• Major Claim: That Video Game Controllers designed for people with physical disabilities should be more aesthetically pleasing.

o   Currently we live in a world that is difficult for people with physical disabilities to play video games.

  • There are few solutions
    • List & Describe some of the solutions
  • There are only a few companies that actually make video game controllers.
    • These company’s offerings tend to be very similar in form factor and aesthetics to the first-party controller.

o   Video Game Controllers are more than just invisible ergonomic devices

  • Aesthetics and Desires matter and are very important.
  • “At this juncture, we want to emphasize that with any of the preceding approaches, there are problems with focusing too heavily on need as key human motivation for change or innovation. Need implies that the desired situation is clearly understood, and that the real state of affairs, which is clearly understood, is an undesired one.”
  • “Our understanding of motivation, triggered by what we believe to be desirable—in other words, desiderata assessment—as opposed to what we need, remains remarkably underdeveloped.”
  • Kari Kuti’s triple mediatedness of artefacts

o   A Video game controller that is aesthetically pleasing is the Razer Sabertooth controller

  • Noel Carroll’s Framework
  • Look at Aesthetics of video game controllers through Sensual-phenomenological, Conceptual-hermeneutical, Contextual-discursive,

o   Accessible video game controllers are not aesthetically pleasing and focus on functionality.

  • This follows a trend set by other accessibility devices where they are focused on functionality and ignore the aesthetic values of the artifact.

o   Aesthetic accessibility video game controllers can lead to inclusivity in video gaming.

  • Our ability to communicate our shared experiences with others allows us to form tighter social bonds
    • Engestrom’s activity system model has the triangle mediated by subject, object, and community.

o   This includes, rules, people, tools, and the division of labor leading to an outcome.

  • Enjoyment of video games
  • “In short, we are collectively asking what it means to live in this electronic world we are creating, whether this world reflects our values, who is entering into this world that we are designing and whom we are living behind. These questions are at least as philosophical as they are technological.”

o   I have shown that video games controllers need to be more aesthetically pleasing and that it is desirable that we should live in a world that has these aesthetic video game controllers.

  • What I have done here can also be used to evaluate other technologies and artifacts that are designed for people with physical disabilities and there is a wider conversation that needs to be had.

 

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