|  
             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. 
                
 
               
             
           |