Gastcollege Hanzehogeschool

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This is a lecture I gave for students at Hanzehoogeschool.

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Gastcollege Hanzehogeschool

  1. 1. Co-design of a (Wii) gamefor the blind and sightedLiliane Kuiper-HoyngLili.Kuiper@LiliCo.nl Innoveren met klanten
  2. 2. Nice to meet you… 15 years in R&DIndustrial Design Lili.Kuiper@LiliCo.nl I n n n o v e e e w i mhe tc uksl taonm e n s I ovat r n t t r
  3. 3. Personal evolution  Design of a User friendly VCR for elderly people  User interface testing  Functional requirements  UI Design Future Innovation concepts  Co-creation / Co-design - elderly people – citizens – blind children Innovate with customers
  4. 4. Why develop with end users?classical  inconsistency between what users say in response to surveys and their actual behavior  users are unaware of needs and wishes  do not possess sufficient innovative visions or ideas co-creation / co-design  users are expert of their experiences  co-creation offers methods and tools  innovative visions created by multidisciplinary team  uses can help to steer design decisions duringFrom: Co-creation and the new landscapes of design all development phasesElizabeth B.-N. Sanders & Pieter Jan Stappers Innovate with customers
  5. 5. Involve ≠ Listen Levels of Participation Child initiated and directed Design partner collect data & initiate ideas Child initiatied, collaboration during development and evaluation of prototypes shared decisions with adults Adult initiatied, Informant shared decisions with children information during development and evaluation of prototypes Consulted and informed Assigned and informed Tester test prototypes Tokenism User Manipulation test existing products Decoration Participation roles Roger Hart’s participation ladder[Druin A., 2002, The Role of children in the design of technology] [Hart. R., 1992, Children’s participation from tokenism to citizenship] Innovate with customers
  6. 6. How the project started A game for blind children? NO We want a game for all! Innovate with customers
  7. 7. Challenges for blind childrenBlind children can play special audio games, but other children can not follow the gameThere are no games where blind and sighted children can play on an equal basisThere are not many exercises for blind children to train their locomotion skills Innovate with customers
  8. 8. The Goal Game for blind & sighted children Play on equal basis Improve locomotion skills (Wii- Game) Innovate with customers
  9. 9. learning objective / engaging interactive media / game element - persuasive gamesNot just a game: a Serious GamePain relief Physical therapy Training (surgeons) Against All OddsEdutainment Awareness Group process Attitude change Innovate with customers
  10. 10. Approach Game Facititate Development Creative ProcessCollaborative designBlind & sighted children become part of multidisciplinary team Blind & sighted children Project Stakeholder Project Locomotion & Blindness Experts Magagement Innovate with customers
  11. 11. How to involve all parties? Co-design with children Movement Experts / School Project management Innovate with customers
  12. 12. Co-creation steps create team create ideas evaluate & select build & iterate create awareness  experience with new technology  evaluate and combine ideas experience concept shared concepts define shared goal  idea creation  look for mutual ideas  evaluate & optimize Innovate with customers
  13. 13. Create teamSelection of participants • problem owners / lead users experts • stakeholders (internal / external) • designersMotivational aspects • monetary reward • intrinsic motivation: involvement with outcome • helping others / being involved • fun to participate Innovate with customers
  14. 14. Create teamAnalyze relationship with the subject: • Create awareness of their fun/interesting gaming experiences and preferences.Create shared goal: • experience adventures • being smart • learn new things • makes you laugh Innovate with customers
  15. 15. 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 bricks and toy animals • user walk through of the interaction (Wii Balance Board & Wii-mote) Innovate with customers
  16. 16. Evaluate & selectShare intermediate results: • adopt ideas from othersPresent final ideas to group: • rated • positive and negative feedback Innovate with customers
  17. 17. Shared conceptsCreate a list of mutual elements:  Functional requirements Innovate with customers
  18. 18. 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 Innovate with customers
  19. 19. NB: that was a shortcut…. shared concepts evaluate & select Translate raw material:  Getting familiar with all concepts make it “look real” (persona’s) Create clusters based on similar  Format to duplicate evaluation personal preferences: methodology from designers describe fictional characters  Give important role to stakeholder (persona’s)  Selection of most relevant Elaborate on solutions for different functionality characters Innovate with customers
  20. 20. Prototype evaluation1. Navigation and orientation • First focus: navigation, orientation, audio feedback • equal challenge for the blind and sighted children • two different concepts for navigation2. Fun and game play • Second focus: design and evaluating game fun experience and the game play • Introduction of mini challenges: • enrich the game experience • provide specific locomotion exercises Innovate with customers
  21. 21. The game Innovate with customers
  22. 22. Evaluation of navigationChildren prefer rotation of the viewing perspective, however: • blind children tend to lose their orientation • less possibilities to train the children’s balance.Faster speed for walking backwardsFeedback about the direction of your own movements. Innovate with customers
  23. 23. Evaluation of navigationBalance and diversity in audio feedback: • too much feedback clutters the total experience.Create a tutorial level, explain: • all sounds • how the controls work Innovate with customers
  24. 24. Evaluation of gameplay & funMore challenging to play and to repeat playing the game in the future: • rewards and penalties during the mini challenges • an overall performance score at the end of a level.More (funny) interactions: • Exclamations when you hit the wall • More interaction with Tyrie Innovate with customers
  25. 25. Evaluation of gameplay & funMore competition - high score listing • not possible in this version of the Wii platformMore adventurous: • vary the type of mini-challenges • make it less predictable which challenge appears where.Very rewarding that blind children can receive and give feedback on other players! Innovate with customers
  26. 26. ConclusionsImprovement of locomotion needs to be measured A method was created for longitudinal testing of the improvement of locomotion skills. This will be implemented in schools for blind childrenIt is possible to offer an equal game challenge for blind and sighted children Smart combination of audio & visual & tactile feedback Innovate with customers
  27. 27. ConclusionsCo-creation works! • valuable method to develop applications for children with visual impairment • many valuable insights and experiences for the developers – creative input from children throughout the process • a lot of the final solutions were created by the children…but needs to be plannedIt is possible to adapt methods for special target groups Innovate with customers
  28. 28. Questions ? Innovate with customers
  29. 29. Traditional research vs co-creation Anonymous stakeholders  Tell them who you are Do not re-use people  Work with same consumers over an extended period of time Do not explain research purpose  Explain what we are doing and why Ask opinions not creativity  Ask creativity and opinions Experts interpret meaning  Ask consumers help to understand the implications Respondents do not care  Look for respondents that really care No time to go deep  Overcome the superficial: create relationship and trust One dimensional focus  Diverse perspactives provide the seed of innovation [Promise, Research 1020 Conference, Sex lies and Chocolate: How communities can change the way you think about innovation for good] Innovate with customers
  30. 30. Questions? Innovate with customers

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