ABSTRACT VIEW
JANE DOE’S MISSION: A SERIOUS-CRITICAL DIGITAL GAME FOR WEB DESIGNERS AND DEVELOPERS TO TRAIN WEB ACCESSIBILITY FOR SCREEN READERS
G. Vila Maior1, B. Giesteira1, V. Peçaibes2
1 University of Porto (PORTUGAL)
2 ID+ (Research Institute for Design, Media and Culture) and CINTESIS (PORTUGAL)
Introduction:
Despite significant technological advancements, web accessibility is still not widely practiced by web designers and developers, resulting in obstacles for users who rely on screen readers. These users often encounter confusing and disorganized content, which blocks their navigation. This study delves into the challenges faced by blind users, examines the practices of web accessibility by web designers, and developers, and explores how a Serious-Critical game can not only raise awareness but also enhance web accessibility practices.

Methods:
The research employed a Human Centered Design approach, and it began with a comprehensive literature review to examine the evolution of web accessibility, its benefits, and the persisting challenges, and explores the how and why Serious and Critical Games and influence players’ thinking, reflection and reaction process. An online survey was disseminated amongst blind web users to gather data on their screen reader usage, online obstacle encounters, and frustrations. Subsequently, focus groups provided deeper insights into the challenges identified in the survey, reinforcing the impact on users’ experiences and emotions. To understand the preferences of the game’s end-users (web designers and developers), another online survey helped guide the game’s creation. Next, we applied a co-design game session with participants matching the end-players’ profiles. Ultimately, a game prototype was developed using Figma.

Results:
The screen reader usage survey, with 48 responses from blind web users aged 18 to over 65, revealed that 48,6% “sometimes” encounter online obstacles on websites, followed by 33,4% “frequently” face such obstacles. Users identified that they feel most frustrated when encountering CAPTCHAs, graphics without alternative text, websites lacking structure, and unlabeled buttons and links, with approximately 17% “always” feeling frustrated by online obstacles. The 3 focus group sessions with total of 9 blind participants helped solidify the findings from the survey, providing a more intimate understanding of such obstacles, and the findings were the foundation to create material for the co- design session. The game’s target audience survey, with 22 responses, indicated a preference for a desktop game that could be played daily, featuring adventure, action and puzzle gameplay. The co- design session, involving 5 participants, allowed for the participants to be able to create potential concepts, narratives, gameplays and user engagement strategies. Utilising insights gathered from the user research and the co-design, the game prototype was designed and is currently undergoing playtesting, which will continue until the end of July.

Discussion:
In “Helen’s Mission: Accessible Tunnel”, the player assists Helen the Ant in creating an Accessible Navigation System in gardens to help the Moles cross the underground to other gardens and visit their friends. Throughout a series of mini-challenges, the player learns more about web accessibility by helping Helen fix obstacles faced by blind users by making the tunnels accessible for the Moles. While not comprehensive in covering all Web Content Accessibility Guidelines, the game provides specific insights, aiming to impact web designers and developer by enhancing their understanding and awareness of accessibility issues, thus encouraging the player to improve their accessibility practice, fostering a more inclusive digital environment.

Keywords: Web accessibility, game design, co-design, serious games, critical games.