The human controller : usability and accessibility in video game interfaces

Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.

Bibliographic Details
Main Author: Glinert, Eitan M
Other Authors: Eric Klopfer.
Format: Thesis
Language:eng
Published: Massachusetts Institute of Technology 2009
Subjects:
Online Access:http://hdl.handle.net/1721.1/46106
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author Glinert, Eitan M
author2 Eric Klopfer.
author_facet Eric Klopfer.
Glinert, Eitan M
author_sort Glinert, Eitan M
collection MIT
description Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.
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spelling mit-1721.1/461062019-04-11T14:27:39Z The human controller : usability and accessibility in video game interfaces Glinert, Eitan M Eric Klopfer. Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science. Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science. Electrical Engineering and Computer Science. Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008. Includes bibliographical references (leaves 41-43). Despite the advances in user interfaces and the new gaming genres, not all people can play all games - disabled people are frequently excluded from game play experiences. On the one hand this adds to the list of discriminations disabled people face in our society, while on the other hand actively including them potentially results in games that are better for everyone. The largest hurdle to involvement is the user interface, or how a player interacts with the game. Analyzing usability and adhering to accessibility design principles makes it both possible and practical to develop fun and engaging game user interfaces that a broader range of the population can play. To demonstrate these principles we created AudiOdyssey, a PC rhythm game that is accessible to both sighted and non-sighted audiences. By following accessibility guidelines we incorporated a novel combination of features resulting in a similar play experience for both groups. Testing AudiOdyssey yielded useful insights into which interface elements work and which don't work for all users. Finally a case is made for considering accessibility when designing future versions of gaming user interfaces, and speculative scenarios are presented for what such interfaces might look like. by Eitan M. Glinert. M.Eng. 2009-06-30T17:18:28Z 2009-06-30T17:18:28Z 2008 2008 Thesis http://hdl.handle.net/1721.1/46106 387923039 eng M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission. http://dspace.mit.edu/handle/1721.1/7582 47 leaves application/pdf Massachusetts Institute of Technology
spellingShingle Electrical Engineering and Computer Science.
Glinert, Eitan M
The human controller : usability and accessibility in video game interfaces
title The human controller : usability and accessibility in video game interfaces
title_full The human controller : usability and accessibility in video game interfaces
title_fullStr The human controller : usability and accessibility in video game interfaces
title_full_unstemmed The human controller : usability and accessibility in video game interfaces
title_short The human controller : usability and accessibility in video game interfaces
title_sort human controller usability and accessibility in video game interfaces
topic Electrical Engineering and Computer Science.
url http://hdl.handle.net/1721.1/46106
work_keys_str_mv AT glinerteitanm thehumancontrollerusabilityandaccessibilityinvideogameinterfaces
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