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All Outputs (6)

Inclusive design for immersive spaces. (2019)
Journal Article
CRABB, M., CLARKE, D., ALWAER, H., HERON, M. and LAING, R. 2019. Inclusive design for immersive spaces. Design journal [online], 22(Sup 1: running with scissors: proceedings from 13th European Academy of Design international conference (EAD 2019), 10-12 April 2019, Dundee, UK), pages 2105-2118. Available from: https://doi.org/10.1080/14606925.2019.1594934

It is vital when creating learning environments that attention is paid towards individuals using a given space, activities that they will carry out, and the available equipment that will facilitate this. It is also important that these spaces are cre... Read More about Inclusive design for immersive spaces..

W3C accessibility guidelines for mobile games. (2018)
Journal Article
WILSON, A. and CRABB, M. 2018. W3C accessibility guidelines for mobile games. Computer games journal [online], 7(2), pages 49-61. Available from: https://doi.org/10.1007/s40869-018-0058-7

In the past decade, video games have become one of the fastest growing forms or entertainment around the world. In particular, mobile gaming has continued to evolve, becoming increasingly popular for billions of people worldwide. An ongoing issue wit... Read More about W3C accessibility guidelines for mobile games..

Meeple centred design: a heuristic toolkit for evaluating the accessibility of tabletop games. (2018)
Journal Article
HERON, M.J., BELFORD, P.H., REID, H. and CRABB, M. 2018. Meeple centred design: a heuristic toolkit for evaluating the accessibility of tabletop games. Computer games journal [online], 7(2), pages 97-114. Available from: https://doi.org/10.1007/s40869-018-0057-8

Evaluation of accessibility within a tabletop context is much more complicated than it is within a video game environment. There is a considerable amount of variation in game systems, game mechanisms, and interaction regimes. Games may be entirely ve... Read More about Meeple centred design: a heuristic toolkit for evaluating the accessibility of tabletop games..

Eighteen months of Meeple Like Us: an exploration into the state of board game accessibility. (2018)
Journal Article
HERON, M.J., BELFORD, P.H., REID, H. and CRABB, M. 2018. Eighteen months of Meeple Like Us: an exploration into the state of board game accessibility. Computer games journal [online], 7(2), pages 75-95. Available from: https://doi.org/10.1007/s40869-018-0056-9

The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially thos... Read More about Eighteen months of Meeple Like Us: an exploration into the state of board game accessibility..

Understanding the diverse needs of subtitle users in a rapidly evolving media landscape. (2016)
Journal Article
ARMSTRONG, M., BROWN, A., CRABB, M., HUGHES, C., JONES, R. and SANDFORD, J. 2016. Understanding the diverse needs of subtitle users in a rapidly evolving media landscape. SMPTE motion imaging journal [online], 125(9), pages 33-41. Available from: https://doi.org/10.5594/JMI.2016.2614919

Audiences are increasingly using services, such as video on demand and the Web, to watch television programs. Broadcasters need to make subtitles available across all these new platforms. These platforms also create new design opportunities for subti... Read More about Understanding the diverse needs of subtitle users in a rapidly evolving media landscape..

An analysis of age, technology usage, and cognitive characteristics within information retrieval tasks. (2015)
Journal Article
CRABB, M. and HANSON, V.L. 2016. An analysis of age, technology usage, and cognitive characteristics within information retrieval tasks. ACM transactions on accessible computing (TACCESS) [online], 8(3): papers from the proceedings of the 16th International Association of Computing Machinery Special Interest Group on Accessibility (ACM SIGACCESS) conference on computers and accessibility (ASSETS 2014), 20-22 October 2014, Rochester, USA, article number 10. Available from: https://doi.org/10.1145/2856046

This work presents two studies that aim to discover whether age can be used as a suitable metric for distinguishing performance between individuals or if other factors can provide greater insight. Information retrieval tasks are used to test the perf... Read More about An analysis of age, technology usage, and cognitive characteristics within information retrieval tasks..