This thesis presents a reflection on the theme of disability and inclusiveness in the world of video games, and more specifically on the relationship between controllers, the interface that allows you to enjoy the experience, the medium that connects the material world with the virtual one, and people who, for various reasons, do not have the ability to use either hand. Using the methodologies of Inclusive Design I carried out a research on users able to use one hand or one arm and an analysis of the characteristics of existing products on the market. Studying the daily life of users, getting into their point of view and understanding what barriers they encounter in the videogame experience helps to define what are the crucial aspects to work on. The crossing of these data with those obtained from the analysis of the main controllers that can be used with one hand, led to the definition of MOBI, a wireless controller that can be divided into 2 parts, which aims to improve the quality of life of people with this disability by enabling or rehabilitating them to play video games, working on their inclusion in an experience that has become part of our daily life. The product generated also eliminates the barriers that are created for those who have a temporary disability, for example those who have a plastered arm or a temporary injury to the limb. This sector, despite being relatively young and extremely dynamic and full of constant innovation, has never turned its attention to the whole range of users with different abilities, and only in the last two years we have seen the first moves of the major companies to try to involve even those who had always been excluded. For this reason I thought it was the right time to elaborate this reflection, on how product design, embracing the methodologies of inclusive design, can really affect people's lives and their health, improving the experiences not only for those with disabilities but also for all the others, from those who are temporarily excluded to those who never are.
Questa tesi presenta una riflessione sul tema della disabilità e dell’inclusività nel mondo dei videogiochi, e più nello specifico riguardo al rapporto tra i controller, l’interfaccia che permette di usufruire dell’esperienza, il medium che collega il mondo materiale con quello virtuale, e le persone che, per varie cause, non hanno la possibilità di utilizzare una delle due mani. Utilizzando le metodologie dell’Inclusive Design ho svolto una ricerca sugli utenti in grado di usare una mano o un braccio solo e un’analisi delle caratteristiche dei prodotti esistenti sul mercato. Studiare la vita quotidiana degli utenti, immedesimarsi nel loro punto di vista e capire quali sono le barriere che incontrano nell’esperienza del videogiocare aiutano a definire quali siano gli aspetti cruciali su cui andare a lavorare. L’incrocio di questi dati con quelli ottenuti dall’analisi dei principali controller utilizzabili con una mano sola, hanno portato alla definizione di MOBI, un controller wireless scomponibile in 2 parti, che si propone di migliorare la qualità della vita dei soggetti con questa disabilità abilitandoli, o riabilitandoli, al videogiocare, lavorando sulla loro inclusione in un’esperienza ormai diventata parte della nostra quotidianità. Il prodotto generato elimina inoltre le barriere che si creano anche per chi ha una disabilità temporanea, ad esempio chi ha un braccio ingessato o una lesione temporanea all’arto. Questo settore, pur essendo relativamente giovane ed estremamente dinamico e carico di costanti innovazioni, non ha mai rivolto la sua attenzione a tutta la fascia di utenti con diverse abilità, e solo negli ultimi due anni si sono viste le prime mosse delle grandi aziende per cercare di coinvolgere anche chi era sempre stato escluso. Per questo motivo ho ritenuto fosse il momento adatto per elaborare questa riflessione, su come il design di prodotto, abbracciando le metodologie dell’inclusive design, possa influire davvero sulla vita delle persone e della loro salute, migliorando le esperienze non solo per chi è disabile ma anche per tutti gli altri, da chi viene temporaneamente escluso a chi non lo è mai.
MOBI. Design di un controller wireless scomponibile in 2 parti per giocatori con 1 sola mano abile
SPIGA CASADIO, FABIO
2018/2019
Abstract
This thesis presents a reflection on the theme of disability and inclusiveness in the world of video games, and more specifically on the relationship between controllers, the interface that allows you to enjoy the experience, the medium that connects the material world with the virtual one, and people who, for various reasons, do not have the ability to use either hand. Using the methodologies of Inclusive Design I carried out a research on users able to use one hand or one arm and an analysis of the characteristics of existing products on the market. Studying the daily life of users, getting into their point of view and understanding what barriers they encounter in the videogame experience helps to define what are the crucial aspects to work on. The crossing of these data with those obtained from the analysis of the main controllers that can be used with one hand, led to the definition of MOBI, a wireless controller that can be divided into 2 parts, which aims to improve the quality of life of people with this disability by enabling or rehabilitating them to play video games, working on their inclusion in an experience that has become part of our daily life. The product generated also eliminates the barriers that are created for those who have a temporary disability, for example those who have a plastered arm or a temporary injury to the limb. This sector, despite being relatively young and extremely dynamic and full of constant innovation, has never turned its attention to the whole range of users with different abilities, and only in the last two years we have seen the first moves of the major companies to try to involve even those who had always been excluded. For this reason I thought it was the right time to elaborate this reflection, on how product design, embracing the methodologies of inclusive design, can really affect people's lives and their health, improving the experiences not only for those with disabilities but also for all the others, from those who are temporarily excluded to those who never are.File | Dimensione | Formato | |
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2019_04_SpigaCasadio_01.pdf
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Descrizione: Testo della tesi
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2019_04_SpigaCasadio_02.pdf
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Descrizione: Tavole di progetto
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https://hdl.handle.net/10589/153127