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This is a lecture I gave for students at Hanzehoogeschool.
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I n n o v e r e n m e t k l a n t e n
Co-design of a (Wii) game
for the blind and sighted
Liliane Kuiper-Hoyng
I n n o v a t e w i t h c u s t o m e r s
Nice to meet you…
I n n o v e r e n m e t k l a n t e n
Industrial Design
15 years in R&D
I n n o v a t e w i t h c u s t o m e r s
Personal evolution
Design of a User friendly VCR for elderly people
User interface testing
Functional requirements
Future Innovation concepts
UI Design
Co-creation / Co-design - elderly people – citizens – blind children
I n n o v a t e w i t h c u s t o m e r s
Why develop with end users?
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
From: Co-creation and the new landscapes of design
Elizabeth B.-N. Sanders & Pieter Jan Stappers
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 during
all development phases
co-creation / co-design
classical
I n n o v a t e w i t h c u s t o m e r s
Levels of Participation
User test
existing products
Tester test prototypes
Informant information during development
and evaluation of prototypes
Design partner collect data & initiate ideas
collaboration during development
and evaluation of prototypes
Participation roles
[Druin A., 2002, The Role of children in the design of technology]
Decoration
Manipulation
Tokenism
Roger Hart’s participation ladder
[Hart. R., 1992, Children’s participation from tokenism to citizenship]
Assigned and informed
Consulted and informed
Child initiatied,
shared decisions with adults
Child initiated and directed
Adult initiatied,
shared decisions with children
Involve ≠ Listen
I n n o v a t e w i t h c u s t o m e r s
How the project started
A game for
blind children?
NO
We want a
game for all!
I n n o v a t e w i t h c u s t o m e r s
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
I n n o v a t e w i t h c u s t o m e r s
The Goal
Game for blind & sighted children
Play on equal basis
Improve locomotion skills (Wii- Game)
I n n o v a t e w i t h c u s t o m e r s
Not just a game: a Serious Game
Pain relief Physical therapy Training (surgeons)
Edutainment Awareness
Attitude change
Group process
Against All Odds
learning objective / engaging interactive media / game element - persuasive games
I n n o v a t e w i t h c u s t o m e r s
Approach
Collaborative design
Blind & sighted children
become part of
multidisciplinary team
Game
Development Facititate
Creative Process
Project
Magagement
Project Stakeholder
Locomotion & Blindness Experts
Blind & sighted
children
I n n o v a t e w i t h c u s t o m e r s
How to involve all parties?
Co-design with children
Project management
Movement Experts / School
I n n o v a t e w i t h c u s t o m e r s
Co-creation steps
create awareness
define shared goal
idea creation
experience with
new technology
evaluate and combine ideas
create team create ideas evaluate & select
shared
concepts
build & iterate
evaluate & optimize
experience concept
look for mutual ideas
I n n o v a t e w i t h c u s t o m e r s
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
I n n o v a t e w i t h c u s t o m e r s
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
I n n o v a t e w i t h c u s t o m e r s
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)
I n n o v a t e w i t h c u s t o m e r s
Evaluate & select
Share intermediate results:
• adopt ideas from others
Present final ideas to group:
• rated
• positive and negative feedback
I n n o v a t e w i t h c u s t o m e r s
Shared concepts
Create a list of mutual elements:
Functional requirements
I n n o v a t e w i t h c u s t o m e r s
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
I n n o v a t e w i t h c u s t o m e r s
NB: that was a shortcut….
Translate raw material:
make it “look real”
Create clusters based on similar
personal preferences:
describe fictional characters
(persona’s)
Elaborate on solutions for different
characters
Getting familiar with all concepts
(persona’s)
Format to duplicate evaluation
methodology from designers
Give important role to stakeholder
Selection of most relevant
functionality
shared concepts evaluate & select
I n n o v a t e w i t h c u s t o m e r s
Prototype evaluation
1. Navigation and orientation
• First focus: navigation, orientation, audio feedback
• equal challenge for the blind and sighted children
• two different concepts for navigation
2. 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
I n n o v a t e w i t h c u s t o m e r s
The game
I n n o v a t e w i t h c u s t o m e r s
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.
I n n o v a t e w i t h c u s t o m e r s
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
I n n o v a t e w i t h c u s t o m e r s
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
I n n o v a t e w i t h c u s t o m e r s
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!
I n n o v a t e w i t h c u s t o m e r s
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
I n n o v a t e w i t h c u s t o m e r s
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
I n n o v a t e w i t h c u s t o m e r s
Questions ?
I n n o v a t e w i t h c u s t o m e r s
Traditional research vs co-creation
Anonymous stakeholders
Do not re-use people
Do not explain research purpose
Ask opinions not creativity
Experts interpret meaning
Respondents do not care
No time to go deep
One dimensional focus
[Promise, Research 1020 Conference, Sex lies and Chocolate:
How communities can change the way you think about innovation for good]
Tell them who you are
Work with same consumers
over an extended period of time
Explain what we are doing and why
Ask creativity and opinions
Ask consumers help to understand
the implications
Look for respondents that really care
Overcome the superficial:
create relationship and trust
Diverse perspactives provide
the seed of innovation
I n n o v a t e w i t h c u s t o m e r s
Questions?