Enabled play game accessibility wii game visually impaired


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Wii game for visually impaired and fully sighted children. Presentation at Games for Health Conference, May 17, Boston

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Enabled play game accessibility wii game visually impaired

  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 <ul><li>A game for blind children? </li></ul><ul><li>NO </li></ul><ul><li>We want a game for all! </li></ul>
  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 Creative Design Process Project Management Project Stakeholder Locomotion & Vision Experts Visually impaired and full sighted children
  5. 5. Other partners
  6. 6. Bio <ul><li>Projectmanager GAMBAS project (Principal Blue) </li></ul><ul><li>Lecturer Hanze University Groningen </li></ul><ul><li>Expertise: usability, game design and game experience </li></ul>
  7. 7. The Goals <ul><li>Game for blind and sighted children </li></ul><ul><li>Play on an equal basis </li></ul><ul><li>Improve locomotion skills </li></ul>
  8. 8. Challenges <ul><li>There are no adventure games where blind and sighted children can play on an equal basis </li></ul><ul><li>Blind children can play special audio games , but other (co-located) children can not follow the game </li></ul><ul><li>There are not many exercises for blind children to train their locomotion skills in an entertaining way </li></ul>
  9. 9. Approach <ul><li>Designing together: collaborative design </li></ul><ul><li>Blind & sighted children became part of a multidisciplinary team (4 blind and 4 sighted) </li></ul>
  10. 10. Co-creation steps <ul><li>create awareness </li></ul><ul><li>define shared goal </li></ul><ul><li>idea creation </li></ul><ul><li>experience with new technology </li></ul><ul><li>evaluate and combine ideas </li></ul>create team create ideas evaluate & select shared concepts build & iterate <ul><li>evaluate & optimize </li></ul><ul><li>experience concept </li></ul>obstacles & monsters torch & sonar Friend who helps collect objects <ul><li>look for mutual ideas </li></ul>
  11. 11. Create team <ul><li>Analyze relationship with the subject: </li></ul><ul><ul><li>Create awareness of their fun/interesting gaming experiences and preferences. </li></ul></ul><ul><li>Create shared goals: </li></ul><ul><ul><li>experience adventures </li></ul></ul><ul><ul><li>being smart </li></ul></ul><ul><ul><li>learn new things </li></ul></ul><ul><ul><li>makes you laugh </li></ul></ul>
  12. 12. Create ideas <ul><li>Experience with new technology </li></ul><ul><ul><li>play Wii and keep a journal: </li></ul></ul><ul><ul><ul><li>what they like/dislike </li></ul></ul></ul><ul><ul><ul><li>how to make the Wii more suitable </li></ul></ul></ul><ul><li>Idea creation - assisted </li></ul><ul><ul><li>role playing adventure </li></ul></ul><ul><ul><li>creating world with Lego bricks and toy animals </li></ul></ul><ul><ul><li>user walk through of the interaction (Wii Balance Board & Wii-mote) </li></ul></ul>
  13. 13. Shared concepts <ul><li>Functional requirements </li></ul>obstacles & monsters Friend/ghost who helps you collect objects torch & sonar Adventure in dark world sound of walls information about Egypt Gateway to different level Create a list of mutual elements:
  14. 14. Build and iterate <ul><li>Game was simulated in a gym: </li></ul><ul><ul><li>“ experience” the basic elements of the game concept </li></ul></ul><ul><ul><li>audio feedback: musical instruments or voice </li></ul></ul><ul><ul><li>sighted children had limited vision glasses </li></ul></ul><ul><li>Difficult navigation situations were “solved” in situ </li></ul>
  15. 15. Prototype evaluation <ul><li>Navigation and orientation </li></ul><ul><ul><li>First focus: navigation, orientation, audio feedback </li></ul></ul><ul><ul><li>Equal challenge for the blind and sighted children </li></ul></ul><ul><li>Fun and game play </li></ul><ul><ul><li>Second focus: design and evaluating game fun experience and the game play </li></ul></ul><ul><ul><li>Introduction of mini challenges: </li></ul></ul><ul><ul><ul><li>enrich the game experience </li></ul></ul></ul><ul><ul><ul><li>provide specific locomotion exercises </li></ul></ul></ul>
  16. 16. Evaluation of navigation <ul><li>Children prefer rotation of the viewing perspective, however: </li></ul><ul><ul><li>blind children tend to lose their orientation </li></ul></ul><ul><ul><li>less possibilities to train the children’s balance. </li></ul></ul><ul><li>Faster speed for walking backwards </li></ul><ul><li>Feedback about the direction of your own movements. </li></ul>
  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 <ul><li>It is possible to offer an equal game challenge for blind and sighted children Smart combination of audio & visual & tactile feedback </li></ul><ul><li>Co-design works! </li></ul><ul><ul><li>valuable method to develop applications for children with visual impairment </li></ul></ul><ul><ul><li>many valuable insights and experiences for the developers </li></ul></ul><ul><ul><li>creative input from children throughout the process </li></ul></ul><ul><ul><li>a lot of the final solutions were created by the children </li></ul></ul><ul><li>Very rewarding that, through listening, blind children can give feedback on other players! </li></ul>
  21. 21. To do <ul><li>Improvement of locomotion needs to be measured </li></ul><ul><li>A method was created for longitudinal testing of the improvement of locomotion skills. This will be implemented in schools for visually impaired children </li></ul>
  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? <ul><li>Meet me in the breaks or in the exhibits </li></ul><ul><li>Position paper for “1 st Workshop on Game Accessibility: Xtreme Interaction Design (GAXID'11)”, Foundations of Digital Games (Bordeaux, France) </li></ul><ul><li>Contact information: </li></ul><ul><li>Rob Willems (Hanze University Groningen, Principal Blue), the Netherlands </li></ul><ul><li>Email: [email_address] , phone: +31 654 296 058 </li></ul>
  25. 25. Thank you !