barrier to entry. Make them readable, modular, and forgiving.

  • Layered rules documents: Start with a 1-page Quickstart, follow with a 4–6 page Play Guide for common cases, and end with the full Rules Reference. Sanibel prioritized a clear, short learning path to reduce cognitive load.
  • Use worked examples liberally: One complete sample turn, plus one end-game scoring walkthrough, prevents ambiguity far better than extra bullet points.
  • Consistent language and icons: Define action names and reuse them. Pair new icons with labeled examples on the first page they appear and include a single-page icon glossary in the box.
  • Readable typography: Use 11–14pt body type in sans-serif with 1.2–1.4 line height for print rules. High contrast between text and background is non-negotiable.
  • Accessible PDFs and machine-readability: Ship tagged PDFs and alt text for images so screen readers can parse the rules. In 2026, retailers and retailers’ marketplaces expect machine-readable rulebooks.

2. Component accessibility: make touch and sight work together

Sanibel’s tactile shell tokens and bag-shaped player boards show how form supports function. Accessibility decisions at the component level increase playability for people with low vision, limited dexterity, or colorblindness.

  • Scale up important elements: Make primary tokens and player boards larger and easier to manipulate. Aim for a minimum token diameter of 18–20 mm for frequent use pieces.
  • High-contrast palettes and colorblind-safe palettes: Test with tools that simulate deuteranopia and protanopia. Use redundant cues (icons, shapes, textures) rather than color alone to encode game states.
  • Tactile differentiation: Add ridges, notches, or different shapes for token types so players can identify pieces by touch. Sanibel’s shell motif naturally lends itself to distinct silhouettes that work as tactile cues.
  • Easy-grip pieces and ergonomic tokens: Consider thicker tokens, soft-touch coatings, and large knobs for dials. For pieces that stack or nest, bevel edges to reduce fumbling.
  • Accessible storage and setup: Design inserts and trays that organize components in logical groups. A well-designed insert reduces setup complexity—a crucial accessibility win.

3. Rule variants and scalable complexity

Not every player wants the full strategic depth at once. Sanibel offers a model for graceful ramp-up.

  • Two-tier rulesets: Provide a Beginner and Advanced variant. Make the Beginner mode a coherent, rewarding game rather than a tutorial that feels like a practice round.
  • Modular mechanics: Design optional modules that can be added one at a time (e.g., advanced scoring, special abilities). Each module should be playable independently.
  • Player-aid cards per seat: Include a concise reference card showing turn sequence, actions, and icon glossary. This reduces memory burden and speeds up play.

4. Accessibility in playtesting: recruit for diversity, not homogeneity

Hargrave’s test group included her target audience—a personal connection that clarified real-world constraints. For designers, structured, inclusive playtesting is the highest-leverage activity for catching accessibility failures early.

  1. Recruit broadly: Invite players of different ages, handedness, mobility levels, cognitive styles, and sensory abilities. Partner with local disability organizations, senior centers, and community game stores for recruitment.
  2. Design controlled test sessions: Run sessions focusing on specific accessibility features: one for visual clarity, one for dexterity, one for comprehension. Use consistent tasks and metrics (time-to-first-turn, error rate, need-for-facilitator).
  3. Use mixed methods: Combine observation (what players do) with short post-game surveys (how they felt, what was confusing) and follow-up interviews for deeper insights.
  4. Iterate fast with low-fidelity prototypes: Cardboard prototypes allow rapid swaps in component size, color, and rule order. Low-cost changes early prevent expensive retooling later.
  5. Track accessibility bugs: Use a spreadsheet or ticketing system to classify issues as visual, motor, cognitive, or social and prioritize fixes across development milestones.

5. Ethical and inclusive storytelling

Accessibility isn’t just physical—representation and tone matter. Hargrave’s games spotlight nature, but inclusive design also thinks about who appears in a game’s art and how rules or flavor text frame experience.

  • Inclusive art direction: Reflect diverse ages, genders, and abilities in illustrations. Avoid stereotypes in flavor text and ensure that examples are inclusive.
  • Language choices: Use plain-language flavor where possible. Provide translations and consider readability metrics for written content (aim for a grade 7–9 reading level for rule summaries).
  • Ethical design decisions: Think through how mechanics might unintentionally alienate players (e.g., punitive player elimination). Favor mechanics that keep players engaged throughout the session.

6. Tech-enabled accessibility: the new normal in 2026

The last 18 months have accelerated digital complements to physical games. AI-driven tools, companion apps, and automated rule summarizers are becoming standard ways to lower barriers.

  • Companion apps with accessible modes: Offer text-to-speech, high-contrast UI, and simplified turn prompts. In 2025 and early 2026, several publishers introduced companion apps with accessibility toggles, and that trend is growing.
  • AI-assisted rules helpers: Provide an in-app Q&A or voice assistant trained on your rulebook so players can ask procedural questions mid-game. Ensure data privacy and offline modes for players in sensitive contexts.
  • Dynamic print-on-demand aids: Offer optional add-ons—large-print rulebooks, and tactile token kits—at purchase. This reduces waste and lets players choose what they need.

7. Manufacturer and cost tradeoffs: plan for accessibility early

Accessible design can increase production cost if handled late. Sanibel’s approach—baking accessibility goals into the initial prototype phase—helps control budget impact.

  • Early BOM (bill of materials) thinking: Estimate costs for larger tokens, higher-quality trays, and alternate print runs during concept phase.
  • Tiered SKUs: Consider a standard edition and a deluxe accessibility kit as optional SKUs to let buyers choose. Factor marginal costs versus customer goodwill and community reach.
  • Partner with vendors: Work with component manufacturers who have experience with tactile and accessible parts to avoid surprises on tooling costs.

Practical checklists and templates you can use today

Below are copy-paste checklists and a short playtest survey you can adapt immediately.

Designer’s Accessibility Pre-Production Checklist

  • Include accessibility goals in the design brief (visual, motor, cognitive, social).
  • Create a layered rules plan: Quickstart / Play Guide / Rules Reference.
  • Prototype with at least two token sizes and two color palettes.
  • Design player aids for each seat that show turn steps and icons.
  • Schedule at least four targeted playtests with diverse groups before final art pass.
  • Plan BOM cost estimates for accessibility options and alternate SKUs.
  • Build tagged PDFs and plan companion-app accessibility features.

Short Playtest Accessibility Survey (post-game, 5–8 minutes)

  1. How easy was it to understand the turn sequence? (Very easy / Somewhat easy / Confusing)
  2. Did you have trouble reading any component or rule text? (Yes – which parts?)
  3. Were tokens and pieces easy to pick up and identify by touch? (Yes / No — details)
  4. Was there a point where you felt lost or needed a facilitator? (Yes — when?)
  5. Would you recommend this game to someone who prefers low-complexity games? (Yes / No — why?)

Real-world results: what accessibility buys you

Accessible games reach more players, reduce returns and cognitive friction, and build long-term community loyalty. Wingspan’s broad appeal foreshadowed the commercial and cultural power of inclusive design. Sanibel tightens that lesson: accessibility is a design win, not a charity add-on.

Publishers who commit to accessibility early see measurable benefits. In 2025 test cases, companies that released accessible variants reported higher completion rates among older players and better word-of-mouth in local gaming communities. In 2026, marketplaces and reviewers increasingly call out accessibility as a factor in buying decisions.

Advanced strategies for established designers and publishers

If you already have a catalog, retrofitting titles can be an effective strategy. Here are higher-level moves for studios with existing IP.

  • Accessible reprints: Plan a reissue that incorporates larger components, a revised rules layout, and an accessible-reference PDF.
  • Accessory kits: Sell tactile token packs or large-print guides as add-ons through your webstore and at conventions.
  • Official community guides: Commission community members to create accessibility mods and endorse the best ones. Provide a verified channel for these resources.
  • Certification and third-party audits: Partner with accessibility consultants for audits and publish a short Accessibility Statement alongside product pages.

Design ethics and market expectations in 2026

By early 2026, “design ethics” has moved from boutique conversation to industry expectation. Players expect clarity about what a game requires (fine motor skills, high visual acuity, long session length) and transparency about what the publisher did to mitigate barriers.

Ethical design means documenting choices: why token sizes were chosen, why certain mechanics exist, and what alternatives are available. Players and retailers reward that transparency with trust—and trust translates to sales, better reviews, and a healthier community.

Final takeaways: translate Hargrave’s goals into your own practice

  • Start with a person: Just as Hargrave designed Sanibel with her dad in mind, pick a target persona and make design choices to serve them.
  • Make rules the product’s front door: Reduce cognitive friction with layered rules and clear examples.
  • Design components for touch and sight: Use tactile cues, high contrast, and ergonomic pieces.
  • Test inclusively: Recruit diverse playtesters and measure outcomes that matter (time-to-first-turn, errors, subjective accessibility scores).
  • Plan costs early: Budget accessibility into your BOM and consider optional add-ons to keep price elasticity flexible.

Where to go next

Want concrete templates and a starter kit based on Sanibel’s approach? We’ve published a free downloadable Accessibility Starter Pack for designers and publishers that includes rule templates, an icon glossary template, a playtest script, and component spec examples for tactile tokens.

Accessible design is both ethical and strategic. Elizabeth Hargrave’s Sanibel offers a useful model: when accessibility is a guiding design principle, the finished game is better for everyone.

Call to action

If you’re a designer, publisher, or avid player: try Sanibel with accessibility in mind, run one of the playtests above, and share your results with our community. Submit your findings or prototype photos to our design forum at boardgames.news to get feedback from accessibility-focused playtesters and industry editors. Let’s make the next wave of games in 2026 the most playable and inclusive yet.

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2026-02-21T21:38:38.737Z