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Co-design of a (Wii) game
for the blind and sighted
Liliane Kuiper-Hoyng
Lili.Kuiper@LiliCo.nl




                 Innoveren met klanten
Nice to meet you…                      15 years in R&D




Industrial 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
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
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 during
From: Co-creation and the new landscapes of design      all development phases
Elizabeth B.-N. Sanders & Pieter Jan Stappers



                                                             Innovate with customers
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
How the project started
                          A game for
                           blind children?


                          NO

                          We want a
                           game for all!



                      Innovate with customers
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
The Goal
 Game for blind & sighted children

 Play on equal basis

 Improve locomotion skills (Wii- Game)




                               Innovate with customers
learning objective / engaging interactive media / game element - persuasive games



Not just a game: a Serious Game



Pain relief   Physical therapy                   Training (surgeons)
              Against All Odds




Edutainment   Awareness                           Group process
              Attitude change

                                       Innovate with customers
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
How to involve all parties?
                              Co-design with children
                              Movement Experts / School
                              Project management




                       Innovate with customers
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
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
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
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
Evaluate & select
Share intermediate results:
   •   adopt ideas from others


Present final ideas to group:
   •   rated
   •   positive and negative feedback




                                    Innovate with customers
Shared concepts
Create a list of mutual elements:




                                      Functional requirements

                               Innovate with customers
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
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
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

                                          Innovate with customers
The game




           Innovate with customers
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
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
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
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
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
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
Questions ?




              Innovate with customers
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
Questions?




             Innovate with customers

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Co-design of a (Wii) game for the blind and sighted

  • 1. Co-design of a (Wii) game for the blind and sighted Liliane Kuiper-Hoyng Lili.Kuiper@LiliCo.nl Innoveren met klanten
  • 2. Nice to meet you… 15 years in R&D Industrial 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. 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. 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 during From: Co-creation and the new landscapes of design all development phases Elizabeth B.-N. Sanders & Pieter Jan Stappers Innovate with customers
  • 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. How the project started A game for blind children? NO We want a game for all! Innovate with customers
  • 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. The Goal  Game for blind & sighted children  Play on equal basis  Improve locomotion skills (Wii- Game) Innovate with customers
  • 9. learning objective / engaging interactive media / game element - persuasive games Not just a game: a Serious Game Pain relief Physical therapy Training (surgeons) Against All Odds Edutainment Awareness Group process Attitude change Innovate with customers
  • 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. How to involve all parties? Co-design with children Movement Experts / School Project management Innovate with customers
  • 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. 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. 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. 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. Evaluate & select Share intermediate results: • adopt ideas from others Present final ideas to group: • rated • positive and negative feedback Innovate with customers
  • 17. Shared concepts Create a list of mutual elements:  Functional requirements Innovate with customers
  • 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. 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. 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 Innovate with customers
  • 21. The game Innovate with customers
  • 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. 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. 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. 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. 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. 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. Questions ? Innovate with customers
  • 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. Questions? Innovate with customers