skip to main content
research-article
Open access

From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities

Published: 15 October 2024 Publication History

Abstract

The interest in enhancing video game interactions through wearable technology has grown, yet accessible gaming with wearables remains underexplored. This study employs participatory design fiction, enabling disabled gamers to envision a future with tailored gaming wearables while critiquing technology. We conducted a two-phase study. Phase one involved in-depth interviews with upper limb motor disability participants; we developed a fictitious gaming wearable by analyzing the data using reflexive thematic analysis. A smaller group iterated on the wearable in phase two to ideate on ideal futures with accessible gaming wearables. Using data and dialogic/performance analysis, we crafted a design fiction diegetic prototype as a tech review video. This research highlights disabled gamers' unique needs and experiences around gaming wearables. It offers an innovative diegetic prototype for accessible gaming tech. Our methodological contribution merges narrative inquiry and dialogic/performance analysis in participatory design fiction research, providing a valuable approach for future studies.

Supplemental Material

MP4 File - Video Figure
Video figure for "From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities"
Transcript for: Video Figure
MP4 File
Supplemental video
PDF File
From Imagination to Innovation]{From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities

References

[1]
Leila Aflatoony and Su Jin (Susan) Lee. 2020. AT makers: a multidisciplinary approach to co-designing assistive technologies by co-optimizing expert knowledge. In Proceedings of the 16th Participatory Design Conference 2020-Participation (s) Otherwise-Volume 2. Association for Computing Machinery, New York, NY, USA, 128--132. https://doi.org/10.1145/3384772.3385158
[2]
Michael Opoku Agyeman, Ali Al-Mahmood, and Igla Hoxha. 2020. A Home Rehabilitation System Motivating Stroke Patients with Upper and/or Lower Limb Disability. In Proceedings of the 2019 3rd International Symposium on Computer Science and Intelligent Control (Amsterdam, Netherlands) (ISCSIC 2019). Association for Computing Machinery, New York, NY, USA, Article 64, 6 pages. https://doi.org/10.1145/3386164.3386168
[3]
Dragan Ahmetovic, Antonio Pugliese, Sergio Mascetti, Valentina Begnozzi, Elena Boccalandro, Roberta Gualtierotti, and Flora Peyvandi. 2021. Rehabilitation through Accessible Mobile Gaming and Wearable Sensors. In Proceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility (Virtual Event, USA) (ASSETS '21). Association for Computing Machinery, New York, NY, USA, Article 82, 4 pages. https://doi.org/10.1145/3441852. 3476544
[4]
Dragan Ahmetovic, Daniele Riboli, Cristian Bernareggi, and Sergio Mascetti. 2021. RePlay: Touchscreen Interaction Substitution Method for Accessible Gaming. In Proceedings of the 23rd International Conference on Mobile Human-Computer Interaction (Toulouse and Virtual, France) (MobileHCI '21). Association for Computing Machinery, New York, NY, USA, Article 27, 12 pages. https://doi.org/10.1145/3447526.3472044
[5]
Ferran Altarriba Bertran, Alexandra Pometko, Muskan Gupta, Lauren Wilcox, Reeta Banerjee, and Katherine Isbister. 2021. The Playful Potential of Shared Mealtime: a speculative catalog of playful technologies for day-to-day social eating experiences. Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021), 1--26. https://doi.org/10.1145/3474694
[6]
Daniel Andreas, Hannah Six, Adna Bliek, and Philipp Beckerle. 2022. Personalizable Alternative Mouse and Keyboard Interface for People with Motor Disabilities of Neuromuscular Origin. In Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility (Athens, Greece) (ASSETS '22). Association for Computing Machinery, New York, NY, USA, Article 67, 4 pages. https://doi.org/10.1145/3517428.3550374
[7]
Jahedul Anowar, Amin Ahsan Ali, and M. Ashraful Amin. 2020. A Low-Cost Wearable Rehabilitation Device. In Proceedings of the 2020 12th International Conference on Computer and Automation Engineering (Sydney, NSW, Australia)(ICCAE 2020). Association for Computing Machinery, New York, NY, USA, 125--128. https://doi.org/10.1145/3384613. 3384628
[8]
Jorge Arroyo-Palacios and Daniela M. Romano. 2009. Exploring the use of a respiratory-computer interface for game interaction. In 2009 International IEEE Consumer Electronics Society's Games Innovations Conference. IEEE, Piscataway, NJ, USA, 154--159. https://doi.org/10.1109/ICEGIC.2009.5293588
[9]
Assistive Technology Industry Association. 2024. What is AT? https://www.atia.org/home/at-resources/what-is-at/
[10]
Yee Mon Aung and Adel Al-Jumaily. 2011. Development of augmented reality rehabilitation games integrated with biofeedback for upper limb. In i-CREATe 2011-International Convention on Rehabilitation Engineering and Assistive Technology. Singapore Therapeutic, Assistive & Rehabilitative Technologies (START) Centre, Midview City, SGP, 4 pages.
[11]
Tanya Bafna. 2018. Gaze Typing Using Multi-Key Selection Technique. In Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (Galway, Ireland) (ASSETS '18). Association for Computing Machinery, New York, NY, USA, 477--479. https://doi.org/10.1145/3234695.3240992
[12]
Subhasis Banerji, John Heng, and Barry Pereira. 2012. Upper extremity rehabilitation after stroke: biofeedback gaming for attention and muscle use. In Proceedings of the 6th International Conference on Rehabilitation Engineering & Assistive Technology. Singapore Therapeutic, Assistive & Rehabilitative Technologies (START) Centre, Midview City, SGP, 1--4.
[13]
Liam Bannon, Jeffrey Bardzell, and Susanne Bødker. 2018. Reimagining participatory design. Interactions 26, 1 (2018), 26--32. https://doi.org/10.1145/3292015
[14]
Julian Bleecker, Nick Foster, Fabien Girardin, Nicolas Nova, Chris Frey, and Patrick Pittman. 2022. The Manual of Design Fiction. Near Future Labratory, London, UK.
[15]
Mark Blythe. 2014. Research through design fiction: narrative in real and imaginary abstracts. In Proceedings of the SIGCHI conference on human factors in computing systems. Association for Computing Machinery, New York, NY, USA, 703--712. https://doi.org/10.1145/2556288.2557098
[16]
Mark Blythe, Kristina Andersen, Rachel Clarke, and Peter Wright. 2016. Anti-solutionist strategies: Seriously silly design fiction. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 4968--4978. https://doi.org/10.1145/2858036.2858482
[17]
Adrian Bolesnikov, Karen Anne Cochrane, and Audrey Girouard. 2023. Wearable Identities: Understanding Wearables? Potential for Supporting the Expression of Queer Identities. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1--19. https://doi.org/10. 1145/3544548.3581327
[18]
Virginia Braun and Victoria Clarke. 2019. Reflecting on reflexive thematic analysis. Qualitative research in sport, exercise and health 11, 4 (2019), 589--597. https://doi.org/10.1080/2159676X.2019.1628806
[19]
Virginia Braun and Victoria Clarke. 2021. One size fits all? What counts as quality practice in (reflexive) thematic analysis? Qualitative research in psychology 18, 3 (2021), 328--352. https://doi.org/10.1080/14780887.2020.1769238
[20]
Kirsten Bray and Christina Harrington. 2021. Speculative blackness: Considering afrofuturism in the creation of inclusive speculative design probes. In Designing Interactive Systems Conference 2021. Association for Computing Machinery, New York, NY, USA, 1793--1806. https://doi.org/10.1145/3461778.3462002
[21]
Jeffrey Breugelmans, Yingzi Lin, Ronald R. Mourant, and Maura Daly Iversen. 2010. Biosensor-Based Video Game Control for Physically Disabled Gamers. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 54, 28 (2010), 2383--2387. https://doi.org/10.1177/154193121005402805
[22]
Emeline Brulé and Katta Spiel. 2019. Negotiating gender and disability identities in participatory design. In Proceedings of the 9th international conference on communities & technologies-transforming communities. Association for Computing Machinery, New York, NY, USA, 218--227. https://doi.org/10.1145/3328320.3328369
[23]
Pierce Burr and Parichita Choudhury. 2020. Fine motor disability. https://europepmc.org/article/nbk/nbk563266
[24]
Katherine Isbister, and Theresa Jean Tanenbaum. 2019. A Design Framework for Playful Wearables. In Proceedings of the 14th International Conference on the Foundations of Digital Games (San Luis Obispo, California, USA) (FDG '19). Association for Computing Machinery, New York, NY, USA, Article 19, 12 pages. https://doi.org/10. 1145/3337722.3337733
[25]
Mikko Salminen, Nannan Xi, Timo Nummenmaa, and Juho Hamari. 2021. Towards the Next Generation of Gaming Wearables. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI '21). Association for Computing Machinery, New York, NY, USA, Article 444, 15 pages. https://doi.org/10.1145/3411764.3445785
[26]
Ceara Ann Byrne, Claudia B Rebola, and Clint Zeagler. 2013. Design research methods to understand user needs for an etextile knee sleeve. In Proceedings of the 31st ACM international conference on Design of communication. Association for Computing Machinery, New York, NY, USA, 17--22. https://doi.org/10.1145/2507065.2507085
[27]
Patrick Carrington, Amy Hurst, and Shaun K Kane. 2014. Wearables and chairables: inclusive design of mobile input and output techniques for power wheelchair users. In Proceedings of the SIGCHI Conference on human factors in computing systems. Association for Computing Machinery, New York, NY, USA, 3103--3112. https://doi.org/10.1145/2556288.2557237
[28]
Makers Making Change. 2023. Adaptive Case for PS4 Controller. https://makersmakingchange.com/project/adaptive-case-for-ps4-controller/
[29]
Makers Making Change. 2023. One-handed Xbox Once Controller Modification. https://makersmakingchange.com/project/one-handed-xbox-one-controller-modification/
[30]
Simran Chopra, Rachel E Clarke, Adrian K Clear, Sara Heitlinger, Ozge Dilaver, and Christina Vasiliou. 2022. Nego-tiating sustainable futures in communities through participatory speculative design and experiments in living. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1--17. https://doi.org/10.1145/3491102.3501929
[31]
D Jean Clandinin and F Michael Connelly. 2004. Narrative inquiry: Experience and story in qualitative research. John Wiley & Sons, Hoboken, NJ, USA.
[32]
Mayo Clinic. 2021. Cerebral Palsy. https://www.mayoclinic.org/diseases-conditions/cerebral-palsy/symptoms-causes/syc-20353999
[33]
Mayo Clinic. 2023. Parkinson's Disease. https://www.mayoclinic.org/diseases-conditions/parkinsons-disease/symptoms-causes/syc-20376055
[34]
Karen Anne Cochrane, Chau Nguyen, Yidan Cao, Noemi ME Roestel, Lee Jones, and Audrey Girouard. 2023. Adaptive Soft Switches: Co-Designing Fabric Adaptive Switches with Occupational Therapists for Children and Adolescents with Acquired Brain Injury. In Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction. Association for Computing Machinery, New York, NY, USA, 1--14. https://doi.org/10.1145/3569009.3572734
[35]
"Microsoft Corporation". 2023. Xbox Accessibility Guidelines V3.1. https://learn.microsoft.com/en-us/gaming/accessibility/guidelines
[36]
John W Creswell. 2014. Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. SAGE Publications, Thousand Oaks, CA, USA.
[37]
John W Creswell and Cheryl N Poth. 2016. Qualitative inquiry and research design: Choosing among five approaches. SAGE publications, Thousand Oaks, CA, USA.
[38]
Andy Darby, Esther Ignagni, Eliza Chandler, Kim Collins, Kirsty Liddiard, Lyndsey Fisher, and Emmanuel Tsekleves. 2018. Of other products: Marginalized perspectives, speculative heterotopia and health debate. Sheffield Hallam University, Sheffiled, UK. 114--122 pages.
[39]
Tatiany Xavier de Godoi, Natasha Malveira Costa Valentim, and Eduardo Damasceno. 2019. Evaluation of the Usability and Accessibility of a Keyboard for People with Motor Paralysis and Paresthesia. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems (Vitória, Espírito Santo, Brazil) (IHC '19). Association for Computing Machinery, New York, NY, USA, Article 67, 4 pages. https://doi.org/10.1145/3357155.3360480
[40]
Emory James Edwards, Cella Monet Sum, and Stacy M Branham. 2020. Three tensions between personas and complex disability identities. In Extended abstracts of the 2020 CHI conference on human factors in computing systems. Association for Computing Machinery, New York, NY, USA, 1--9. https://doi.org/10.1145/3334480.3382931
[41]
Patti L Ephraim, Timothy R Dillingham, Mathilde Sector, Liliana E Pezzin, and Ellen J MacKenzie. 2003. Epidemiology of limb loss and congenital limb deficiency: a review of the literature. Archives of physical medicine and rehabilitation 84, 5 (2003), 747--761. https://doi.org/10.1016/S0003--9993(02)04932--8
[42]
Pedro Gil Farias, Roy Bendor, and Bregje F Van Eekelen. 2022. Social dreaming together: A critical exploration of participatory speculative design. In Proceedings of the Participatory Design Conference 2022-Volume 2. Association for Computing Machinery, New York, NY, USA, 147--154. https://doi.org/10.1145/3537797.3537826
[43]
Catherine Feng. 2016. Designing Wearable Mobile Device Controllers for Blind People: A Co-Design Approach. In Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility (Reno, Nevada, USA)(ASSETS '16). Association for Computing Machinery, New York, NY, USA, 341--342. https://doi.org/10.1145/2982142. 2982144
[44]
Allie Funk. 2022. The Problem with Adaptive Gaming and Computer Gear. https://uxdesign.cc/the-problem-with-adaptive-gaming-computer-gear-88a01438a791
[45]
Davide Gadia, Marco Granato, Dario Maggiorini, Matteo Marras, and Laura Anna Ripamonti. 2017. A Touch-based Configurable Gamepad for Gamers with Physical Disabilities. In International Conference on Computer-Human Interaction Research and Applications. SciTePress, Setúbal, Portugal, 67--74. https://doi.org/10.5220/0006508800670074
[46]
Rosemarie Garland-Thomson. 2011. Misfits: A feminist materialist disability concept. Hypatia 26, 3 (2011), 591--609. https://doi.org/10.1111/j.1527--2001.2011.01206.x
[47]
Theodoros Georgiou, Simon Holland, and Janet van der Linden. 2016. Wearable haptic devices for post-stroke gait rehabilitation. In Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct (Heidelberg, Germany) (UbiComp '16). Association for Computing Machinery, New York, NY, USA, 1114--1119. https://doi.org/10.1145/2968219.2972718
[48]
Kathrin Gerling and Katta Spiel. 2021. A Critical Examination of Virtual Reality Technology in the Context of the Minority Body. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan)(CHI '21). Association for Computing Machinery, New York, NY, USA, Article 599, 14 pages. https://doi.org/10.1145/3411764.3445196
[49]
Kathrin M. Gerling, Kristen K. Dergousoff, and Regan L. Mandryk. 2013. Is movement better? comparing sedentary and motion-based game controls for older adults. In Proceedings of Graphics Interface 2013 (Regina, Sascatchewan, Canada) (GI '13). Canadian Information Processing Society, CAN, 133--140.
[50]
Isabel María Gómez González, Alberto Jesús Molina Cantero, Rafael Cabrera Cabrera, David Valenzuela Muñoz, and Marcelo Garrido. 2014. The Possibilities of Kinect as an Access Device for People with Cerebral Palsy A Preliminary Study. In ICCHP 2014: 14th International Conference on Computers for Handicapped Persons (2014), p 252--255. Springer, Paris, France, 252--255. https://doi.org/10.1007/978--3--319-08599--9_38
[51]
Owen S. Good. 2019. Xbox Adaptive Controller gets a toolkit full of assists from Logitech. https://www.polygon.com/2019/11/18/20970350/logitech-g-adaptive-gaming-kit-xbox-adaptive-controller-release-date-price-where-to-buy
[52]
Viktor Gustafsson, Lilly Arstad Helmersen, and Wendy E Mackay. 2021. Co-Designers Not Troublemakers: Enabling Player-Created Narratives in Persistent Game Worlds. Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021), 1--26. https://doi.org/10.1145/3474700
[53]
Oliver L Haimson, Dykee Gorrell, Denny L Starks, and Zu Weinger. 2020. Designing trans technology: Defining challenges and envisioning community-centered solutions. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1--13. https://doi.org/10. 1145/3313831.3376669
[54]
Shane Halloran, Lin Tang, Yu Guan, Jian Qing Shi, and Janet Eyre. 2019. Remote monitoring of stroke patients? rehabilitation using wearable accelerometers. In Proceedings of the 2019 ACM International Symposium on Wearable Computers (London, United Kingdom) (ISWC '19). Association for Computing Machinery, New York, NY, USA, 72--77. https://doi.org/10.1145/3341163.3347731
[55]
Foad Hamidi, Patrick Mbullo Owuor, Michaela Hynie, and Melanie Baljko. 2022. " Knowledge Comes Through Participation": Understanding Disability through the Lens of DIY Assistive Technology in Western Kenya. Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (2022), 1--25. https://doi.org/10.1145/3512919
[56]
John Paulin Hansen, Alexandre Alapetite, Martin Thomsen, Zhongyu Wang, Katsumi Minakata, and Guangtao Zhang. 2018. Head and Gaze Control of a Telepresence Robot with an HMD. In Proceedings of the 2018 ACM Symposium on Eye Tracking Research & Applications (Warsaw, Poland) (ETRA '18). Association for Computing Machinery, New York, NY, USA, Article 82, 3 pages. https://doi.org/10.1145/3204493.3208330
[57]
Christina Harrington and Tawanna R Dillahunt. 2021. Eliciting tech futures among Black young adults: A case study of remote speculative co-design. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1--15. https://doi.org/10.1145/3411764.3445723
[58]
Christina N. Harrington, Shamika Klassen, and Yolanda A. Rankin. 2022. 'All that You Touch, You Change': Expanding the Canon of Speculative Design Towards Black Futuring. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (, New Orleans, LA, USA,) (CHI '22). Association for Computing Machinery, New York, NY, USA, Article 450, 10 pages. https://doi.org/10.1145/3491102.3502118
[59]
Modar Hassan, Yukiyo Shimizu, Yasushi Hada, and Kenji Suzuki. 2022. Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons With Upper Limb Deficiencies. IEEE Access 10 (2022), 18933--18943. https://doi.org/10.1109/ACCESS.2022.3151094
[60]
Ramin Hedeshy Hedeshy, Chandan Kumar, Raphael Menges, and Steffen Staab. 2020. GIUPlayer: A Gaze Immersive YouTube Player Enabling Eye Control and Attention Analysis. In ACM Symposium on Eye Tracking Research and Applications (Stuttgart, Germany) (ETRA '20 Adjunct). Association for Computing Machinery, New York, NY, USA, Article 1, 3 pages. https://doi.org/10.1145/3379157.3391984
[61]
Charles G Hill, Maren Haag, Alannah Oleson, Chris Mendez, Nicola Marsden, Anita Sarma, and Margaret Burnett. 2017. Gender-inclusiveness personas vs. stereotyping: Can we have it both ways?. In Proceedings of the 2017 chi conference on human factors in computing systems. Association for Computing Machinery, New York, NY, USA, 6658--6671. https://doi.org/10.1145/3025453.3025609
[62]
Susan Hwang, Adrian L Jessup Schneider, Daniel Clarke, Alexander Macintosh, Lauren Switzer, Darcy Fehlings, and TC Nicholas Graham. 2017. How game balancing affects play: Player adaptation in an exergame for children with cerebral palsy. In Proceedings of the 2017 Conference on Designing Interactive Systems. Association for Computing Machinery, New York, NY, USA, 699--710. https://doi.org/10.1145/3064663.3064664
[63]
Joshua Introne, Isabel Munoz, and Bryan Semaan. 2021. The narrative tapestry design process: Weaving online social support from stories of stigma. Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (2021), 1--35. https://doi.org/10.1145/3479533
[64]
Pradthana Jarusriboonchai and Jonna Häkkilä. 2019. Customisable Wearables: Exploring the Design Space of Wearable Technology. In Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia (Pisa, Italy) (MUM '19). Association for Computing Machinery, New York, NY, USA, Article 20, 9 pages. https://doi.org/10.1145/3365610.3365635
[65]
Daniel Johnson, Christian Jones, Laura Scholes, and Michelle Carras. 2013. Videogames and wellbeing: A comprehensive review. Young and Well Cooperative Research Centre, Sydney, Australia.
[66]
Sangwon Jung, Ruowei Xiao, Oguz 'Oz' Buruk, and Juho Hamari. 2021. Designing Gaming Wearables: From Participatory Design to Concept Creation. In Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction (Salzburg, Austria) (TEI '21). Association for Computing Machinery, New York, NY, USA, Article 91, 14 pages. https://doi.org/10.1145/3430524.3446067
[67]
Jasmine Kaur, Rishabh Devgon, Smera Goel, Arunesh Singh, Kyzyl Monteiro, and Advika Singh. 2022. Future of Intimate Artefacts: A Speculative Design Investigation. In Proceedings of the 13th Indian Conference on Human-Computer Interaction. Association for Computing Machinery, New York, NY, USA, 57--66. https://doi.org/10.1145/3536169.3537775
[68]
Wilma J Koopman, Christopher J Watling, and Kori A LaDonna. 2020. Autoethnography as a Strategy for Engaging in Reflexivity. Global Qualitative Nursing Research 7 (2020), 2333393620970508. https://doi.org/10.1177/2333393620970508
[69]
Bai Li, Andrea Baraldi Cunha, Sydney Michelle Kriner, and Michele A. Lobo. 2022. Playskin AirTM: A Pediatric Pneumatic Exoskeleton for Children with Upper Extremity Disabilities. In Proceedings of the 2022 ACM International Symposium on Wearable Computers (Cambridge, United Kingdom) (ISWC '22). Association for Computing Machinery, New York, NY, USA, 123--126. https://doi.org/10.1145/3544794.3560294
[70]
Kelly Mack, Emma McDonnell, Dhruv Jain, Lucy Lu Wang, Jon E. Froehlich, and Leah Findlater. 2021. What Do We Mean by 'Accessibility Research'? A Literature Survey of Accessibility Papers in CHI and ASSETS from 1994 to 2019. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (, Yokohama, Japan,) (CHI '21). Association for Computing Machinery, New York, NY, USA, Article 371, 18 pages. https://doi.org/10.1145/3411764. 3445412
[71]
Meethu Malu and Leah Findlater. 2014. "OK Glass?" A Preliminary Exploration of Google Glass for Persons with Upper Body Motor Impairments. In Proceedings of the 16th International ACM SIGACCESS Conference on Computers and Accessibility (Rochester, New York, USA) (ASSETS '14). Association for Computing Machinery, New York, NY, USA, 267--268. https://doi.org/10.1145/2661334.2661400
[72]
Nicola Marsden and Maren Haag. 2016. Stereotypes and politics: reflections on personas. In Proceedings of the 2016 CHI conference on human factors in computing systems. Association for Computing Machinery, New York, NY, USA, 4017--4031. https://doi.org/10.1145/2858036.2858151
[73]
Amanda McLeod, Sara Nabil, Lee Jones, and Audrey Girouard. 2020. SMAller aid: exploring shape-changing assistive wearables for people with mobility impairment. In Adjunct Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers. Association for Computing Machinery, New York, NY, USA, 86--89. https://doi.org/10.1145/3410530.3414418
[74]
Joshua McVeigh-Schultz, Max Kreminski, Keshav Prasad, Perry Hoberman, and Scott S Fisher. 2018. Immersive design fiction: Using VR to prototype speculative interfaces and interaction rituals within a virtual storyworld. In Proceedings of the 2018 designing interactive systems conference. Association for Computing Machinery, New York, NY, USA, 817--829. https://doi.org/10.1145/3196709.3196793
[75]
Cécil JW Meulenberg, Eling D de Bruin, and Uros Marusic. 2022. A perspective on implementation of technology-driven exergames for adults as telerehabilitation services. Frontiers in psychology 13 (2022), 767. https://doi.org/10. 3389/fpsyg.2022.840863
[76]
Minecraft. 2022. Plains Biome.
[77]
Claire Mitchell, Gabriel Cler, Susan Fager, Paola Contessa, Serge Roy, Gianluca De Luca, Joshua Kline, and Jennifer Vojtech. 2022. Ability-Based Keyboards for Augmentative and Alternative Communication: Understanding How Individuals? Movement Patterns Translate to More Efficient Keyboards: Methods to Generate Keyboards Tailored to User-Specific Motor Abilities. In Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI EA '22). Association for Computing Machinery, New York, NY, USA, Article 412, 7 pages. https://doi.org/10.1145/3491101.3519845
[78]
Nathan W Moon, Paul MA Baker, and Kenneth Goughnour. 2019. Designing wearable technologies for users with disabilities: Accessibility, usability, and connectivity factors. Journal of Rehabilitation and Assistive Technologies Engineering 6 (2019), 2055668319862137. https://doi.org/10.1177/2055668319862137
[79]
Larissa Vivian Nägele, Merja Ryöppy, and Danielle Wilde. 2018. PDFi: participatory design fiction with vulnerable users. In Proceedings of the 10th Nordic Conference on Human-Computer Interaction. Association for Computing Machinery, New York, NY, USA, 819--831. https://doi.org/10.1145/3240167.3240272
[80]
Kristin Neidlinger, Stephanie Koenderink, and Khiet P. Truong. 2021. Give the Body a Voice: Co-Design with Profound Intellectual and Multiple Disabilities to Create Multisensory Wearables. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI EA '21). Association for Computing Machinery, New York, NY, USA, Article 375, 6 pages. https://doi.org/10.1145/3411763.3451797
[81]
Helen Oliver. 2019. Design fiction for real-world connected wearables. In The 5th ACM Workshop on Wearable Systems and Applications. Association for Computing Machinery, New York, NY, USA, 59--64. https://doi.org/10.1145/3325424. 3329664
[82]
Bernd Ploderer, Jennifer Muller, Matthew Busato, Amina Tariq, Kevin Clark, and Theresa Green. 2022. Co-Design with People Who Have Had a Stroke to Better Understand the Transition from Hospital to Home: A Narrative Account. In Proceedings of the 34th Australian Conference on Human-Computer Interaction. Association for Computing Machinery, New York, NY, USA, 111--116. https://doi.org/10.1145/3572921.3572943
[83]
Patrik Pluchino, Valeria Orso, Giulia Bonamigo, and Luciano Gamberini. 2021. Influence of Keyboard Layout and Feedback Type in Eye-Typing Tasks: A Comparative Study. In Proceedings of the 32nd European Conference on Cognitive Ergonomics (Siena, Italy) (ECCE '21). Association for Computing Machinery, New York, NY, USA, Article 19, 7 pages. https://doi.org/10.1145/3452853.3452887
[84]
John R. Porter and Julie A. Kientz. 2013. An Empirical Study of Issues and Barriers to Mainstream Video Game Accessibility. In Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (Bellevue, Washington) (ASSETS '13). Association for Computing Machinery, New York, NY, USA, Article 3, 8 pages. https://doi.org/10.1145/2513383.2513444
[85]
Christian Quintero. 2022. A review: accessible technology through participatory design. Disability and Rehabilitation: Assistive Technology 17, 4 (2022), 369--375. https://doi.org/10.1080/17483107.2020.1785564
[86]
Ravihansa Rajapakse, Margot Brereton, Paul Roe, and Laurianne Sitbon. 2014. Designing with people with disabilities: Adapting best practices of DIY and organizational approaches. In Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design. Association for Computing Machinery, New York, NY, USA, 519--522. https://doi.org/10.1145/2686612.2686694
[87]
Chris Reardon. 2023. The Sony Access Controller Is a Beautiful Addition for All Gamers. https://www.wired.com/review/sony-access-controller-review/
[88]
Catherine Kohler Riessman. 2008. Narrative methods for the human sciences. Sage, Thousand Oaks, CA, USA.
[89]
Kavous Salehzadeh Niksirat, Evanne Anthoine-Milhomme, Samuel Randin, Kévin Huguenin, and Mauro Cherubini. 2021. 'I thought you were okay': Participatory Design with Young Adults to Fight Multiparty Privacy Conflicts in Online Social Networks. In Designing Interactive Systems Conference 2021. Association for Computing Machinery, New York, NY, USA, 104--124. https://doi.org/10.1145/3461778.3462040
[90]
Alessia Saverino, Amy Moriarty, and Diane Playford. 2014. The risk of falling in young adults with neurological conditions: a systematic review. Disability and rehabilitation 36, 12 (2014), 963--977. https://doi.org/10.3109/09638288. 2013.829525
[91]
Jeroen Schäfer and Marion Gebhard. 2019. Feasibility Analysis of Sensor Modalities to Control a Robot with Eye and Head Movements for Assistive Tasks. In Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments (Rhodes, Greece) (PETRA '19). Association for Computing Machinery, New York, NY, USA, 482--488. https://doi.org/10.1145/3316782.3322774
[92]
Natalie Smith-Chandler and Estelle Swart. 2014. In their own voices: Methodological considerations in narrative disability research. Qualitative Health Research 24, 3 (2014), 420--430. https://doi.org/10.1177/1049732314523841
[93]
Christian Sonnenberg. 2018. Accessibility in E-Government. In Encyclopedia of Information Science and Technology, Fourth Edition. IGI Global, PA, USA, 3516--3525. https://doi.org/10.4018/978--1--5225--2255--3.ch305
[94]
Herbert Spencer González, Vanessa Vega Córdova, Katherine Exss Cid, Marcela Jarpa Azagra, and Izaskun Álvarez-Aguado. 2020. Including intellectual disability in participatory design processes: Methodological adaptations and supports. In Proceedings of the 16th Participatory Design Conference 2020-Participation (s) Otherwise-Volume 1. Associa-tion for Computing Machinery, New York, NY, USA, 55--63. https://doi.org/10.1145/3385010.3385023
[95]
Clay Spinuzzi. 2005. The methodology of participatory design. Technical communication 52, 2 (2005), 163--174.
[96]
Chelsea Stark and Samit Sarkar. 2018. Microsoft's new Xbox controller is designed entirely for players with disabilities. https://www.polygon.com/2018/5/17/17363528/xbox-adaptive-controller-disability-accessible
[97]
Atieh Taheri and Ziv Weissman. 2021. Designing a first person shooter game for quadriplegics. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1--6. https://doi.org/10.1145/3411763.3451850
[98]
Atieh Taheri, Ziv Weissman, and Misha Sra. 2021. Exploratory design of a hands-free video game controller for a quadriplegic individual. In Augmented Humans Conference 2021. Association for Computing Machinery, New York, NY, USA, 131--140. https://doi.org/10.1145/3458709.3458946
[99]
Theresa Jean Tanenbaum, Karen Tanenbaum, Katherine Isbister, Kaho Abe, Anne Sullivan, and Luigi Anzivino. 2015. Costumes and Wearables as Game Controllers. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (Stanford, California, USA) (TEI '15). Association for Computing Machinery, New York, NY, USA, 477--480. https://doi.org/10.1145/2677199.2683584
[100]
Ela Tarakci, Nilay Arman, Devrim Tarakci, and Ozgur Kasapcopur. 2020. Leap Motion Controller--based training for upper extremity rehabilitation in children and adolescents with physical disabilities: A randomized controlled trial. Journal of Hand Therapy 33, 2 (2020), 220--228.e1. https://doi.org/10.1016/j.jht.2019.03.012
[101]
Linus Tech Tips. 2018. Is Microsoft. . . the Good Guy? - Xbox Adaptive Controller. https://www.youtube.com/watch?v=MwYTLiXI6zY
[102]
Phil Turner and Susan Turner. 2011. Is stereotyping inevitable when designing with personas? Design studies 32, 1 (2011), 30--44. https://doi.org/10.1016/j.destud.2010.06.002
[103]
National Health Services UK. 2022. Ehlers-Danlos Syndromes. https://www.nhs.uk/conditions/ehlers-danlos-syndromes/
[104]
Radu-Daniel Vatavu and Ovidiu-Ciprian Ungurean. 2022. Understanding Gesture Input Articulation with Upper-Body Wearables for Users with Upper-Body Motor Impairments. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI '22). Association for Computing Machinery, New York, NY, USA, Article 2, 16 pages. https://doi.org/10.1145/3491102.3501964
[105]
Stephen Vickers, Howell Istance, and Matthew Smalley. 2010. EyeGuitar: Making Rhythm Based Music Video Games Accessible Using Only Eye Movements. In Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology (ACE '10). Association for Computing Machinery, New York, NY, USA, 36--39. https://doi.org/10.1145/1971630.1971641
[106]
Dhaval Vyas, Abigail C Durrant, and John Vines. 2022. Engaging with Under-Resourced Communities for User Research through Self-Authored Videos. Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (2022), 1--26. https://doi.org/10.1145/3555626
[107]
Jiaheng Wang, Craig Anslow, Simon James Robertson Mccallum, Brian Robinson, Daniel Medeiros, and Joaquim Jorge. 2022. VR Games for Chronic Pain Management. In Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology (Tsukuba, Japan) (VRST '22). Association for Computing Machinery, New York, NY, USA, Article 4, 11 pages. https://doi.org/10.1145/3562939.3565624
[108]
Ker-Jiun Wang, Quanbo Liu, Soumya Vhasure, Quanfeng Liu, Caroline Yan Zheng, and Prakash Thakur. 2018. EXG Wearable Human-Machine Interface for Natural Multimodal Interaction in VR Environment. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology (Tokyo, Japan) (VRST '18). Association for Computing Machinery, New York, NY, USA, Article 49, 2 pages. https://doi.org/10.1145/3281505.3281577
[109]
Johann Wentzel, Sasa Junuzovic, James Devine, John Porter, and Martez Mott. 2022. Understanding How People with Limited Mobility Use Multi-Modal Input. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1--17. https://doi.org/10.1145/3491102.3517458
[110]
Ruowei Xiao, Sangwon Jung, Oguz 'Oz' Buruk, and Juho Hamari. 2022. Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation Study. Proc. ACM Hum.-Comput. Interact. 6, CHI PLAY, Article 234 (oct 2022), 26 pages. https://doi.org/10.1145/3549497
[111]
Guangtao Zhang and John Paulin Hansen. 2020. People with Motor Disabilities Using Gaze to Control Telerobots. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI EA '20). Association for Computing Machinery, New York, NY, USA, 1--9. https://doi.org/10.1145/3334480.3382939

Index Terms

  1. From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image Proceedings of the ACM on Human-Computer Interaction
      Proceedings of the ACM on Human-Computer Interaction  Volume 8, Issue CHI PLAY
      CHI PLAY
      October 2024
      1726 pages
      EISSN:2573-0142
      DOI:10.1145/3700823
      Issue’s Table of Contents
      This work is licensed under a Creative Commons Attribution International 4.0 License.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 15 October 2024
      Published in PACMHCI Volume 8, Issue CHI PLAY

      Check for updates

      Author Tags

      1. accessibility
      2. design fiction
      3. dialogic analysis
      4. electromyography
      5. movement based design
      6. narrative inquiry
      7. performance analysis
      8. speculative design
      9. video games
      10. wearable technology

      Qualifiers

      • Research-article

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 224
        Total Downloads
      • Downloads (Last 12 months)224
      • Downloads (Last 6 weeks)81
      Reflects downloads up to 06 Jan 2025

      Other Metrics

      Citations

      View Options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Login options

      Full Access

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media