1
SCHOOL OF INFORMATICS & COMPUTING HUMAN - COMPUTER INTERACTION / DESIGN Advisors of Record • Eli Blevis, Associate Professor of Informatics, Director of the HCI/d Program, Instructor of Record • Travis Brown, Associate Instructor • Yue Pan, Associate Instructor • Ashley Tan, Associate Instructor Core HCI/d Faculty Advisors • Jeff Bardzell, Associate Professor of Informatics • Shaowen Bardzell, Associate Professor of Informatics • Marty Siegel, Professor of Informatics • Erik Stolterman, Professor of Informatics Norman Makoto Su, Professor of Informatics I conducted usability tests on individuals who have control over both of their hands. In these tests I had these individuals play video games with only their primary hand and looked for insights into how they played and what they did. I also conducted interviews with several individuals including Nancy Louraine, director of Turnstone, an organization in Fort Wayne, dedicated to helping people disabilities. In addition to the primary research, I looked into both academic and industry papers on designing for people with disabilities to examine what had been done before and what successes there were. I also formed collections of artifacts that were important to this project, including traditional video game controllers, controllers that were deemed accessible, and aesthetic artifacts designed for people with physical disabilities. To summarize here much of the research indicated that there was room for improvement in the design of and the outlook of people with physical disabilities. Usually only the function of the artifact is taken into consideration for designing these devices. They are generally expensive and undesirable to people without the physical disability. Figure 2 : Creating Clay Prototypes RESEARCH I chose to focus on controller design for several reasons. First video games that were specifically designed for people with physical disabilities tended to be less played by people and would not appeal to the community aspect that I found very important. Second, I focused in on how they could experience popular video games for a closer approximation of how the game designers intended for how they were played and how players actually players played the games. Most of these games were designed around a traditional video game controller which had two analog sticks, two triggers, and twelve buttons. Figure 3 : This is something to share INSIGHTS Within people’s lives they will undergo rites of passage that are expected in our society. Some of these rites of passage may be difficult for people with physical disabilities to complete and if they fail or feel uncomfortable with them. If this happens, the people with physical disabilities can experience alienation from their other friends as their friends pass these rites of passage The burden of designing objects should not be placed on the people with different abilities, but the objects themselves. It is ethical to design for people with physical disabilities and that designing around their desires can improve both their experiences and the experience of others interacting with them. Making a design, that a person needs to function in society, desirable or appealing is important because it shapes how that person who use it are viewed and how the society treats that individual. Figure 3 : Several of the Clay Prototypes I created to grasp at the materiality CONCEPTS PROTOTYPE Make the one-handed video game controller more organic. Right now, the controller has very hard edges and could feel better in the hand. Furthermore, with the knowledge I gained from this 3D printed prototype, it should allow the buttons to be placed better. Make the controller Interactive: Unfortunately, due to time constrains and design choices for the first prototype. I was unable to add interactive elements into the prototype. This would also require the development of a 3D model that better represents the insides of the controller or another method of allowing the buttons, triggers, and joysticks to be stable during game play. Long-term I would like to consider how to get this controller into more people’s hands. There are several possible ways of doing this. One possible way would be to approach video game controller manufactures to see if there is an interest in producing this controller and then proceeding from there. The second approach could be do it myself Figure 5 : The front of the controller I made STRATEGY ACCESSIBILITY INTERACTION AND VIDEO GAMES Nathan Potts Nathan Potts I694 Thesis Project, 2014 Human-Computer Interaction Design Program School of Informatics & Computing Indiana University at Bloomington Figure 1 : Michael Stallings playing Bastion with one hand I designed a one hand video game controller that emerged from the clay prototypes. For these prototypes I took the design and measured the dimension to translate the concept from clay to plastic. The goal of this prototype was to examine how all the pieces would fit together and to see if this concept could provide a positive experience. Figure 6: 3D Model in Maya Figure 7: 3D Printing the Controller Figure 8: The Finished Controller Figure 9: Finishing Touches Figure 4 : Final Clay model before the start of modeling

Nathan Potts final Capstone poster

Embed Size (px)

Citation preview

SCHOOL OF INFORMATICS & COMPUTINGHUMAN-COMPUTER INTERACTION / DESIGN

Advisors of Record• Eli Blevis, Associate Professor of Informatics,

Director of the HCI/d Program, Instructor of Record• Travis Brown, Associate Instructor• Yue Pan, Associate Instructor• Ashley Tan, Associate Instructor

Core HCI/d Faculty Advisors• Jeff Bardzell, Associate Professor of Informatics• Shaowen Bardzell, Associate Professor of Informatics• Marty Siegel, Professor of Informatics• Erik Stolterman, Professor of Informatics• Norman Makoto Su, Professor of Informatics

I conducted usability tests on individuals who have control over both of their hands. In these tests I had these individuals play video games with only their primary hand and looked for insights into how they played and what they did.

I also conducted interviews with several individuals including Nancy Louraine, director of Turnstone, an organization in Fort Wayne, dedicated to helping people disabilities.

In addition to the primary research, I looked into both academic and industry papers on designing for people with disabilities to examine what had been done before and what successes there were. I also formed collections of artifacts that were important to this project, including traditional video game controllers, controllers that were deemed accessible, and aesthetic artifacts designed for people with physical disabilities.

To summarize here much of the research indicated that there was room for improvement in the design of and the outlook of people with physical disabilities. Usually only the function of the artifact is taken into consideration for designing these devices. They are generally expensive and undesirable to people without the physical disability.

Figure 2 : Creating Clay Prototypes

RESEARCH

I chose to focus on controller design for several reasons. First video games that were specifically designed for people with physical disabilities tended to be less played by people and would not appeal to the community aspect that I found very important. Second, I focused in on how they could experience popular video games for a closer approximation of how the game designers intended for how they were played and how players actually players played the games. Most of these games were designed around a traditional video game controller which had two analog sticks, two triggers, and twelve buttons.

Figure 3 : This is something to share

INSIGHTSWithin people’s lives they will undergo rites of passage that are expected in our society. Some of these rites of passage may be difficult for people with physical disabilities to complete and if they fail or feel uncomfortable with them. If this happens, the people with physical disabilities can experience alienation from their other friends as their friends pass these rites of passage

The burden of designing objects should not be placed on the people with different abilities, but the objects themselves.

It is ethical to design for people with physical disabilities and that designing around their desires can improve both their experiences and the experience of others interacting with them.

Making a design, that a person needs to function in society, desirable or appealing is important because it shapes how that person who use it are

viewed and how the society treats that individual.

Figure 3 : Several of the Clay Prototypes I created to grasp at the materiality

CONCEPTS PROTOTYPE

Make the one-handed video game controller more organic. Right now, the controller has very hard edges and could feel better in the hand. Furthermore, with the knowledge I gained from this 3D printed prototype, it should allow the buttons to be placed better.

Make the controller Interactive: Unfortunately, due to time constrains and design choices for the first prototype. I was unable to add interactive elements into the prototype. This would also require the development of a 3D model that better represents the insides of the controller or another method of allowing the buttons, triggers, and joysticks to be stable during game play.

Long-term I would like to consider how to get this controller into more people’s hands. There are several possible ways of doing this. One possible way would be to approach video game controller manufactures to see if there is an interest in producing this controller and then proceeding from there. The second approach could be do it myself

Figure 5 : The front of the controller I made

STRATEGY

ACCESSIBILITY INTERACTIONAND VIDEO GAMESNathan Potts

Nathan PottsI694 Thesis Project, 2014Human-Computer Interaction Design ProgramSchool of Informatics & ComputingIndiana University at Bloomington

Figure 1 : Michael Stallings playing Bastion with one hand

I designed a one hand video game controller that emerged from the clay prototypes. For these prototypes I took the design and measured the dimension to translate the concept from clay to plastic. The goal of this prototype was to examine how all the pieces would fit together and to see if this concept could provide a positive experience.

Figure 6: 3D Model in Maya Figure 7: 3D Printing the Controller

Figure 8: The Finished Controller Figure 9: Finishing TouchesFigure 4 : Final Clay model before the start of modeling