1.1 Background to the project
1.2 Summary of aims and objectives

2.Research achievements

Chapter 1: Introduction

1.1: Motivation
1.2: Goal
1.3: Approach of the project

Chapter 2: Research

2.1: Game Fundamentals
2.2: Essence of game-genres
2.3: User Research
2.4: Research Results

Chapter 3: Concept

3.1: Motivation of choice
3.2: Essence of a racing game
3.3: Concept of 'Drive'

Chapter 4: Production Report

4.1: Technical Walkthrough
4.2: Tests and feedback
4.3: Production Results

Chapter 5: Conclusion

3.The Summary Report

Summary of aims and objectives

Future research


1. Overview

1.1 Background to the project:

The goal of the project was to create a (non-visual) computer game that resembles the same level of accessibility and fun as a game with visual output. The game had to be as exciting and challenging as visual games. We designed the game for blind children of the age of 10 to 14.
The reason we chose to create a computer game for the blind is because of the huge, unexplored gap between present-day games and games made for visually impaired users. A gap that is getting bigger and bigger. While seeing gamers venture into 3D gaming worlds such as 'Myst' and 'Final Fantasy', blind gamers are forced to play yet another game of Blackjack, Battleship or Memory.
Several attempts to create a game that is as exciting as a game for the seeing have failed because they consisted of translating (read: 'sonifying') the visual content of existing games. Unfortunately, various aspects of what makes the game fun to play get neglected in this process, because these other aspects are not translated into the audio-domain. In this project, we focused on the essence of the game instead of the visual output.
This project is the first step in researching the possibilities of using sound as the main fundamental throughout a design process. Our research indicates that there is a difference between designing and styling audio. Further studies may lead to a definition of Audio Design Principles.

1.2 Summary of aims and objectives:

  • To create a non-visual computer game that resembles the same level of accessibility and fun as a game with visual output. Important is that, in this game, blindness is not a handicap.
  • To illustrate that accessible does not mean 'an adapted original' but 'a re-designed original based on the essence' .
  • To give an example of a design process (and product) that is fully based on audio. This to amplify the functional use of sound.
  • To find out how one can design sound for the blind community, based on the needs, characteristics and possibilities of this user group.
  • To explore the relationship between sound and emotion in a game environment.

(c) 2001-2002 Richard van Tol, Sander Huiberts & Hugo Verweij. Please visit http://www.soundsupport.net.