Designing user experiences: a game engine for the blind

e-Archivo Repository

Show simple item record

dc.contributor.advisor Onorati, Teresa Cáceres Muñoz, Álvaro
dc.coverage.spatial east=-3.6976389; north=40.4151111; name=ONCE Dirección General, Madrid, España 2018-11-29T12:13:57Z 2018-11-29T12:13:57Z 2017-07-03 2017-07-03
dc.description.abstract Video games experience an ever-increasing interest by society since their inception on the 70’s. This form of computer entertainment may let the player have a great time with family and friends, or it may as well provide immersion into a story full of details and emotional content. Prior to the end user playing a video game, a huge effort is performed in lots of disciplines: screenwriting, scenery design, graphical design, programming, optimization or marketing are but a few examples. This work is done by game studios, where teams of professionals from different backgrounds join forces in the inception of the video game. From the perspective of Human-Computer Interaction, which studies how people interact with computers to complete tasks, a game developer can be regarded as a user whose task is to create the logic of a video game using a computer. One of the main foundations of HCI. is that an in-depth understanding of the user’s needs and preferences is vital for creating a usable piece of technology. This point is important as a single piece of technology (in this case, the set of tools used by a game developer) may – and should have been designed to – be used on the same team by users with different knowledge, abilities and capabilities. Embracing this diversity of users functional capabilities is the core foundation of accessibility, which is tightly related to and studied from the discipline of HCI. The driving force behind this research is a question that came after considering game developers: Could someone develop a video game being fully or partially blind? Would it be possible for these users to be part of a game development team? What should be taken into account to cover their particular needs and preferences so that they could perform this task being comfortable and productive? The goal of this work is to propose a possible solution that can assure inclusion of fully or partially blind users in the context of computer game development. To do this, a Used Centered Design methodology has been followed. This approach is ideal in this case as it starts including people you’re designing for and ends with new solutions that are tailor made to suit their needs. First, previously designed solutions for this problem and related works have been analyzed. Secondly, an exploratory study has been performed to know how should the target user be able to interact with a computer when developing games, and design insights are drawn from both the state of the art analysis and the study results. Next, a solution has been proposed based on the design insights, and a prototype has been implemented. The solution has been evaluated with accessibility guidelines. It has been finally concluded that the proposed solution is accessible for visually impaired users.
dc.format.mimetype application/pdf
dc.language.iso eng
dc.rights Atribución-NoComercial-SinDerivadas 3.0 España
dc.subject.other Video games
dc.subject.other Human-computer interaction
dc.subject.other User centered design
dc.subject.other Game development
dc.subject.other Accessibility
dc.subject.other Unity3D
dc.title Designing user experiences: a game engine for the blind
dc.type bachelorThesis
dc.subject.eciencia Informática
dc.rights.accessRights openAccess Ingeniería Informática
dc.contributor.departamento Universidad Carlos III de Madrid. Departamento de Informática
 Find Full text

Files in this item

*Click on file's image for preview. (Embargoed files's preview is not supported)

The following license files are associated with this item:

This item appears in the following Collection(s)

Show simple item record