Tuesday, February 11, 2014

Use Case (long-term prototype)

Use-Case (Long-term goal)

A blind student has registered for courses at a campus or center for the blind. Before setting foot on campus, they use their text-to-speech enabled device (adroid/iOS phone) to navigate to the app. Using a search function (they could use GPS location if they were on-site), they select the relevant institution from the list (e.g., College of William and Mary). Then, they might choose to practice navigating over the entire campus from a chosen starting point; or, they can select an individual building they want to practice in. A brief speaking description explains how the game works. The user then navigates through the environment using audio cues. She walks along until she is stopped by a wall. She does an action towards this wall, and the app informs her it is the east wall of the welcome center. The user follows the east wall until she hears a knocking sound, which indicates a door on her left. She taps her phone to perform a localized action. The speaker informs her that this is the door to the kitchen, but that it requires a key to be opened. The user continues to follow the east wall. She picks up one of several “jewels” required to complete the level. She is notified of another door. This time her localized informs her that this door leads to classroom A, and allows her to open the door. She enters and explores the room until she finds the key for the kitchen.  The user then navigates back to the beginning of the level. Now, her localized action opens the door. She continues until she finds every jewel and completes the level.

No comments:

Post a Comment