28,516 research outputs found
Promoting game accessibility: Experiencing an induction on inclusive design practice at the global games jam
Copyright @ 2013 The AuthorsThe Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic
Recommended from our members
Foregrounding accessibility for user experience design
textI am interested in creating generative tools and techniques for designing accessible user experiences for end users. As a user experience designer, I am working on embracing the web accessibility standards and guidelines and including them from the beginning of the User Experience (UX) design process. My projects are directed at facilitating design students and professionals to understand two things: that the broad concept of web accessibility is important, and how they can embed web accessibility into the UX design process at a very early stage. To do this, I used different media (website, posters and videos etc.) to create awareness and educate designers in an interesting, simple and engaging way. In this report, I will discuss the definition and role of accessible design, identify limitations in existing tools and methods, and demonstrate how future designers might research, prototype, analyze, and implement their designs for all users.Desig
Full-body motion-based game interaction for older adults
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM
Heuristic usability evaluation on games: a modular approach
Heuristic evaluation is the preferred method to assess usability in games when experts conduct this
evaluation. Many heuristics guidelines have been proposed attending to specificities of games but
they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to
evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a
result, most evaluations do not cover important aspects in games such as mobility, multiplayer
interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to
different game and platform aspects we propose a modular approach based on the classification of
existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation
tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order
to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic
guidelines allows an explicit attendance to a wide range of usability aspects in games and a better
detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different
games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0
A short curriculum of the robotics and technology of computer lab
Our research Lab is directed by Prof. Anton Civit. It is an interdisciplinary group of 23
researchers that carry out their teaching and researching labor at the Escuela
Politécnica Superior (Higher Polytechnic School) and the Escuela de Ingeniería
Informática (Computer Engineering School). The main research fields are: a)
Industrial and mobile Robotics, b) Neuro-inspired processing using electronic spikes,
c) Embedded and real-time systems, d) Parallel and massive processing computer
architecture, d) Information Technologies for rehabilitation, handicapped and elder
people, e) Web accessibility and usability
In this paper, the Lab history is presented and its main publications and research
projects over the last few years are summarized.Nuestro grupo de investigación está liderado por el profesor Civit. Somos un grupo
multidisciplinar de 23 investigadores que realizan su labor docente e investigadora
en la Escuela Politécnica Superior y en Escuela de Ingeniería Informática. Las
principales líneas de investigaciones son: a) Robótica industrial y móvil. b)
Procesamiento neuro-inspirado basado en pulsos electrónicos. c) Sistemas
empotrados y de tiempo real. d) Arquitecturas paralelas y de procesamiento masivo.
e) Tecnología de la información aplicada a la discapacidad, rehabilitación y a las
personas mayores. f) Usabilidad y accesibilidad Web.
En este artículo se reseña la historia del grupo y se resumen las principales
publicaciones y proyectos que ha conseguido en los últimos años
Designing for designers: Towards the development of accessible ICT products and services using the VERITAS framework
Among key design practices which contribute to the development of inclusive ICT products and services is user testing with people with disabilities. Traditionally, this involves partial or minimal user testing through the usage of standard heuristics, employing external assisting devices, and the direct feedback of impaired users. However, efficiency could be improved if designers could readily analyse the needs of their target audience. The VERITAS framework simulates and systematically analyses how users with various impairments interact with the use of ICT products and services. Findings show that the VERITAS framework is useful to designers, offering an intuitive approach to inclusive design.The work presented in this article forms part of VERITAS, which is funded by the European Commission's 7th Framework Programme (FP7) (grant agreement # 247765 FP7-ICT-2009.7.2)
Is movement better? Comparing sedentary and motion-based game controls for older adults
Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors
Visual complexity, player experience, performance and physical exertion in motion-based games for older adults
Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipulations of the game representation through the visual channel (visual complexity), since it is the primary interaction modality of most games and since vision impairments are common amongst older adults. We examine the effects of different levels of visual complexity on player experience, performance, and exertion in a study with fifteen participants. Our results show that visual complexity affects the way games are perceived in two ways: First, while older adults do have preferences in terms of visual complexity of video games, notable effects were only measurable following drastic variations. Second, perceived exertion shifts depending on the degree of visual complexity. These findings can help inform the design of motion-based games for therapy and rehabilitation for older adults
- …