Notice: add_custom_image_header is deprecated since version 3.4.0! Use add_theme_support( 'custom-header', $args ) instead. in /var/www/html/shows/wp-includes/functions.php on line 4329 ITP Spring Show 2008 » Swish
-->

Swish

Anaid Gomez Ortigoza

A basketball game designed around one user's specific needs.

http://itp.nyu.edu/blogs/ago218/basket-button/

Classes Designing for Constraints

Miracle is a 2 year old boy learning to walk on his prosthetic legs and feet. He loves balls and Barney. This game is designed to motivate him to play and practice the use of his prosthetics. The game consists of a basketball hoop with a screen in the back board. The ball gets thrown in the hoop, a flash program keeps score and rewards him after a certain amount of baskets. With a lot of input of his physical therapists, this game targets their objectives while being entertaining to Miracle.

Background
Interface design thoughts about how a ball can also be a button. Designing physical interfaces for a particular user. Most of all, observing Miracle in his daily life and physiotherapy and talking to those involved in his life. Readings on games for early childhood development.

Audience
Miracle, a two year old boy at the Seton Pediatric Hospital who is learning to walk on prosthetic legs.

User Scenario
He comes down to the second floor at about 4 pm every day where Michelle, his physiotherapist sets him up with his prosthetics and gets him ready to practice walking. He throws the ball in the basket, as opposed to aimlessly as he does now. The physiotherapist chooses the game mode and Barney appears to congratulate him on a job well done.

Implementation
It's a basketball hoop with a keyboard emulator that goes into Flash. The hoop has magnetic sensors and the ball is full of magnets.

Conclusion
It's hard to design without words and trying to be less screen-based. Two year old's attention is a precious thing!