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

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.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677073
Citations
1
Primary Topic
Persona Design and Applications
Type
article
Field-Weighted Citation Impact
0.37
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article

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

Karen Anne Cochrane, Audrey Girouard, Georgia Loewen
1 citations
Proceedings of the ACM on Human-Computer Interaction
Persona Design and Applications
0.37
article

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

Karen Anne Cochrane, Audrey Girouard, Georgia Loewen
article en
1 citations

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.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of Waterloo (CA), Carleton University (CA)
Quality Education
Openalex Percentile: Top 39%
Persona Design and Applications
0.37
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From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities — Karen Anne Cochrane, Audrey Girouard, et al. · Proceedings of the ACM on Human-Computer Interaction (2024) | TGRS Research Map | TGRS