Wednesday, 21 October 2015

Literature Review

Bibliography:
Cairns, P., Li, J., Wang, W. and Nordin, A.I. 2014. The influence of controllers on immersion in mobile games. Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14. (2014).
Caramiaux, B., Altavilla, A., Pobiner, S.G. and Tanaka, A. 2015. Form Follows Sound. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI '15. (2015).
Edwards, A.D.N. 1989. Soundtrack: An Auditory Interface for Blind Users. SIGCHI Bull. ACM SIGCHI Bulletin. 21, 1 (Jan. 1989), 124.

HincapiƩ-Ramos, J.D., Guo, X., Moghadasian, P. and Irani, P. 2014. Consumed endurance. Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14. (2014).
Mereu, S.W. and Kazman, R. 1997. Audio enhanced 3D interfaces for visually impaired users. SIGCAPH Comput. Phys. Handicap. ACM SIGCAPH Computers and the Physically Handicapped. 57 (Jan. 1997), 10–15.

Game Description

The project we will be designing is as follows: 

Player can move their hand in 3D space using the accelerometer and gyroscope in the phone. The player must seek out where music is coming from by listening to it and feeling for the haptic feedback it produces. The music will change based on the player’s hand’s proximity to the object it is coming from. The player will have a limited time to seek out the music each time, this time is refreshed every time the player successfully touches the spot that the music is coming from. When the player finds the spot that the music is coming from in time their score will increase, else if the time runs out then the game will end.

Due to the fact that the game does not use any visual elements it means that visually impaired people will be able to play it.


Currently we are working on a document that specifies:
1. A description of the application
2. A list of Stakeholders
3. A list of Personas
4. A list of Scenarios (state how we have determined who the user group is)
5. Alist of Tasks (what the user’s goal is when it comes to our application)
6. A List of requirements
7. A List of user experience and usability goals (as well as an explanation of why they are relevant)