Outline of co-design workshop/hackathon/inclusive making:
Identifying 2 key areas:
Can we learn what scaffolds are needed through physical play?
If given an approximate model, can we identify supports needed to facilitate free-form track construction for a wide spectrum of users?
- What kind of feedback does physical play provide that is useful for users?
- i.e. is the tactile and sound key signals?
- Are there things about physical play that is limiting that could be implemented in digital forms? I.e. being able to play / pause / adjust?
- Are the sounds created by physical play enough to orient a non-sighted user? (i.e. is sonification enough?)
- What is the core play loop?
- The core play loop = ability to easily adjust, tweak, and see consequences?
- what kind of controls and feedback does the sim need to provide in order to keep it fun?
- "fun" is subjective
- people play in different ways. How do is this accommodated?
- 2x co-op students?
- 2x non-sighted participants?
- How do we "compensate"?
Given the above questions, how might a workshop / hackathon be structured to help us answer these questions?