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Increasing board game rulebook accessibility for users with vision impairments via Alexa 

A landing page for an Alexa skill for Ticket to ride.
A setup reference card for Ticket to ride showing how a player can setup the game.

Research Problem

  • Board game publishers make digital rulebooks not readable by screen readers, which makes rule learning challenging for users with vision impairments.

  • As a result, publishers who produce inaccessible digital rulebooks can fail to satisfy and retain these users.

Solution Explored

  • Prototyped an Alexa skill with 5 features that can support the users' rule learning. 

Research Impact

Product Impact:

  • Launched an Alexa skill in the Amazon Games & Skills that conveys rules verbally.

  • Observed 100% user satisfaction with the skill. 

​Strategic Impact: 

  • Published actionable recommendations on how board game publishers can build an Alexa skill for users with vision impairments.  

  • Team: Research associate (me), Graduate researcher (computer science), 2 Research assistants (UX design and industrial design), Project supervisor (IT) • Duration: 4 months

Overview

PROBLEM

Board game rulebooks are not accessible to users with vision impairments

Most digital board game rulebooks are incompatible with screen readers. As a result, users who are blind or have low vision (hereafter, BLV) cannot read the rules.

My text-to-speech program does not work well with PDF rule books.

an old man icon scoffing.

-Y from a board game community

I cannot read the physical rule books and the digital one doesn't work with my screen reader.

a young woman icon rolling eyes in frustration.

-H from a board game community

SOLUTION

Could Alexa communicate board game rules to BLV users?

Using a tailored skill, Alexa can communicate rules verbally and reduce the need for BLV users to use digital rulebooks.

Alexa, rules.

A woman icon smiling and says, "Alexa rules"
A board game icon.

OK. Wildcards come in rainbow color. 

An Alexa app on a mobile phone that responds to user, "OK. Wildcards come in rainbow colour."

This possible usage scenario depicts an Alexa skill telling a BLV user about board game rules.

But wait! Accessibility does not equal usability. For the skill to be useful to BLV users, the skill must communicate rules in ways to address their pain points when learning rules. Here are our two research questions. 

  • Research Question 1: What are BLV users' pain points when learning board game rules?

  • Research Question 2: What new features in an Alexa skill can address BLV users' pain points?

The predicted business outcomes for the board game publishers who build an Alexa skill based on our recommendations are:

  • Increased customer satisfaction for BLV users and customer retention.  

  • Attracts new customers of all abilities by showing accessibility as a core value.  

  • Boosts branding by driving innovation with an inclusive Alexa skill.

OVERALL PROCESS

Here is an overview of our research process. 

  • Created a project roadmap.

  • Prepared standardized testing scripts and recruitment posters.

  • Prepared a demonstration video to be used as an ideation probe.

  • Designed an accessible survey to collect participant demographics.

Foundational Research

Study 1

Research

Planning

Background

Research

Co-design

Workshop N = 14

Thematic

Analysis

  • Researched the academic literature on board game accessibility to develop research questions.

  • Reviewed other researchers' co-design procedures for reference.

  • Discussed BLV participants' pain points with learning board game rules and ideated Alexa features that can support rule learning.

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  • Identified pain points related to rule learning and gameplay.

  • Prioritized the pain point related to rule learning: learning rules cause high cognitive load.

  • Identified 5 features in an Alexa skill that can reduce cognitive load in BLV users when learning rules.

Evaluative Research

Study 2

A/B Testing

 N = 9

Thematic

Analysis

Prototype Development

Pilot Testing

N = 2

  • Created an Alexa skill with 5 features for the board game Ticket to Ride.

  • Conducted pilot usability testing with 2 sighted participants. Iterated the prototype based on feedback.

  • Validated the Alexa skill with BLV participants. 

  • Identified which of the 5 features would reduce cognitive load in BLV users.

  • Identified other design opportunities.  

Process

CO-DESIGN SETUP

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The graduate researcher and I equally contributed in this phase.

1. Participant Recruitment

We recruited 14 BLV participants (Mean age = 42.2 yrs old) and collected their personal information using the Qualtrics survey.

2. Demonstration Video

We created a video that described features in an Alexa skill for board games Ticket to Ride and No Thanks. This was done to elicit active brainstorming with participants. 

The graduate researcher (right) and I (left) in the demonstration video. 

3. Co-design Script

We created a co-design script to standardize data collection across 9 co-design sessions. 

FOOD FOR THOUGHT

I've been trained to draft a detailed experimental script since I was an undergraduate psychology student. In my typical script, I write word-by-word statements that I will say to participants and actions I will take with participants. Of course, I can deviate a little from the script!

 

Having such a script ensures you are not introducing confounds across experimental sessions. Moreover, while I write a script, I can identify problems that can arise during data collection and revise the study procedure ahead of time to prevent the problems.

In Zoom Chat:

[Researcher]: Hello, everyone. We will be starting the session as soon as all the participants have joined.  

 

Invite participants who will use a pseudonym in Zoom: 

[Researcher]: Since you chose to use a pseudonym, you can take this time to rename your Zoom name to your chosen pseudonym.  

 

Introduction (10 mins)

[Researcher]: Hello, everyone. Thank you for joining us for the co-design workshop today. I hope everyone is doing well today. We have a total of (4 or 5) people in this meeting today.

...

Break (10 mins)

Activity 2 (Characteristics) (20 mins)

[Researcher]: Imagine there is a board game with many rules. It has typical board game components like some cards, a physical board, and some other small components, and there is no hidden information in the game, and it has an Alexa skill.

A snippet of the study’s co-design script.

CO-DESIGN WORKSHOPS

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The graduate researcher ran all workshops.

Activity 1.

Participants shared their challenges associated with rule learning of board games.

How was your experience using physical and digital rulebooks?

Tell me about how you go about learning complex rules.

What makes a poorly designed rulebook?

What is your process like when you pick up a new board game?

Activity 2.

Participants watched the demonstration video, imagined a board game with many rules, and collectively brainstormed features in an Alexa skill that could support their rule learning. 

"Imagine a board game with many rules. It has typical board game components, and it has an Alexa skill.

As a BLV user, what features in the skill would help you learn the rules?"

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CONSTRAINTS

We had 2 constraints while devising our data collection plan. Our constraint #1 was that we wanted to recruit some BLV participants with board game experience, which would slow down the recruitment process. Finding BLV participants in general is already hard as it is! To combat the constraint, we conducted remote co-design workshops and recruited participants globally to reach out to as many potential qualified participants as possible and as fast as possible. 

 

One downside of remote co-design workshops is that keeping participants engaged can be difficult, which introduced constraint #2. To combat this constraint, we created a demonstration video, which richly described Alexa’s current features with two popular board games. This video can increase participants’ interest in ideation because it describes Alexa’s interaction with board games that most of them know about. We asked participants to complete a demographic survey two weeks prior to joining a co-design workshop and purposefully made the video with two frequently mentioned board games.

Co-design

CO-DESIGN: THEMATIC ANALYSIS

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The graduate researcher and I equally contributed in this phase.

This is the thematic analysis process that I generally follow.

Review all the qualitative data

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Create semantic & latent codes

Group codes into themes

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Identity insights 

We created a codebook for consistent coding between me and the graduate researcher. We each coded transcripts independently using the codebook and compared and resolved our disagreements.  

FOOD FOR THOUGHT

Don’t be a lone wolf in data analysis! During thematic analysis, you actively discuss with your teams, including “What did participants mean when they said this word?” “Which codes should we group for a potential theme?” and “These themes seem to be related in this way. What do you think?” Involve your teams in thematic analysis and see how their unique backgrounds can be a resource in interpreting data!

To create a codebook or not? Some researchers dislike creating a codebook because the practice goes against the core philosophy of thematic analysis: embracing others’ (subjective) backgrounds as a resource. Other researchers also celebrate their own and others’ backgrounds, but they try to minimize subjectivity by introducing consistency into the analysis. 

 

So, the answer to the question depends on your view of what constitutes a trustworthy thematic analysis.

CO-DESIGN: KEY INSIGHTS

Theme 1. BLV users suffer from high cognitive load

Most participants memorized rules because digital rulebooks are not accessible by screen readers. They had to remember irrelevant and relevant game information at once but could not process and remember all the information. As a result, they experienced high cognitive load (i.e., too much information is being processed in a person's working memory).

"There are many rules that never come into play unless specific situations happen. It will be hard to memorize stuff that I don't consistently use. I feel helpless when I am given too much information to memorize."

- E 

“I can sometimes struggle. My friends can quickly read a card and play that. There are lots of different cards, and I as a blind person can't possibly memorize all the rules and react quickly."

- J 

Theme 2. Alexa's features should reduce cognitive load

All participants agreed that Alexa could be a good communicator of rules. They emphasized that Alexa’s speech should not cause high cognitive load in BLV users and identified 5 features in the existing Alexa skill for Ticket to Ride that can cause high cognitive load. Consequently, their ideation of desired features in a new Alexa skill centred on improving upon them. 

Feature in the existing Alexa skill

1. Alexa tells a rule even if it does not apply at the time.

Improved version of the feature in new Alexa skill

1. Alexa only tells a rule when needed.

2. Alexa offers a long explanation of a rule.

2. Alexa explains a rule concisely.

3. Alexa's music, encouragment, and game rule reminders cannot be customized.

3. Alexa's game music, encouragement, and rule reminders can be customized.

4. Alexa cannot pause while explaining a rule.

4. Alexa can pause while explaining a rule.

5. Alexa sends a reference card to a BLV user's mobile phone of the commands it understands.

5. Alexa sends a reference card to a BLV user's phone for a rule summary.

PROTOTYPE DEVELOPMENT

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The graduate researcher and I ideated how Study 1 findings can be contextualized for Ticket to Ride. The former prototyped an Alexa skill. 

We prototyped a new Alexa skill with 5 features identified in Study 1. We prototyped the skill for Ticket to Ride because our features were an immediate improvement of the features in the existing Alexa skill for Ticket to Ride, and we can compare our new Alexa skill against the existing Alexa skill, making the design of the subsequent A/B testing rigorous. 

The graduate researcher developed a new Alexa skill, downloadable on a mobile phone or a physical Alexa device. 

 

See this document for how each feature in our Alexa skill was implemented for Ticket to Ride. 

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The landing page of our Alexa skill for Ticket To Ride.

A reference card in our Alexa skill offers a rule and setup summary. 

Prototyping

A/B TESTING SETUP

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The graduate researcher and I equally contributed to #1-2. The lead researcher ran all the testing sessions, and I oversaw their progress.

1. Participant Recruitment

We recruited 9 BLV English-speaking adults with experience with board gaming and access to Amazon Alexa (M = 41 years old, SD = 13.3 years old).

2. A/B Testing Script

We created an A/B testing script to standardize a data collection procedure across 9 sessions. 

3. Study Procedure

We used audio recordings to facilitate faster data collection while retaining valid results. For each feature #1 to #4, we recorded the lead author's verbal interaction with our prototype Alexa skill (Recording 1) and their verbal interaction with the feature's counterpart (or lack thereof) in the existing Alexa skill (Recording 2).  

Once participants joined their session via Zoom, the graduate researcher played the recordings and asked participants about which feature (new vs. the existing feature) would reduce their cognitive load while listening to rules from Alexa.  

Recording 1

Participant

Recording 2

recordingv2.png

Alexa plays a background music.

The graduate researcher: "Alexa, music off."

Alexa: "OK, music off."

Alexa stops playing a background music.

Alexa plays a background music.

The graduate researcher: "Alexa, music off."

Alexa: "Sorry, I didn't catch that."

Alexa continues playing a background music.

Participants also interacted with Alexa's existing and new reference cards (feature #5) on their mobile phones. 

The graduate researcher asked questions as participants physically interacted with the skill. 

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Validation

CONTRAINTS

The graduate researcher and I disagreed on the study 2 research method. She proposed a remote field study. I proposed remote A/B testing because 1) we were not asking too much from participants, thereby decreasing the chance of participant drop-out, 2) we would finish data collection on time if prototype development was delayed, and 3) we would get valid results to answer, "did our prototype work to reduce cognitive load in BLV users?" 

 

To arrive at a solution, we outlined the pros and cons of our proposed method. In the end, the graduate researcher agreed that my proposed method was ideal, considering the constraints. 

Remote field study

Remote A/B testing

Pros

Cons

Pros

Cons

Participants will interact with the prototype, and we can find valuable behavioural insights in addition to participants' self-reported experience in a survey

We are asking too much from participants, and they might drop out. They need to invite their friends, buy a board game, complete a survey, and more. We are offloading our tasks to participants

There is more wiggle room. We are uncertain as to when the prototype will be developed and if we can push back data collection by one week and still finish data collection on time.

There is no actual user interaction with the prototype. The results would be hypothetical (i.e., the feature reduced cognitive load vs. the feature would reduce cognitive load). 

Participants will provide feedback based on their experience of the prototype as a whole.

There are many confounds to control for between participants, e.g., the number of players, and the level of knowledge of a board game.

We can spend less budget (we do not need to compensate participants when they purchase a board game).

Participants will test out a feature individually and not experience the prototype as a whole.

A/B TESTING KEY INSIGHTS

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The graduate researcher led the analysis. 

I oversaw her progress.

Compared to the original Alexa skill, 100% of BLV participants said 4 of 5 features in our Alexa skill would reduce their cognitive load.  

Alexa's new features

1. Alexa only tells a rule when needed.

2. Alexa explains a rule concisely.

5. Alexa can have a reference card for a rule summary.

"This card will significantly lower my cognitive load because I can learn about the rules at my own pace and whenever I want if I missed Alexa's speech."

"The text on the reference card reads as one large block by the voice-over so the card should be read as separate items on the list."

4. Alexa can pause in explaining a rule.

"Because you can pause Alexa, and you don't have to rush in trying to remember a rule and you can pause it, relax, and find a card you're supposed to find."

3. Alexa's music, encouragement, and game rule reminders can be customized.

Would it reduce cognitive load?

No for Alexa's encouragement customization 

What users think

"I like this feature. The more rules Alexa piles, it would just end up being more confusing to a BLV user by throwing too much at them. I'll have a brain freeze."

"I immediately understand the rule and I don't have to try too hard to remember long rules, which I probably will fail."

"If you've got the music, it's always there in the back of a BLV user's head, and it makes it harder for them to pay attention to more things."

Design opportunities

"In addition to rules, f the board is adapted with braille, Alexa can mention labels or give tactile descriptions, so that I can find them as easily as sighted players." 

"Alexa should ask if a BLV player is a novice or an experienced player in the first place and adjust its rule explanation length accoridngly."

"Ideally, Alexa should save the state of the player's selected customization to save them the hassle of rework every time.

"Alexa can emphasize certain words, which can help me to remember the key words better." 

FOOD FOR THOUGHT

Alexa's encouragement can be customized. Why did Study 2 participants say this feature would not reduce their cognitive load? My reflection is that Alexa's speech that has a short duration (e.g., its encouragement) does not interfere with a BLV player's processing of the speech. However, Alexa's speech that has a long duration (e.g., background music) interferes with their effort to process and understands rules.   

REFLECTION

FUTURE WORK

LESSONS LEARNED

  • Monitor feedback from users with vision impairments on the released skill and see if the skill meets their learning needs. Be on the lookout for other design opportunities by analyzing users' online feedback. 

  • Conduct a field study to see how the skill will function in users' actual playing situations.

  • Implement our features in other board games of different genres and difficulty and explore whether the same positive user satisfaction holds. 

  • Create a well-organized project plan. A good plan will prioritize what's needed at the research stage, prepare you to address constraints and ensure the project will be completed in time.

  • Understand trade-offs in decision-making. Knowing when and why to use a particular research method is part of the critical thinking needed to deliver successfully.

  • Pilot test a prototype with your actual use population. Have your prototype tested at an early stage by your user group to avoid accessibility issues experienced by your user group in actual testing sessions.

  • Create a list of pros and cons to communicate why one research method is an ideal option. Share realistic time estimations of tasks involved in a given method.

Reflection
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