enabled play game accessibility wii game visually impaired

Download Enabled play game accessibility wii game visually impaired

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  1. 1. The Explorer and the Mystery of the Diamond Scarab Rob Willems Hanze University Groningen, Principal Blue (the Netherlands) Grants:
  2. 2. How the project started
    • A game forblind children?
    • NO
    • We want agame for all!
  3. 3. NOS Jeugdjournaal, March 2011 (National Television, News for children) Item on Dutch television about the game. Download the video:http://www.gambas-games.nl/video/jeugdjournaal.mov(large file!)
  4. 4. The project Game Development Facilitate CreativeDesign Process Project Management Project Stakeholder Locomotion & Vision Experts Visually impaired and full sightedchildren
  5. 5. Other partners
  6. 6. Bio
    • Projectmanager GAMBAS project(Principal Blue)
    • Lecturer Hanze University Groningen
    • Expertise: usability, game design and game experience
  7. 7. The Goals
    • Game for blindandsighted children
    • Play on an equal basis
    • Improve locomotion skills
  8. 8. Challenges
    • There are no adventure games whereblind and sightedchildrencanplayon anequal basis
    • Blind childrencan play specialaudio games ,butother (co-located) childrencannot follow the game
    • There arenot many exercisesfor blind childrento traintheir locomotion skills in an entertaining way
  9. 9. Approach
    • Designing together:collaborative design
    • Blind & sighted children became part of amultidisciplinary team(4 blind and 4 sighted)
  10. 10. Co-creation steps
    • create awareness
    • define shared goal
    • idea creation
    • experience withnew technology
    • evaluate and combine ideas
    create team create ideas evaluate & select shared concepts build & iterate
    • evaluate & optimize
    • experience concept
    obstacles& monsters torch& sonar Friendwhohelps collect objects
    • look for mutual ideas
  11. 11. Create team
    • Analyze relationship with the subject:
      • Create awareness of their fun/interesting gaming experiences and preferences.
    • Create shared goals:
      • experience adventures
      • being smart
      • learn new things
      • makes you laugh
  12. 12. Create ideas
    • Experience with new technology
      • play Wii and keep a journal:
        • what they like/dislike
        • how to make the Wii more suitable
    • Idea creation - assisted
      • role playing adventure
      • creating world with Lego bricksand toy animals
      • user walk through of the interaction (Wii Balance Board & Wii-mote)
  13. 13. Shared concepts
    • Functional requirements
    obstacles& monsters Friend/ghostwhohelps you collect objects torch& sonar Adventure in dark world soundofwalls information aboutEgypt Gatewayto different level Create a list of mutual elements:
  14. 14. Build and iterate
    • Game was simulated in a gym:
      • experience the basic elements of the game concept
      • audio feedback:musical instruments or voice
      • sighted children had limited vision glasses
    • Difficult navigation situations were solved in situ
  15. 15. Prototype evaluation
    • Navigation and orientation
      • First focus: navigation, orientation, audio feedback
      • Equal challenge for the blind and sighted children
    • Fun and game play
      • Second focus: design and evaluatinggame fun experience and the game play
      • Introduction of mini challenges:
        • enrich the game experience
        • provide specific locomotion exercises
  16. 16. Evaluation of navigation
    • Children prefer rotation of the viewing perspective, however:
      • blind children tend to lose their orientation
      • less possibilities to train the childrens balance.
    • Faster speed for walking backwards
    • Feedback about the direction of your own movements.
  17. 17. Position paper for 1 st Workshop on Game Accessibility: Xtreme Interaction Design (GAXID'11), Foundations of Digital Games (Bordeaux, France)
  18. 18. The game
  19. 19. 10 levels
  20. 20. Conclusions
    • Itispossible to offer an equal game challengefor blind and sighted children Smart combination of audio & visual & tactile feedback
    • Co-design works!
      • valuable method to develop applications forchildren with visual impairment
      • many valuable insights and experiencesfor the developers
      • creative input from childrenthroughout the process
      • a lot of the final solutions were created by the children
    • Very rewarding that, through listening, blind children can give feedback on other players!
  21. 21. To do
    • Improvement of locomotion needs to be measured
    • A method was created for longitudinal testing of theimprovement of locomotion skills. This will be implemented in schools for visually impaired children
  22. 22. Available: Summer 2011 (PAL version) Info and (pre-) order at:www.visio.org/wii-game
  23. 23. Demo of the game
  24. 24. Questions?
    • Meet me in the breaks or in the exhibits
    • Position paper for 1 st Workshop on Game Accessibility: Xtreme Interaction Design (GAXID'11), Foundations of Digital Games (Bordeaux, France)
    • Contact information:
    • Rob Willems (Hanze University Groningen, Principal Blue), the Netherlands
    • Email:[email_address], phone: +31 654 296 058
  25. 25. Thank you !

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