The Summary
Report
The basic goal
of the project is to investigate a design process of a non-visual
computer game that resembles the same level of accessibility and
fun as a game with visual output. The demonstration game has to
be as exciting and challenging as visual games. The game is designed
for blind children of the age of 10 to 14. During our concept phase,
we eliminate all visual terminology and base every output on sound
only. Elements of visual concepts are avoided, which makes sure
that blindness is not a handicap in this game. The design process
contains two parts; a design process purely based on sound and a
design process that focuses on the blind.
This project is the first step in researching the possibilities
of using sound as the main fundamental throughout a design process.
Our research indicates that there is a difference between designing
and styling audio.
We chose to
research the design process of a computer game for the blind because
of the huge, unexplored gap between present-day games and games
made for visually impaired users. A gap that is getting bigger and
bigger. While seeing gamers venture into 3D gaming worlds such as
'Myst' and 'Final Fantasy', blind gamers are forced to play yet
another game of Blackjack, Battleship or Memory.
Several attempts to create a game that is as exciting as a game
for the seeing have failed because they translated (i.e.: 'sonified')
the visual content and visual concept elements of existing games.
In doing so, various aspects of what makes the game fun to play
get neglected in this process, because these other aspects are not
translated into the audio-domain. In this project, we focused on
the essence of the game instead of the visual output.
This project is the first step in researching the possibilities
of using sound as the main fundamental throughout a design process.
Our research indicates that there is a difference between designing
and styling audio. Further studies may lead to a definition of Audio
Design Principles.
Summary
of aims and objectives:
- ·
To create a non-visual computer game that resembles the same level
of accessibility and fun as a game with visual output. Important
is that, in this game, blindness is not a handicap.
- To illustrate
that accessible does not mean 'an adapted original' but 'a re-designed
original based on the essence' .
- To give an
example of a design process (and product) that is fully based
on audio. This to amplify the functional use of sound.
- To find out
how one can design (sound) for the blind community, based on the
needs, characteristics and possibilities of this user group.
- To define
the relationship between sound and emotion in a game environment.
We playtested
'Drive' with a large (blind) audience and the overall opinion was
that ' Drive' is an exciting and accessible game. The blind users
could handle the game just as good as the seeing users. In general,
we discovered that blind users are capable of reaching higher scores
than seeing users. This shows 'Drive' is a game in which the blind
game player is not handicapped. Several seeing users joked they
felt handicapped themselves, because they were used to receiving
visual feedback.
We based 'Drive'
on the essence of a racing game. Throughout the concept-phase, we
tried to sonify every element of this essence. This proved to be
quite fruitful because once we laid to down the first copy of the
concept both the accessibility-factor and the fun-factor became
clear. This shows that 'Drive' is a good example of a design-process
purely based on sound, one of the aims of the project. It also illustrates
that accessible does not mean 'an adapted original' but 'a re-designed
original based on the essence'.
We wanted to
examine how one can design for the blind computer user. Prior to
this project, we had already researched the needs and characteristics
of this user group. We avoided visual terminology. So in this project,
we introduced terminology that fits the perceptive world of the
blind.
We learned that the blind children prefer racing games and shooters
above all and that they would like an exciting game that is equally
challenging for blind users as well as seeing players. We also learned
that competition is highly important between players and that dynamic
game-elements like levels and score should be applied. This because
current games don't really provide for these.
The blind users indicated that they would rather have a real voice
than the synthesized voice they are used to hear all day when using
the computer. We used recorded voices to give the game more depth
and to add variety in the experience of using the computer.
The balance between functional sound and figurative sound is very
important. In 'Drive', we kept a clear balance between these two.
Our first tests gave us the idea of force-focusing (using obstruction
sounds to break the concentration of the player) to make a game
more difficult to play. We also found out that sometimes the content
of a specific sound is responsible for the difficulty of the game.
Parameters for this remain undiscovered; we would like to explore
this issue in a future project.
We applied adaptive music to create a more dynamic environment.
This, together with the voice recordings, the intro, the website
and the menu all contribute to the immersion and the meta-gaming.
All this provided
us with a better view on how one can design for the blind community.
Not only games, but other projects based on sounds as well.
Future
research
In earlier research
we discovered the difference between 'audio design' and 'audio styling'.
In our opinion styling is the application of audio into an existing
concept while designing is creating a concept primary based on sound.
We found out that many people at our school and other institutes
are very interested in this point of view. Unfortunately there is
a lack of experience and research on this subject. Research until
now has focused on audio elements like audio icons/earcons and adaptive
composition.
We think these elements are very useful to use in a concept, but
they don't tell us anything on how to create a concept based on
audio. We would like to investigate the possibilities of formulating
and exploring such Audio Design Principles.
These Audio
Design Principles could be applied to design-processes in which
audio acts as an active element. These could include audio-only
projects or projects in which audio is combined with another discipline
e.g. Visual or tactile design. Audio can act superior to the other
discipline or have an equal role. 'Drive' is good example of a project
in which sound acts superior. When audio is inferior to the other
discipline or is not present at all the Audio Design Principles
do not influence the design process.
To define the
Audio Design Principles we want to continue the study on this subject.
|