Is this project an undergraduate, graduate, or faculty project?
Graduate
Project Type
group
Campus
Daytona Beach
Authors' Class Standing
Carmen Van Ommen, Graduate Student Isabella Curtorillo, Junior/Graduate Student Olivia Honan, Graduate Student Gretchen Wilson, Senior Barbara Chaparro, Faculty Mentor
Lead Presenter's Name
Carmen Van Ommen
Lead Presenter's College
DB College of Arts and Sciences
Faculty Mentor Name
Barbara Chaparro
Abstract
Many video gamers with mobility disabilities face significant barriers when using video game controllers, creating a demand for assistive technology within the gaming industry. The PlayStation Access™ Controller (PAC) is an adaptive gaming device designed to improve accessibility for individuals with disabilities through customizable controls. Due to the diverse experiences people with disabilities face, it is important to evaluate a variety of users, from no mobility impairment experiences to caregivers, and those experiencing a mobility disability, to ensure that a range of groups have the ability to set-up and use the PAC. A key aspect of this Out-of-Box Experience (OOBE) process encompasses initial interactions with the product, from unboxing to first-time use. This study evaluates the OOBE of the PAC for individuals with various disability and gaming experiences. Initial findings suggest that while the PAC's packaging is intuitive and customizable, challenges exist regarding the complexity and length of setup, controller size, and button symbol recognition. The aim is to identify design strengths that can inform future assistive technologies while also addressing potential areas for improvement to enhance accessibility and ease of use.
Did this research project receive funding support (Spark, SURF, Research Abroad, Student Internal Grants, Collaborative, Climbing, or Ignite Grants) from the Office of Undergraduate Research?
No
Unboxing Accessibility: Evaluating the Out-of-Box Experience of the Playstation Access™ Controller
Many video gamers with mobility disabilities face significant barriers when using video game controllers, creating a demand for assistive technology within the gaming industry. The PlayStation Access™ Controller (PAC) is an adaptive gaming device designed to improve accessibility for individuals with disabilities through customizable controls. Due to the diverse experiences people with disabilities face, it is important to evaluate a variety of users, from no mobility impairment experiences to caregivers, and those experiencing a mobility disability, to ensure that a range of groups have the ability to set-up and use the PAC. A key aspect of this Out-of-Box Experience (OOBE) process encompasses initial interactions with the product, from unboxing to first-time use. This study evaluates the OOBE of the PAC for individuals with various disability and gaming experiences. Initial findings suggest that while the PAC's packaging is intuitive and customizable, challenges exist regarding the complexity and length of setup, controller size, and button symbol recognition. The aim is to identify design strengths that can inform future assistive technologies while also addressing potential areas for improvement to enhance accessibility and ease of use.