| Literature DB >> 36105660 |
Tiziana Battistin1,2, Nadir Dalla Pozza3, Silvia Trentin1, Giovanni Volpin3, Andrea Franceschini4, Antonio Rodà3.
Abstract
Digital games aimed at improving cognitive and/or motor-sensory skills need to be carefully designed to take into account the characteristics and needs of particular categories of users. Several novel mini-games explicitly aimed at children with visual impairment (VI) were co-designed by a multidisciplinary team which involved computer engineers and a therapy team from the Robert Hollman Foundation (Padova, Italy). These games are played by children moving within a large-scale interactive environment - i.e., a floor portion placed under a motion capture system capable of tracking one or more people - with the game linking the players movements to the audio and visual output to produce meaningful interactions. We report on a pilot study of the usability of the system involving 11 children with VI. The results allowed us to improve the system and to define a set of guidelines useful for designers and developers of similar systems. Supplementary Information: The online version contains supplementary material available at 10.1007/s11042-022-13665-7.Entities:
Keywords: Children with visual impairment; Human-computer interaction; Large scale interactive environment; Serious games
Year: 2022 PMID: 36105660 PMCID: PMC9461408 DOI: 10.1007/s11042-022-13665-7
Source DB: PubMed Journal: Multimed Tools Appl ISSN: 1380-7501 Impact factor: 2.577
Fig. 1The five steps of the Design Thinking methodology
Fig. 2Software-hardware architecture
Fig. 3The playground of Bubbles
Fig. 4The interface that allows the therapists to setup Bubbles parameters, in relation to the specific needs of the children
Fig. 5The Sound explorer when played in mode 3
Fig. 6The Ping pong game field
Sample characteristics
| (a) Sample summary, with some statistics. | ||||
| Age (years) | Mean | 5.68 | ||
| SD | 1.77 | |||
| Sex | Female | 5 | ||
| Male | 6 | |||
| Diagnosis | Moderate low vision | 8 | ||
| Severe low vision | 1 | |||
| Blindness, monocular | 2 | |||
| (b) Details for each child. | ||||
| # | Sex | Age | WHO-ICD11 VI | Sessions |
| Classification Category | ||||
| 1 | M | 5y11m | 9.D90.2 | 2 |
| 2 | M | 6y7m | 9.D90.2 | 2 |
| 3 | M | 2y7m | 9.D90.3 | 4 |
| 4 | F | 8y4m | 0.D90.2 | 3 |
| 5 | F | 5y10m | 9.D90.2 | 1 |
| 6 | F | 5y10m | 9.D90.2 | 3 |
| 7 | F | 7y7m | 9.D90.2 | 1 |
| 8 | M | 5y3m | 9.D90.2 | 4 |
| 9 | M | 7y5m | 9.D90.5 | 4 |
| 10 | F | 5y6m | 9.D90.2 | 3 |
| 11 | M | 3y3m | 9.D90.5 | 2 |
Fig. 7The satisfaction VAS scale
Fig. 8Proposal of the tactile Satisfaction VAS scale to a child
Levels of Satisfaction expressed by children using the tactile VAS Scale
| Session | Score 1 | Score 2 | Score 3 |
|---|---|---|---|
| Not at all | So and so | Very much | |
| 1st | 0 | 1 | 6 |
| 2nd | 0 | 0 | 5 |
| 3rd | 0 | 0 | 5 |
| 4th | 0 | 0 | 7 |
| 5th | 0 | 0 | 5 |
Results of the usability questionnaire (Section 4.4.2)
| 1 | 2 | 3 | 4 | 5 | |
|---|---|---|---|---|---|
| (a) Usage experience questionnaire | |||||
| 0 | 0 | 0 | |||
| 0 | 0 | 1 | 0 | ||
| 1 | 1 | 0 | 0 | ||
| 0 | 1 | 1 | 0 | ||
| 0 | 0 | 1 | 1 | ||
| 0 | 0 | 1 | 1 | ||
| 1 | 1 | 0 | 0 | ||
| 0 | 0 | 0 | |||
| 0 | 0 | 0 | |||
| (b) SUS questionnaire | |||||
| 0 | 1 | 1 | 0 | ||
| 1 | 0 | 0 | 0 | ||
| 0 | 1 | 1 | 0 | ||
| 1 | 0 | 0 | 0 | ||
| 0 | 0 | 0 | |||
| 0 | 0 | 0 | |||
| 0 | 0 | 1 | 0 | ||
| 0 | 1 | 0 | 0 | ||
| 0 | 0 | 0 | 0 | ||
| 1 | 0 | 0 | 0 | ||
The column headings correspond to a 5-point Likert scale going from Strongly Disagree (1) to Strongly Agree (5). The most frequently-chosen answers are highlighted in bold
Fig. 9In the left image, a child in the first session of the play, searching for a reassuring contact with the therapist. On the right, the same child in the second session, playing independently
Fig. 10Progression of complexity of games