As mobile interfaces are often designed with sighted users in mind, difficulties can be experienced by individuals who are blind, when using a mobile screen reader to access content. In this paper, we describe a data gathering study to determine the day-today challenges experienced when performing tasks using mobile screen readers. Challenges can be faced when gaining an overview of specific document types, processing multiple streams of audio, when performing complex web-based tasks, and instances where the device is accessed while the user is in motion. The findings provide an insight into the needs of diverse users, which can help to inform the design of inclusive mobile applications.
This paper describes the development of a non-visual memory game based on the classic game ‗Simon™', where users are presented with a sequence of stimuli, which they need to replicate in the same order to progress to the next level. Information is presented using a combination of speech, nonspeech audio and/or haptic cues, designed to aid blind users who are often excluded from mainstream gaming applications. Findings from an empirical study have revealed that when haptic feedback was presented in combination with other modalities, users successfully replicated more sequences, compared with presenting haptic feedback alone. We suggest that when developing a nonvisual game using an unfamiliar input device, speech-based feedback is presented in conjunction with haptic cues.
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