@inproceedings{b436a443f89b4b079c3252621acbbd29,
title = "How to control a mobile game: A comparison of various approaches for visually impaired people",
abstract = "The aim of the study was the comparison of existing approaches of user interfaces for visually impaired people playing a mobile game. The mobile gamebook was taken into account as an example of the game. Seven different interfaces accessible for visually impaired people were studied analyzing the following aspects: interface reaction time, commands correctness, screen size influence, complexity of implementation, and number of available options. It was concluded, that perfectly accessible interface of a mobile game should consist of the lowest number of options as possible. When simple interfaces with limited number of options are designed, then swipes, multi-touch and sensors, due to the short reaction time and a high level of correctness of operations, are worth taking into account. The paper highlights, that the use of MVP design pattern allows developers to create mobile games with different methods of interaction, which can be changed in a runtime.",
keywords = "Blind people, Gamebook, Interaction, Mobile games, Visually impaired",
author = "Krzysztof Dobosz and Jakub Ptak",
note = "Publisher Copyright: {\textcopyright} Springer International Publishing Switzerland 2016.; 15th International Conference on Computers Helping People with Special Needs, ICCHP 2016 ; Conference date: 13-07-2016 Through 15-07-2016",
year = "2016",
doi = "10.1007/978-3-319-41264-1\_71",
language = "English",
isbn = "9783319412634",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer Verlag",
pages = "523--529",
editor = "Christian B{\"u}hler and Klaus Miesenberger and Petr Penaz",
booktitle = "Computers Helping People with Special Needs - 15th International Conference, ICCHP 2016, Proceedings",
address = "Germany",
}