Allocation of scarce livers for transplantation seeks to balance competing ethical principles of autonomy, utility, and justice. Given the history and ongoing dependence of transplantation on public support for funding and organs, understanding and incorporating public attitudes into allocation decisions seems appropriate. In the context of the current controversy around liver allocation, we sought to determine public preferences about issues relevant to the debate. We performed multiple surveys of attitudes around donation and evaluated these using conjoint analysis and clarifying follow‐up questions. We found little public support that allocation decisions should be based solely on risk of waiting‐list mortality. Strong public sentiment supported maximizing outcomes after transplantation, prioritizing US citizens or residents, keeping organs local, and considering cost in allocation decisions. We then present a methodology for incorporating these preferences into the Model for End‐Stage Liver Disease (or MELD) priority score. Taken together, these findings suggest that current allocation schemes do not accurately reflect public preferences and suggest a framework to better align allocation with the values of the public.
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-accessible games are highly simplifed renditions of what sighted players enjoy, and they do not give VIPs the same freedom to look around and explore game worlds on their own terms. In this work, we introduce NavStick, an audio-based tool for looking around within virtual environments, with the aim of making 3D adventure video games more blind-accessible. Nav-Stick repurposes a game controller's thumbstick to allow VIPs to survey what is around them via line-of-sight. In a user study, we compare NavStick with traditional menu-based surveying for different navigation tasks and fnd that VIPs were able to form more accurate mental maps of their environment with NavStick than with menu-based surveying. In an additional exploratory study, we investigate NavStick in the context of a representative 3D adventure game. Our fndings reveal several implications for blind-accessible games, and we close by discussing these. CCS CONCEPTS• Human-centered computing → Auditory feedback; Accessibility technologies; Accessibility systems and tools.
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