Does a sonar system make a blind maze navigation computer game more "fun"?

  • Authors:
  • Matt Wilkerson;Amanda Koenig;James Daniel

  • Affiliations:
  • Southern Illinois University Edwardsville, Edwardsville, IL, USA;Southern Illinois University Edwardsville, Edwardsville, IL, USA;Southern Illinois University Edwardsville, Edwardsville, IL, USA

  • Venue:
  • Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
  • Year:
  • 2010

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Abstract

As part of the Blind Programming Project at Southern Illinois University Edwardsville, we are investigating ways to make programming more fun for school aged blind children. We are beginning this search by creating and empirically analyzing a number of different auditory computer games. These games are being analyzed to see if we can make them customizable (programmable), using blind programming environments, and to see what kind of strategies work best when designing video games in general for blind users. In this work, we explored the creation of a zombie-killing maze navigation game for the blind. Specifically, we were curious whether a sonar based system would be more fun for users when trying to navigate the maze as compared to a navigation system that literally told the user which way to travel. We hypothesized that the sonar system would be more fun, as it provided a playful challenge. Unlike most auditory games for the blind, which typically use screen readers, we made high quality voice recordings of the entire user interface for our game. Overall, results did not show that the sonar based game was more fun, however our game was rated so highly by users, that the navigation system itself appears less important than careful user design and innovative and fun auditory feedback.