This project is a study to map the spatial navigation patterns of objects and routes by visually challenged children in strategy based board games. the study attempted to overcome the design constraint of building an interactive platform for players with varying levels of visual abilities ensuring equality in play abilities without affecting the ludic nature of the activity. the findings of the study resulted in a board game that successfully provided equal amount of play cues to develop object to object strategies in the absence of sight of one player. without using complex technologies the board game was not only affordable but also replicable in the lack of infrastructural input at home and at the playground by the children themselves. though there exist a plenty of board games in the market for the sighted children such as monopoly, scrabble, snakes and ladders, etc there are very few board games available for the visually challenged children, and the ones existing are just a direct conversion of the regular board games into the tactile form and do not provide sufficient adaptation cues . adapting the visual based games for visually challenged children is very challenging as it is difficult to convey adequate information about many concepts or objects through tactile adaptations alone. games have been an integral part of mankind since ancient times. also they are the pillars of rich culture and tradition of a region. hence in an attempt to revive and rejuvenate one such ancient indian traditional game, adu huli has been chosen and redesigned according to the findings of the study. adu huli was once a very popular game as its pattern was found etched on stone floors of many old and ancient temples. thus, the study highlights how a strategy based board game can be designed providing various cues for mapping and navigation for a non sighted player.
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