This one choice button would be able to be moved around to where ever the student will need to the button. There are rectangular holes at the top and bottom of the base so that the aids will be able to strap the button to the student's hands, head rest, or wheel chair. The base will be 4 in x 3 in x 0.75 in and the button will be 2.5 in diameter and 0.75 in height. It will also include a common auxiliary cable that will plug into the student's iPad or electronic device.
The 2 button idea gives students 2 options while playing the adaptive video game while being able to fit within their wheel chair stand. This idea is meant to have options of left/right or up/down. The base will be 6 in x 3 in x 0.5 in while the button will be 2.5 in diameter and 0.5 in height.
The on screen button will be programmed into the adaptive video game itself. The button will be on the right side of the screen and will have the word "PRESS" be written out on the screen for the students to know they will have to press that button for the video game to continue.
This ultrasonic sensor will be able to be placed either of the student's headrest or on their wheelchair. This sensor will be able to sense the student's hand or head in front and move the character in the game like it would with any other button. This will act as a 1 button option with a large range of motion for the students.
Save the Dinosaur! will begin with a start screen that will include a dinosaur at the bottom of the screen and a start button. Once the start button is pressed, everything will be removed from the screen and the game will begin. There will be a score off to the top right of the screen, a dinosaur at the bottom of the screen, and an exit button to the top left of the screen. There will be an asteroid at the top of the screen that will slowing go down towards the dinosaur. If the button is pressed, there will be confetti and the asteroid will be removed from the screen as well as 100 points being added to the score and then another asteroid does the same process. If the button is not pressed and the asteroid hits the dinosaur then everything will be removed from the screen and the end screen will show which includes a replay button and the score.
Collect the Flowers! will begin with the start page that will include a start button, 2 flowers, and a basket. Once the start button is pressed, everything from the screen will be removed and the game will begin. The score will be up in the top right of the screen and the exit button will be at the top left of the screen. There will be a basket at the bottom of the screen. If the button is pressed, flowers will move from the left of the screen into the basket. Every time a flower is in the basket, 1 point will be added to the score. If the button is not pressed, the flowers will stop and there will be no movement on the screen. Once the student has collected all 10 flowers, there will be confetti on the screen and the basket full of flowers at the bottom of the screen will be shown.
Protect the Runaway Train! begins with the start page which includes a train at the bottom of the screen and a start button. Once the button is pressed, then everything will be removed from the screen. The score will be shown at the top right of the screen, the exit button is at the top left of the screen and a train is at the bottom middle of the screen. There will be a tree that will slowly go towards the train. If the button is pressed then the tree will be removed, confetti will be shown on the screen and there will be 100 points added to the score. If the button is not pressed and the tree hits the train, everything will be removed from the screen and the end page will show. The end page consists of a replay button and the final score.
GeomoJump! will begin with a start screen that will include a start button, and a triangle and square at the bottom of the screen. Once the start button is pressed, everything will be removed from the screen. An exit button will be placed at the top left corner of the screen, the score will be placed a the top right of the screen, and a square will be a the bottom left of the screen. There will be a triangle that will slowly get closer to the square. Once the button is pressed, the square will jump in the air while the triangle will quickly move past the square and 100 points will be added to the score. Once the triangle is away from the square it'll move back down and another triangle will show up and repeat the same process. If the button is not pressed and the triangle hits the square, then everything will be removed from the screen. The score will be shown a the top right of the screen, a square and triangle at the bottom of the screen, and a replay button of the top left of the screen.
We chose to put performance in both design matrices because the students we are working with will need something that will actually be working and won't have a lot of errors so that it is easier for them to play.
We put durability under the button design matrix because we considered that some students hit buttons pretty hard to where the buttons need to be strong so that they won't break while the students play with it.
Cost is under both design matrices because we want to make sure that we won't be spending too much money on this product so that it is affordable for others to buy this product from us.
We decided that aesthetic was an important part of this project because we would want people to look at it and want to buy it. Also students wouldn't be as interested in the game if it was messy.
We thought it was important to include the feedback that we got from our survey into our design matrix so that we include more views than just our own. We made sure to include people who have met the students we will be working with as well as those who understand our design concepts.
Execution is a major factor in our project as we would need a functional product for others to use. In this section we thought about how hard would it be to design certain aspects and how long it would take to produce these products.
We chose performance as our number one priority when choosing a design because we wanted our product to function just as well as a well established industrial grade game so that each student could enjoy the product without worrying about it breaking or lagging. Next we decided that durability and cost were the next most important. Durability is important because students with RTS can get very excited which can mean punching. Next, cost goes with durability since we want a product to be durable enough that it won't break easily but cost-efficient enough that it is not a complete loss if it happens to be broken. Although cost and durability do not necessarily pertain to the game play aspect of this project, we still felt it was important in deciding the physical aspect design. Following durability and cost, we decided that aesthetic was the next important because we want our product to be engaging and well put together so that RTS students will be interested enough to play it again and again. Then towards the end of our importance ranking, we incorporated feedback. We wanted to incorporate feedback into our design matrix so that the surveys we took were put to good use. By including feedback we were able to get the opinions of "typical" students that may share similar interests to the RTS students in question. At the tail end of our constraints list, we put execution. Execution really only pertains to game play because we wanted to consider how easy it would be to work out kinks should they arise in the code. By taking this into consideration we were able to understand the development stage of the game play better.
Through the design matrix, the single button design was chosen. This design posed a better option because it is easy for RTS students to use, durable, cost-efficient, pleasing to the eye, and it achieved the overall highest feedback score. By taking all of these constraints into consideration, we can reasonably say that the one button design will give users the most bang for their buck!
Save the Dinosaur! posed the better game play option since it will be interesting to RTS students, it is easy to play/execute, and it will preform the best out of all the other game play options. We took all of these constraints into consideration in order to ensure that the game play option will be the best all around.
This is a to-scale clay model of the physical aspect of our project. It is 3x4x1.5 with a button whose diameter is 2.5. There are slots on either side of the button so that once it is actually created, students can attach it securely to their wheelchair or headrest. Once we actually make this button, it will be 3D printed using PLA filament which is durable, cost-efficient, and easy to use.
This is a to-scale clay model of the physical aspect of our project. It is 3x4x1.5 with a button whose diameter is 2.5. There are slots on either side of the button so that once it is actually created, students can attach it securely to their wheelchair or headrest. Once we actually make this button, it will be 3D printed using PLA filament which is durable, cost-efficient, and easy to use.
This is a to-scale cardboard model of an iPad. Students will be using an iPad to play the game on a website. The website will be using HTML coding language and it will be free for the students to use. The model shows the start screen of the game.
In the model the connection cord is made out of string but in reality it will be an aux cord. The aux cord will allow the button and the iPad to communicate meaning that when the button is pressed the iPad will go to the next screen or the dinosaur will move out of the way of the asteroid.
In the model the connection cord is made out of string but in reality it will be an aux cord. The aux cord will allow the button and the iPad to communicate meaning that when the button is pressed the iPad will go to the next screen or the dinosaur will move out of the way of the asteroid.