Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3374920.3374953acmconferencesArticle/Chapter ViewAbstractPublication PagesteiConference Proceedingsconference-collections
research-article

Be Active! Participatory Design of Accessible Movement-Based Games

Published: 09 February 2020 Publication History

Abstract

Regular physical exercise is an essential factor for preventing chronic diseases. Activities to support physical education in schools have been increasingly used in recent years as a target to get young people interested in sports. However, for visually impaired students it is difficult to participate in traditional team sports which are widely played in physical education. To overcome this issue, we developed a design toolkit consisting of building blocks that enable visually impaired students to create and play their own movement-based games. To investigate different types of building blocks and their potential to create accessible movement-based games, we conducted two game design workshops with visually impaired students. The results show that our building blocks can successfully be used by visually impaired students to empower them to become creators of movement-based games that are both accessible and engaging. By making our design-process transparent, we further provide insights on how to implement a co-creation process in a school for visually impaired students.

References

[1]
Tilde Bekker and Janienke Sturm. 2009. Stimulating physical and social activity through open-ended play. Proceedings of IDC 2009 - The 8th International Conference on Interaction Design and Children, January: 309--312. https://doi.org/10.1145/1551788.1551869
[2]
Tilde Bekker, Janienke Sturm, and Berry Eggen. 2010. Designing playful interactions for social interaction and physical play. Personal and Ubiquitous Computing 14, 5: 385--396. https://doi.org/10.1007/s00779-009-0264--1
[3]
Durell Bishop. 1992. Marble answering machine. Royal College of Art, Interaction Design.
[4]
Michele Capella-McDonnall. 2007. The Need for Health Promotion for Adults Who Are Visually Impaired. Journal of Visual Impairment & Blindness 101, 3: 133--145.
[5]
Paula Conroy. 2012. Supporting students with visual impairments in physical education: Needs of physical educators. Insight: Research and Practice in Visual Impairment and Blindness 5, 1: 3--10.
[6]
Eelke Folmer. 2015. Exploring the use of an aerial robot to guide blind runners. ACM SIGACCESS Accessibility and Computing, 112: 3--7. https://doi.org/10.1145/2809915.2809916
[7]
Christopher Frauenberger, Julia Makhaeva, and Katharina Spiel. 2016. Designing Smart Objects with Autistic Children: Four Design Expos{è}s. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 130--139.
[8]
Euan Freeman, Graham Wilson, Stephen Brewster, Gabriel Baud-Bovy, Charlotte Magnusson, and Hector Caltenco. 2017. Audible Beacons and Wearables in Schools. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17, 4146--4157. https://doi.org/10.1145/3025453.3025518
[9]
Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan Mandryk. 2012. Full-body Motion-based Game Interaction for Older Adults. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12), 1873--1882. https://doi.org/10.1145/2207676.2208324
[10]
Florian Güldenpfennig, Peter Fikar, and Roman Ganhör. 2018. Interactive and Open-Ended Sensory Toys. In Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '18, 451--459. https://doi.org/10.1145/3173225.3173247
[11]
Katherine Isbister. 2016. How games move us: Emotion by design. Mit Press.
[12]
Hiroshi Ishii and Brygg Ullmer. 1997. Tangible Bits: Towards Seamless Interfaces Between People, Bits and Atoms. In Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems - CHI´97 (CHI '97), 234--241. https://doi.org/10.1145/258549.258715
[13]
Rabia Jafri. 2014. Electronic Braille Blocks: A Tangible Interface-Based Application for Teaching Braille Letter Recognition to Very Young Blind Children. In Computers Helping People with Special Needs: 14th International Conference, ICCHP 2014, Proceedings, Part II. Springer International Publishing, Cham, 551--558. https://doi.org/10.1007/978--3--319-08599--9_81
[14]
Charlotte Magnusson, Héctor Caltenco, Sara Finocchietti, Giulia Cappagli, Graham Wilson, and Monica Gori. 2015. What Do You Like? Early Design Explorations of Sound and Haptic Preferences. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct - MobileHCI '15, 766--773. https://doi.org/10.1145/2786567.2793699
[15]
Charlotte Magnusson, Bitte Rydeman, Sara Finocchietti, Giulia Cappagli, Lope Ben Porquis, Gabriel Baud-Bovy, and Monica Gori. 2015. Co-located games created by children with visual impairments. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct - MobileHCI '15, 1157--1162. https://doi.org/10.1145/2786567.2794350
[16]
Elke Mattheiss, Georg Regal, David Sellitsch, and Manfred Tscheligi. 2017. User-centred design with visually impaired pupils: A case study of a game editor for orientation and mobility training. International Journal of Child-Computer Interaction 11: 12--18. https://doi.org/10.1016/j.ijcci.2016.11.001
[17]
Philipp Mayring. 2014. Qualitative content analysis: theoretical foundation, basic procedures and software solution. Retrieved from http://nbn-resolving.de/urn:nbn:de:0168-ssoar-395173
[18]
Tony Morelli, John Foley, Luis Columna, Lauren Lieberman, and Eelke Folmer. 2010. VI-Tennis?: a Vibrotactile / Audio Exergame for Players who are Visually Impaired Categories and Subject Descriptors. In Proceedings of the Fifth International Conference on the Foundations of Digital Games, 147--154.
[19]
Tony Morelli, John Foley, and Eelke Folmer. 2010. Vi-bowling. In Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility - ASSETS '10, 179--186. https://doi.org/10.1145/1878803.1878836
[20]
Tony Morelli, John Foley, and Lauren Lieberman. 2011. Pet-N-Punch?: Upper Body Tactile / Audio Exergame to Engage Children with Visual Impairments into Physical Activity. Proceedings of Graphics Interface 2011, January: 223--230.
[21]
Tony Morelli, Eelke Folmer, John T. Foley, and Lauren Lieberman. 2011. Improving the lives of youth with visual impairments through exergames. Insight: Research and Practice in Visual Impairment and Blindness 4, 4: 160--170.
[22]
Florian "Floyd" Mueller, Darren Edge, Frank Vetere, Martin R Gibbs, Stefan Agamanolis, Bert Bongers, and Jennifer G Sheridan. 2011. Designing Sports: A Framework for Exertion Games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '11), 2651--2660. https://doi.org/10.1145/1978942.1979330
[23]
Florian "Floyd" Mueller, Martin R. Gibbs, and Frank Vetere. 2008. Taxonomy of exertion games. Proceedings of the 20th Australasian Conference on Computer-Human Interaction Designing for Habitus and Habitat - OZCHI '08: 263. https://doi.org/10.1145/1517744.1517772
[24]
Florian Floyd Mueller, Martin R. Gibbs, Frank Vetere, and Darren Edge. 2017. Designing for Bodily Interplay in Social Exertion Games. ACM Transactions on Computer-Human Interaction 24, 3: 1--41. https://doi.org/10.1145/3064938
[25]
Florian Floyd Mueller and Katherine Isbister. 2014. Movement-Based Game Guidelines. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '14: 2191--2200. https://doi.org/10.1145/2556288.2557163
[26]
Armin Paravlic, Marko Aleksandrovic, Dobrica Zivkovic, Dragan Radovanovic, Dejan Madic, Stefan Djordjevic, and Admira Konicanin. 2015. the Effects of Exercise Programs on Visually Impaired Children: a Systematic Review Study. Facta Universitatis: Series Physical Education & Sport 13, 2: 193--201.
[27]
Matt Ratto. 2011. Critical Making: Conceptual and Material Studies in Technology and Social Life. The Information Society 27, 4: 252--260. https://doi.org/10.1080/01972243.2011.583819
[28]
Matt Ratto, Isaac Record, Ginger Coons, and Max Julien. 2014. Blind tennis. In Proceedings of the 13th Participatory Design Conference on Short Papers, Industry Cases, Workshop Descriptions, Doctoral Consortium papers, and Keynote abstracts - PDC '14 - volume 2, 41--44. https://doi.org/10.1145/2662155.2662199
[29]
Isaac Record, Matt Ratto, Adriana Ieraci, and Nina Czegledy. 2013. "DIY prosthetics Workshops - Critical making ' for public understanding of human augmentation. In 2013 IEEE International Symposium onTechnology and Society (ISTAS), 117--125.
[30]
Kyle Rector. 2015. Exploring the Opportunities and Challenges with Exercise Technologies for People who are Blind or Low-Vision.
[31]
Kyle Rector, Rachel Bartlett, and Sean Mullan. 2018. Exploring Aural and Haptic Feedback for Visually Impaired People on a Track?: A Wizard of Oz Study.
[32]
Kyle Rector, Cynthia L Bennett, and Julie A Kientz. 2013. Eyes-Free Yoga?: An Exergame Using Depth Cameras for Blind & Low Vision Exercise.
[33]
Georg Regal, Elke Mattheiss, David Sellitsch, and Manfred Tscheligi. 2016. TalkingCards?: Using Tactile NFC Cards for Accessible Brainstorming. In Proceedings of Augmented Human International Conference, AH 2016.
[34]
Iris Soute, Panos Markopoulos, and Remco Magielse. 2010. Head Up Games: Combining the best of both worlds by merging traditional and digital play. Personal and Ubiquitous Computing 14, 5: 435--444. https://doi.org/10.1007/s00779-009-0265-0
[35]
Katharina Spiel, Julia Makhaeva, and Christopher Frauenberger. 2016. Embodied Companion Technologies for Autistic Children. Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '16, February: 245--252. https://doi.org/10.1145/2839462.2839495
[36]
Amanda Staiano and Sandra Calvert. 2011. Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits. Child development perspectives 5: 93--98.
[37]
Moira E Stuart, Lauren Lieberman, and Karen E Hand. 2006. Beliefs about physical activity among children who are visually impaired and their parents. Journal of Visual Impairments & Blindness 100, 4.
[38]
Linda de Valk, Pepijn Rijnbout, Mark de Graaf, Tilde Bekker, Ben Schouten, and Berry Eggen. 2013. GlowSteps -- A Decentralized Interactive Play Environment for Open-Ended Play. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Dennis Reidsma, Haruhiro Katayose and Anton Nijholt (eds.). Springer International Publishing, Cham, 528--531. https://doi.org/10.1007/978--3--319-03161--3_45
[39]
Stefanie J M Verstraete, Greet M. Cardon, Dirk L R De Clercq, and Ilse M M De Bourdeaudhuij. 2006. Increasing children's physical activity levels during recess periods in elementary schools: The effects of providing game equipment. European Journal of Public Health 16, 4: 415--419. https://doi.org/10.1093/eurpub/ckl008
[40]
Darren E R Warburton, Crystal Whitney Nicol, and Shannon S D Bredin. 2006. Health benefits of physical activity: the evidence. CMAJ?: Canadian Medical Association journal = journal de l'Association medicale canadienne 174, 6: 801--9. https://doi.org/10.1503/cmaj.051351
[41]
WHO. 2014. Global status report on noncommunicable diseases 2014. World Health: 176. https://doi.org/ISBN 9789241564854
[42]
Website Points Project. Retrieved December 13, 2019 from http://points.tech-experience.at/indexEN.html

Cited By

View all
  • (2024)Hearing the Bullseye: An Auditory-Cued Archery Exergame for the Visually Impaired and Their Sighted Family and FriendsCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678829(384-391)Online publication date: 14-Oct-2024
  • (2024)Designing a Safe Auditory-Cued Archery Exertion Game for the Visually Impaired and Sighted to Enjoy TogetherProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3688510(1-6)Online publication date: 27-Oct-2024
  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
TEI '20: Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction
February 2020
978 pages
ISBN:9781450361071
DOI:10.1145/3374920
  • General Chairs:
  • Elise van den Hoven,
  • Lian Loke,
  • Program Chairs:
  • Orit Shaer,
  • Jelle van Dijk,
  • Andrew Kun
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 February 2020

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. accessibility
  2. co-design
  3. critical making
  4. exertion games
  5. game design
  6. movement-based games
  7. participatory design

Qualifiers

  • Research-article

Funding Sources

  • OeAD-GmbH

Conference

TEI '20
Sponsor:

Acceptance Rates

TEI '20 Paper Acceptance Rate 37 of 132 submissions, 28%;
Overall Acceptance Rate 393 of 1,367 submissions, 29%

Upcoming Conference

TEI '25

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)62
  • Downloads (Last 6 weeks)8
Reflects downloads up to 09 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Hearing the Bullseye: An Auditory-Cued Archery Exergame for the Visually Impaired and Their Sighted Family and FriendsCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678829(384-391)Online publication date: 14-Oct-2024
  • (2024)Designing a Safe Auditory-Cued Archery Exertion Game for the Visually Impaired and Sighted to Enjoy TogetherProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3688510(1-6)Online publication date: 27-Oct-2024
  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
  • (2023)Children and Young People’s Involvement in Designing Applied Games: Scoping ReviewJMIR Serious Games10.2196/4268011(e42680)Online publication date: 16-Mar-2023
  • (2023)Accessibility of games and game-based applications: A systematic literature review and mapping of future directionsNew Media & Society10.1177/1461444823120402026:4(2336-2384)Online publication date: 9-Nov-2023
  • (2022)Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers’ Experiences during the Covid-19 PandemicProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555925(1-8)Online publication date: 5-Sep-2022
  • (2022)Systematic Literature Review on Making and AccessibilityProceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3517428.3550377(1-5)Online publication date: 23-Oct-2022
  • (2022)Workshops in TEI: Development, Evaluation, Exploration, and ImplementationProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3505562(1-9)Online publication date: 13-Feb-2022
  • (2022)Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low VisionProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501327(1-17)Online publication date: 13-Feb-2022
  • (2022)Learning maths with a tangible user interfaceInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10038232:COnline publication date: 3-Jun-2022
  • Show More Cited By

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media