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Analysis

In this phase research was conducted to explore games and possible concepts. This was followed by a PACA analysis on the target group as well as market research into games already on the market. This was done to give context to our idea and develop a list of user requirements.

Initial research

The market research gave a clear result; visually impaired people have access to almost all board and card games as well as many computer games. However, there is a lack of ‘hands-on games which require a more fast-thinking approach rather than a slow and rational one. Therefore, this project will be targeted towards developing an accessible hands-on game.

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Games for visually impaired
Games such as Chess, Monopoly, Scrabble, Checkers, Cards, Uno, Dominoes, Puzzles or Dice games have been adapted for the use of visually impaired people using braille or 3D bumps to differentiate the pieces.


In terms of computer games, the possibilities are endless. Computer games can be divided in two categories depending on the age of the player, blind toddlers and younger kids or blind teens and adults. In both cases the games provided are generally sound based, maybe using narrations or sound effects to help with spatial awareness and navigating menus. For young kids those games are used to learn and associate sounds to objects or animals.

 

Of course, the market offers options for partially blind people creating smart products to use in relation to card or board games. 


Competitor Analysis
The idea is to create a game that could be suitable for both visually and nonvisually impaired. Something that could be defined as an “hands-on” game with a similar strategy of an escape box.


The market offers a large variety of escape boxes or bomb defuse games. In both cases none of them seems to be suitable for a blind user.

 

The following products have been analysed and ordered according to their characteristics.

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Conclusion

It is important to note that the product the group is developing aims to cater to both visually impaired and non-visually impaired individuals, promoting inclusivity and teamwork among users from diverse backgrounds. Considering this aspect, an essential consideration comes to mind regarding the distribution of the product.

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While many accessible games are currently available for purchase online, our group has contemplated the possibility of making the game accessible in physical stores since, by targeting both blind users and non-blind individuals, the game seems to hold the potential for a broader market appeal.

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Based on these considerations, the assumption is that with a relatively larger target audience, the product can be produced on a larger scale rather than be tailored for small batches. This opens up significant opportunities in the mass market, offering a game that accommodates larger groups and, consequently, has the potential for greater market dominance.

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For sure the Infringement of intellectual property and copyright are interesting perspectives that the distribution of this product in the market could create. Although the product, designed as a physical aid for visually impaired individuals, serves a noble purpose, it remains essential to acknowledge that it relies on someone else’s creative work. Even though this question cannot be answered in the context of the project it is still an interesting point to consider in terms of the product’s market distribution.

Read more about the EMBODIMENT

Read more about the PRototyping

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