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The Promotion of Empathy for the Experience of Users with Visual Impairment in the Game Design Education

机译:在游戏设计教育中促进视觉障碍用户体验的移情

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People are constantly seeking new experiences through perceptions that involve practical and subjective aspects such as usability, efficiency, satisfaction, and accessibility. The advent of digital inclusion has encouraged the software development with support for accessibility, which is proposed to promote the improvement of the quality of life of people with some type of disability, although also reflects positively with people without disabilities. In this sense, accessible digital games constitute a growing demand and, among the different solutions that have been proposed, the audiogames propose to offer a differentiated user experience, with the exploration of different sound stimuli that complement the visual stimuli. Thus, audio features are explored with the aim of guiding the player about the game universe based on different sounds and such features are significant for the experience of visually impaired players. However, the development of audiogames that are really accessible and provide a satisfying interaction for visually impaired users is still a challenge for game designers, who need to develop empathy for their target audience by understanding their needs and expectations. This article presents an experience report involving the development of audiogames that, though considering the accessibility to visually impaired, focus on the experience provided to game designers without visually impaired so as to awaken in these the empathy for games accessible through the understanding of how sound stimuli can compensate for lack of vision.
机译:人们不断通过涉及实用性和主观性(例如可用性,效率,满意度和可访问性)的感知来寻求新的体验。数字包容的出现鼓励了对可访问性的支持的软件开发,其提出是为了促进某种类型的残疾人的生活质量的改善,尽管它也对残疾人的发展产生了积极的影响。从这个意义上讲,可访问的数字游戏构成了日益增长的需求,并且在已经提出的不同解决方案中,有声游戏提出了通过与声音刺激互补的不同声音刺激来提供差异化​​的用户体验。因此,探索音频特征的目的在于基于不同的声音来引导玩家关于游戏世界,并且这种特征对于视力障碍玩家的体验而言是重要的。但是,对于那些视觉障碍的用户来说,开发真正可访问并为他们提供令人满意的交互功能的音频游戏仍然是游戏设计师的挑战,他们需要通过了解目标受众的需求和期望来培养同理心。本文提供了一份涉及音频游戏开发的经验报告,该报告尽管考虑了视障人士的可及性,但着重于为没有视障人士的游戏设计师提供的体验,从而通过理解声音刺激如何唤醒了对可访问游戏的同情心。可以弥补视力不足。

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