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

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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.

 

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