More than Human Centred Design
Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs
Liam Mason, University of lincoln, LINCOLN, United Kingdom
Kathrin Gerling, Department of Computer Science, e-Media Research Lab, KU Leuven, Leuven, Belgium
Patrick Dickinson, University of Lincoln, Lincoln, United Kingdom
Jussi Holopainen, School of Computer Science, University of Lincoln, Lincoln, United Kingdom
- Corresponding email(s): email@example.com
- ACM DL Link: Extended Abstract
For many wheelchair users, access to engaging physical activity is difficult due to many barriers, technology offer the potential to support users engaging in physical activity This is Dash Lane, an inclusive music-based exergame tailored toward wheelchair users, which adapts to player abilities and preferences in playing style, while drawing from official exercise recommendations for people using wheelchairs. The player controls the game with a series of upper arm exercises derived from recommendations for sitting upper body aerobic exercises specifically addressing wheelchair use that are provided by the National Health Service (NHS) of the UK. We integrated chest stretching, arm raises, forward and side punches as well as wheelchair movement to provide the player with a varied input alphabet for the game.
Who is the target audience and why design for them? We expect that Dash Lane provides players with light exertion in an engaging experience. For wheelchair users, we hope that Dash Lane provides an opportunity to explore whether interactive systems provide an interesting option to remain or become physically active: we do not expect the game to appeal to everyone, but rather hope that there is a group of people using wheelchairs who enjoy playing games and who would be drawn to our system. In particular, we hope that our game will offer an inclusive and tailored experience. For attendees at DIS we hoped our game would provide a blueprint of how to develop gaming systems that adapt to diverse audiences; the game is also accessible to non-disabled players and can be explored by them. In our design, we made an effort to provide an experience that is not only engaging through mechanics, but also offers an aesthetically pleasing experience. We hope that this will offer a point for reflection on the development of games as research tools.
What were the challenges or limitations encountered in this project? The main challenge associated with this work was the recruitment of participants to take part in the design sessions and to take part in a future evaluation study. This meant the game itself could not be tested with the actual user base before evaluating.
What are the opportunities and next steps for this project? We envision our next steps will be to create similar experiences using different technologies that are more accessible to a wider array of players i.e mobile phones or webcams.
To the Demo Visitors: As it is a game and its meant to be interacted with we understand its hard to really have a perspective on our demo.