The Idea

 

 

The use of Tangible Interfaces has been suggested by Ishii as an approach for human-computer-s interaction (Ullmer & Ishii, 2000). He demonstrated the functional use of Grasp-able and Tangible User Interfaces (TUIs) using physical objects as intuitive interfaces. TUIs apply combined virtual and real-world physical concepts and personal experiences that may be considered more “intuitive” since they follow familiar metaphors. To the disabled people, TUIs thus can be the solution to overcome hardware difficulties that they are facing when playing computer or real-world games.

Most projects address graphical user interface accessibility issues and use of assistive technologies specifically for nonsighted people. However, available assistive technologies are sometimes expensive and may not always fit all sorts of user interface re-quirements, therefore, home-brewed tangible user interfaces (e.g. Jung et al., 2005 ) can be a functional approach.

To develop a single holistic game that covers all sorts of disabilities may not be possible. Some games attempt to solve this problem by providing configuration functionalities such as levels of parameterisation on the size of the objects, speed and distance of the action, life and tolerance of the game, and sounds . The majority of these accessible computer or video games support not only audio or visual customisation but also other high level assistive tech-nologies such as voice recognition or Global Positioning System. Although these games provide accessibility support, the question of how to aid physically impaired people experience social rewards from non-computer based games (e.g. board games) remains unanswered.