Ctrl Shift: How Crip Alt Ctrl Designers Change the Game and Reimagine Access

Perry, Phoenix. 2024. Ctrl Shift: How Crip Alt Ctrl Designers Change the Game and Reimagine Access. Doctoral thesis, Goldsmiths, University of London [Thesis]

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Abstract or Description

My journey as a disabled arts practitioner has been one of invention, hacking, and re-imagining what input systems could be. I have created my own modalities for creating work, rather than relying on commercially available options. This is a common practice within the disabled community, as individuals often modify and hack their surroundings to make them more usable. For example, ADAPT activists took sledgehammers to smash curb cuts and poured curb ramps with cement bags, ultimately leading to the widespread adoption of curb cuts as a standard architectural feature. As Yergeau notes, this type of "criptastic hacking" represents a creative resistance.(Yergeau, 2012) My interfaces and art projects are a combination of science fiction world-building, technology prototyping, and experimentation with novel ways of experiencing the world that work for my ability. I have been building interactive objects for over 20 years, and my bespoke controller games are both pieces I find comfortable to play and conceptual proposals that I share with the games community to spark consideration for alternative ways of interacting with games culture.

This interdisciplinary design research herein crosses a range of disciplines, drawing inspiration from radical forms of cognitive science, games studies, feminist studies, HCI, crip technoscience, radical science fiction, disability studies, and making practices. What has emerged through studying my own practice and the practices of others during this research is a criptastic design framework for creating playful experiences.

My research aims to gain a deeper understanding of the ways that hacking and remaking the world manifests as modifications to the design process itself. I created four versions of a physical alt ctrl game and conducted a design study with disabled artists and alt ctrl game creators. The game, Bot Party, was developed through a series of public exhibitions and explored my relationship between criptastic bespoke interface design and embodied experiences of group play. Bot Party involves physical interaction among players in groups to understand my own ways of designing, while the study looks three other disabled designers to understand the ways in which their process is similar or different to my own.

By conducting this work, I aim to contribute to the larger conversation within the games studies community about the importance of accessibility and inclusivity in game design. The results highlight the need for continued exploration and development in this area, specifically in design methods. The study’s findings as they relate to my own practice revealed the importance of considering a set of values and design processes in relation to disability when creating games and playful experiences. With this perspective, I propose an initial framework that outlines possible key themes for disabled game designers. Using values as a starting point for creating deeply accessible games, this framework serves as a starting point for future research into accessible game design. This framework seeks to subvert the notion that accessibility is a list of UX best practices, audio descriptions, captions, and haptic additions and moves towards embedding within game design the values and practices used by disabled designers from the outset of the creative process. Access can be a creative framework.

An important point to make is that my efforts to do a PhD resist the academic ableism limiting the participation of people who are not from a normative background. The act of creating this PhD has eaten at the edge of my ability, and the research here was often conducted in pain under extremely trying circumstances. This perspective is relevant because it often informed my design choices and thinking. Additionally, it was conducted at a university where I experienced active discrimination from members of staff who simply refused to believe in disabilities they could not see, and in one case writing down my disability was, “self-ascribed.” To work, I had to move outside the academy and seek out workshops which gave me accessible, ergonomic equipment as is discussed in the Bot Party section. This bears mentioning because it reflects on how threatening disabilities can be within academic settings and how even providing basic levels of accessibility remains a challenge for academic institutions. The above framework could benefit academia if used to redesign postgraduate academic research practices within the academy from a place of Crip-informed pedagogy. This is future work that this academic researcher hopes to explore in depth within their academic journey.

It is important to note, much of the most relevant research to this thesis around disability studies and technology has emerged in recent years and as a result, was included iteratively in the literature review. It has informed the third study and my iterative design practice as part of the journey; however, I began this work before much of the writing in the literature review existed, including the creation of Bot Party’s first iterations. Finding this scholarship and these authors has been a kinning. Kinship, according to Gavin Van Horn, “can be considered a noun…shared and storied relations and memories that inhere in people and places; or more metaphorical imaginings that unite us to faith traditions, cultures, countries, or the planet…Perhaps this kinship-in-action should be called kinning.” (Horn et al., 2021) Kinning happened throughout this work and this thesis served me as a place for discovery, contemplation, and empowerment. It is my hope sections of it will serve this function for others within my community. I found kinship with other authors working in the field of disability studies and technology, particularly with Alison Kafer, who offers a critique of Donna Haraway's cyborg in her book "Feminist Queer Crip." (Kafer, 2013) Kafer's work highlights the limitations of Haraway's cyborg as a figure of empowerment for marginalized bodies and identities, and instead advocates for a crip-queer-feminist perspective on technology and embodiment. Additionally, the author has also found resonance in the work of Aimi Hamraie and Kelly Fritsh, whose work in disability studies and HCI has been instrumental in shaping this research. Specifically, their concept of "crip technoscience" has been a key framework for understanding technology creation by disabled technologists. (Hamraie and Fritsch, 2019) Overall, it is my hope that this thesis will serve as a generative resource for others within the community on this journey, particularly for those who are working towards a more inclusive and intersectional understanding of technology and embodiment.

Item Type:

Thesis (Doctoral)

Identification Number (DOI):

https://doi.org/10.25602/GOLD.00035902

Keywords:

Games, Alt Ctrl, Disability Led Design, HCI, Cognition, Game Controllers, Play

Departments, Centres and Research Units:

Computing

Date:

31 March 2024

Item ID:

35902

Date Deposited:

19 Apr 2024 11:30

Last Modified:

19 Apr 2024 11:39

URI:

https://research.gold.ac.uk/id/eprint/35902

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