1 of 44

Pawsome Paths

Vipech Bun

2 of 44

Concept Statement

Pawsome Paths is a collaborative educational board game for children who may have little to no experience interacting with a guide dog. The goal is to teach players a refined sense of empathy for the dog’s training and discipline in assisting their visually impaired owner. By learning how guide dogs see the world and how to best respect their boundaries through guided interactions, I hope children can contribute to a future environment that avoid distractions for guide dogs on the job.

3 of 44

The problem

Most guide dog training and distribution services are non-profits with limited resources to educate children who might be indirectly involved with the guide dog throughout its’ life.

Breed dogs

Volunteer-based training & socialization

Owner matching

Guide dog training

4 of 44

The problem

Guide dogs tend to have a higher return rate

In a case study of 100 guide dogs, 19% were returned due to being seen as a mismatch. This could mean difference in personality, distractions, or inability to perform in specific work or home environment

Failure rate

Mismatched & returned

19.5%

Matched but returned

17%

Mismatched but retained

6.8%

Matched & retained

56.8%

5 of 44

Intention & Audience

Guide dog performance can be influenced by their environment and community

Starting to educate the youngest population means creating a more empathetic future population that understand how to interact with guide dog without negatively influencing their performance.

Visually impaired owner & guide dog

Family/ household

Community

Trainer

Volunteer

Organization

Spouse/ partner

Parents

Children

6 of 44

Intention & Audience

Visually impaired owner & guide dog

Family & community

Children

Children with little to no experience interacting with a guide dog

Age: 8-15

Collaboration with another family member

7 of 44

Solution

8 of 44

Outcome

  • Players were able to navigate the game mechanics and learn new facts about guide dogs
  • Successfully incorporated tactile technology used by the blind community, with guidance and approval for the final product
  • The final illustrations, branding, and design decisions were appealing to children and older players
  • Players found the overall experience to be

What went well

  • Not being able to interview and conduct test play with as many young players due to the difficulty of reaching a protected group
  • Similar challenge of conducting test plays with more blind players with different categories of blindness through formal organizations as this is a protected community

What didn’t go so well

9 of 44

Design Goals

1

Can I successfully deliver information

  • How do guide dogs help you navigate
  • Why shouldn’t you pet a guide dog?
  • Do guide dogs work all of the time?

2

Is the game easy to play?

  • How easy is it to pick up
  • Is it fun?
  • Do they learn new information?

3

Can users with visual impairment participate?

  • Consider as part of the design from the beginning

10 of 44

Research

Existing effort to educate children

  • In person school visits from orgs
  • Online lesson plans (videos & readings)
  • Games & puzzles

11 of 44

Research

Why a board game?

“…board games present opportunities for developing skills in a wide variety of domains of learning in young children. More broadly, they can promote “learning how to learn”’

The Power of Board Games for Multidomain Learning in Young Children - Daniela O’Neil

12 of 44

Research

Collaborative Gaming: Teaching Children About Complex Systems and Collective Behavior

  • Peppler, Danish, and Phelps (2013)

Competitive (solo)

Collaborative (team)

Probability and impact on hive collection

  • Focus on winning
  • Low info retention
  • Read facts out loud
  • Stay on task
  • Active listening

13 of 44

Story Board

14 of 44

Design: Prototype 1

1

Owner/ instructor

  • Rely on cards for navigation instructions
  • Roll the die
  • Decision maker

Dog/navigator

  • Rely on movement instructions from owner
  • Communicate obstacles via sound
  • Read challenge cards

2

15 of 44

Design: Prototype 1

16 of 44

Prototype 1 feedback

Are both players participating equally?

Is the experience enjoyable for all?

Is it replayable?

Adding chance to the gameplay

17 of 44

18 of 44

Research 2

19 of 44

Design: Prototype 2

20 of 44

Design: Prototype 2

21 of 44

S

T

Store 1

Store 5

Store 9

Store 2

Store 6

Store 10

Store 3

Store 7

Store 11

Store 4

Store 8

Exit

coin

22 of 44

Feedback 1 integration

Concern

Solution

Are both players participating equally?

Is the experience enjoyable for all?

Collaborative mechanics to collect items, answer trivia, and exit the building together

23 of 44

Feedback 1 integration

Concern

Solution

Is it replayable?

Ability to reshuffle the board, changing distance of stores and exits

24 of 44

Feedback 1 integration

Concern

Solution

Player will keep choosing right answer, add chance element?

Turn over the busy store card through flipping coin for the right answer

25 of 44

Prototype 2 Feedback

Easier to read / simplify text

Incorporation of character card

26 of 44

Prototype 2 Feedback

Additional threat

Hide trivia answer

S

Move the stranger 2 tiles to the left

27 of 44

Expert feedback

Dog training knowledge/ interaction

Board game design & final material

Accessible designers

Visually impaired user feedback

  • Might need another run through on trivia question selection
  • Test a lot for cheap
  • Balance audience carefully
  • Visual design, box design, manufacturing
  • Good direction so far
  • Reach back out if issues with applying accessibility suggestions
  • In progress comm, VISIONS/Services for the Blind and Visually Impaired

28 of 44

Braille printing

29 of 44

30 of 44

31 of 44

32 of 44

33 of 44

Optimal play

Your skill level during the game?

  • 1 not very good
  • 5 very skilled

Challenge level of the game?

  • 1 very easy
  • 5 very challenging

Psychology of Optimal Experience - Mihaly Csikszentmihalyi

34 of 44

Optimal play

Your skill level during the game?

  • 1 not very good
  • 5 very skilled

Challenge level of the game?

  • 1 very easy
  • 5 very challenging

Psychology of Optimal Experience - Mihaly Csikszentmihalyi

35 of 44

Feedback 2 integration

Performance linked to owner’s emotions

3 - Excited

2 - Happy

1 - Indifferent

Correct answer +1 move per turn

Wrong answer -1 move per turn

Max moves per turn: 3

Min moves per turn: 1

2

36 of 44

Feedback 2 integration

37 of 44

Design: Prototype 3 Visual Mood Board

38 of 44

Prototype 3: Character sketches

39 of 44

Prototype 3: Character sketches

40 of 44

Prototype 3: Redesign

41 of 44

Prototype 3: Redesign

42 of 44

43 of 44

Looking into the future

“...we believe studies exploring the rich potential of high quality contemporary commercial games—perhaps with simpler, low- or no-cost adaptations to instructions or materials in keeping with the game mechanics—would be particularly valuable for educators, professionals, community organizations, and parents in deciding which games to offer children.”

The Power of Board Games for Multidomain Learning in Young Children - Daniela O’Neil

44 of 44

Thank you