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PlayStation OneChuk Eric Harris, Jonathan Gonzalez, Lisa Lee, Ron Smith, and Shawn Neal Assignment 2 Full Sail University

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PlayStation OneChuk

Eric Harris, Jonathan Gonzalez, Lisa Lee,

Ron Smith, and Shawn Neal

Assignment 2

Full Sail University

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Brainstorming Features

Lisa - Speaker

Ron - Programmable Buttons

Eric - Nunchuk Design, Hand Strap

Shawn - Updatable Firmware

Jon - Gyroscope, Trigger/Button Placement, Ambidextrous Toggle, Analog

Clicks

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Abstract

There are an estimate 2 million amputees in just the US alone. There

are roughly 185,000 amputations every year (Amputee Coalition,

2015). As the future creators of the fastest grow form of entertainment

we must not only discover how to tap into the mostly untapped market,

we also face an obligation to make our creations accessible to as many

people as possible. The following slides are our attempt and one

possible controller for amputees with the use of one arm.

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IntroductionThe creation of a single handed controller is a challenging one. Modern

standards for controllers have a number of features, and are generally

designed and require the use of both hands. The following slides are

our attempt to create a one handed controller that means the feature

requirement of a controller with two hands

Design Purpose

The purpose of this controller is to cater to the handicap or players that

wish to play with the freedom of having a free hand.

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Inspiration (Eric)

Nunchuk Design:As named, The nunchuk design is inspired by

the nunchuk for the Wii. It was felt to be the best

form design for a one handed design since it’s

form is already set for one hand.

Hand Strap:The hand strap was inspired by the hand strap

for the Wii controller. It kept the controller from

flying out of the hand and at the tv while you

were swinging it around.

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Inspiration (Jon)

Gyroscope

The idea of the gyroscope for the controller came from the Wii U

gamepad since it also does have a gyroscope installed inside that

allows the player to do things like look around or aim weapons.

Trigger/Button Placement

Looking at the Wii Nunchuk, I wondered why there couldn’t more

buttons on the controller instead of just a joystick, a C Button and the Z

Button. So I imagined what it could look like without the Wii Remote as

the right part of the controller.

Ambidextrous Toggle

I felt that a since the Nunchuck design could be used by either hand

that a toggle for which hand to use would be great addition. This idea

came from the fact that you can use a mouse with either hand.

Analog Clicks

The analog clicks came from the use of controllers like the Xbox/PS

controllers and the fact that they have analog sticks that the player can

click down for an extra pair of buttons.

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Inspiration (Lisa)

Speaker Design:The Speaker Design is inspired by speakers that are on the PlayStation 4 Controller. This feature

seemed to be a unique and neat feature to have on a one handed controller. This feature can make

the players feel like they are closer to the action when playing some games. The speakers will play

sound effects and you can also hear character’s voices through the speaker.

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Inspiration (Ron)

The idea of programmable buttons came about

from playing emulators on a smartphone.

Games would display a joystick and several

buttons on the screen but sometimes those

buttons may be too large or blocking areas of

the screen you would like to see. Also it seemed

like a good idea to be able to reverse the layout

of the controls because holding your

smartphone on one side may be uncomfortable

due to the charger being plugged in on the side.

As for how this could apply to the nunchuk

concept, I believe players may prefer to use

their left hand or their right, depending on which

hand they feel more comfortable using.

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Inspiration (Shawn)

One of my favorite features of the Xbox One is the

constant updates. Microsoft has done a great job

bringing monthly (or in the case of Update Preview

Program members like myself, weekly or sometimes

several a week) updates that bring improvements to the

console. Among these have been a couple of different

updates to the controller firmware. One of these

improved connectivity, latency, another improved startup

and connectivity time. With the regular updates to the

console itself I expect more improvements to the

controller itself. Xbox wasn’t the first ones to do this, I

know Razer keyboards and mice update occasionally

and I would assume other controllers and peripherals do

as well. But the Xbox One was my first exposure to such

an idea.

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Design Method

● The design of the controller imitates the Nintendo

Wii Nunchuk. A simple compact design for

players to easily access all functions with one

hand including camera movement.

● The strap is attachable and detachable for player

comfort and security.

● Controller button schemes can be altered in

game.

● Firmware updates are offered to make your

controller compatible with the latest console

updates.

● Gyroscope provides accurate motion tracking in

the X,Y, and Z axis for precise control.

● Symmetrical design, allows ambidextrous control

use.

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Schematic Diagrams

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Schematic Diagrams

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Schematic Diagrams

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Schematic Diagrams

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Design Assumptions (Eric)

Nunchuk Design:The Nunchuk Design is assumed to make it easier to access to the buttons and

lower the complexity of the controller’s handling. It’s design is built for one hand

already and felt allowed for simplicity in the scenario.

Hand Strap:

The Hand strap would make it easier to hold. It would also keep the

player from accidentally pressing button because of having to apply

pressure to keep the controller in hand. This way the player can relax

the hand and the controller will remain in place.

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Design Assumptions (Jon)GyroscopeThe gyroscope is part of the controller and sensors like it inside the controller can track the X, Y, and Z axis (Grubb, 2012). The

gyroscope will allow players to make very precise movements with the controller usually for the camera. Something like this

would work incredibly well for First Person Shooters or games with motion controls.

Trigger/Button PlacementSince we are using a Nunchuck design I felt that with the Trigger/Button placements that we are using for the controller the

player would be able to play a very large library of games. With the addition of the hand strap, the player wouldn’t have to worry

about losing grip of the controller.

Ambidextrous Toggle Due to the fact that the controller has bilateral symmetry is important to have a toggle of some sort to use the controller one

handed without any accidental input of the used portion of the controller. Since the controller has more buttons and the same

layout on both sides of the controller, the toggle switch is necessary to deactivate the side of the controller the player is not

using.

Analog Clicks

Just like normal controllers, it’s important to have almost all of the necessary input in order to play most games. With the analog

stick on the controller that represents the Left Analog Stick the player can, if they are playing an FPS, click on the analog stick

to sprint just like in a regular controller. Since there is no physical Right Analog Stick, the button itself is placed on the controller

so that it can be used when playing games that have that input being used.

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Design Assumptions (Lisa)

Speaker Design:The neat thing about the speaker design on the controller is that the player can

hear character voices and sound effects through the speaker. The speakers will

give the player a feel of being more into the action that is happening on the

game. This feature can be compatible with other game consoles that would

utilize the speaker design feature.

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Design Assumptions (Ron)

Programmable Buttons:The beauty of programmable buttons is the simple fact players may pick and

choose which buttons they want to use for a specific action in game. Games

that require the player to consistently jump may be programmed by the user to

activate a particular button they feel comfortable hitting consistently. This

feature would be beneficial for all games that are compatible with the concept

controller.

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Design Assumptions (Shawn)

Firmware Updates:Being able to update the firmware of the controller opens up a number of areas

that could improve the controller over the course of it’s life, which in turn

lengthens the lifespan of the controller. No software is perfect, so allowing the

manufacturer the option to continue developing the software after release of the

console allows the controller to be manufactured and released faster, as well

as allow the manufacturer to improve various features of the controller.

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Game #1

Dragon Age Inquisition is a game that could be played with our controller.

Almost all of the game’s gameplay feature are executable. The player can

control the camera, using the controller’s built in gyroscope and the Analog

stick to move. The player the can use one of the side buttons to interact/jump

(X). They can also use the side buttons for the primary and secondary ability

button commands (square, triangle, and circle). They have the R1, for 4th

primary and secondary abilities, and L1, for the radial menu, buttons. The pinky

button or R3 can be used to lock on to their targets. The player also has R2,

basic attacking, and L2, for casting secondary abilities, to utilize. (Bioware,

Page 6)

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Game #2

The second game our controller can be used for is The Last of Us. Most of the

game control scheme is met by our controller. Like with the first game the

player can use the gyroscope to move the camera and they can use the analog

stick to move. They can use R2 to shoot and L2 to aim. the side buttons can be

used for the X, Square, Triangle, and Circle button commands. The pinky

button, R3, can be used for flashlight. L1 and R1 can be used for shoulder

swapping when aiming. L1 can also be used for sprinting while R2 can also be

used for the game Listen mode. The directional pad can be used for swapping

weapons.

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Game #3

The third game that can be played is FIFA 15. Although FIFA includes some

complex button combinations the basic and core essentials can be met with our

controller. Gyroscope actually can go unused in this as the camera is locked,

but it could be used as a way to set up for free kicks. The analog stick can be

used to move the player. The side buttons can be used for various actions

passing, lobbing the ball, through ball, shooting, tackling, containing, or pushing

and pulling. These would be the X, Square, Triangle, and Circle button

commands, which vary depending on whether the player is defending or

attacking. The player can use the R2 to sprint and the L2 jockey the ball or

slowdown. The D-pad could be used to switch up tactics.

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Prototype

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Prototype cont.

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Playtesting Session

Test Notes:● The controller buttons are awkwardly placed for big hands. May need to expand the size of the control.

● The sound from the speaker resonates in the palm of your hand during gameplay. Gives off a weird vibrating

feel. However did enjoy the additional sound effects.

● For those unable to use two hands, found it very difficult to plug in and unplug the USB sync/charge cable.

● Stumbled over the triggers and hit the wrong buttons at various times due to the button placement or being too

close to one another. The control demands patience for new users.

● The wrist strap was very beneficial due to the high possibility of dropping the control when trying to hit those hard

to reach buttons.

● The strap is not strong enough to withhold violent motions. It can hinder hand movement on the controller if too

tight.

● Thank goodness for the customizable button mapping. I would need surgery if I had to constantly use my pinky

finger for certain games.

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Post Mortem

What Went Right…We were able to find

supplies to create a

prototype for our design

controller. We also were

able to pick out key

design features and

brainstorm and put them

together to create a

controller designed for

people that only have one

hand.

What Went Wrong…Our team had to go

through a number a tries

before we found a button

configuration that wasn’t

too far apart but at the

same time wasn’t too

close together. We also

spent about an hour

debating on the hand

strap feature of the

controller.

What did we learn…We learned a lot about the

thought process that goes

into designing a controller.

We learned that not

everything we want for a

controller is practical either.

That sometimes it may seem

cool in theory but in practice

and functionality it doesn’t

work as much. We also

learned designing a controller

for someone with one hand

to be able to play games

intended for people with both,

is much more complex than

previously thought.

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References

Images

One controller ready to update (n.d.) Retrieved on March 15, 2015, from

http://compass.xboxlive.com/assets/f6/e8/f6e8eecc-bac2-4f78-b5f6-558edfc05ffa.png?n=one-controller-ready-to-

update-l.png

Razer Ouroboros Gaming Mouse – Wired / Wireless Mouse for Gaming. (n.d.). Retrieved March 15, 2015, from

http://www.razerzone.com/gaming-mice/razer-ouroboros

Hsu, D. (2013, October 22). The PlayStation 4 controller: What’s new with the analog sticks and D-pad (part 2,

exclusive). Retrieved March 15, 2015, from http://venturebeat.com/2013/10/22/the-playstation-4-controller-whats-new-

with-the-analog-sticks-and-d-pad-part-2-exclusive/

Usher, W. (2015, January 3). How Star Fox Wii U Uses The Gamepad | CINEMABLEND. Retrieved March 15, 2015,

from http://www.cinemablend.com/games/How-Star-Fox-Wii-U-Uses-Gamepad-69258.html

Sullivan, L. (n.d.). PS4 controller details - What we know about the DualShock 4. Retrieved March 13, 2015, from

http://www.gamesradar.com/ps4-controller-details-everything-we-know-about-new-dualshock/

Dualshock 4 Speaker Sound Quality Test - Killzone, Rezogun, Playroom - PS4. (n.d.). Retrieved March 15, 2015, from

https://www.youtube.com/watch?v=9YmIN_9dNYI

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References cont.

Images

Nintendo Wii Nunchuk Remote Conroller V2 D1 (n.d.) Retrieved from:

http://www.prepaymania.co.uk/capsta/photo2/nintendo-wii-nunchuck-remote-controller-v2-d1.jpg

Medium wiistraps2 (n.d.) Retrieved from: http://www.remoteforwii.com/images/article/medium_wiistraps2.jpgRogers, M. (May 2011) Android's Most Popular Game Emulators Pulled from Market. Retrieved from

http://lifehacker.com/5806889/androids-most-popular-game-emulators-pulled-from-market on 3/15/15.

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References (cont.)

ResearchGrubb, J. (2012, November 27). Forget the Sixaxis — the Wii U’s GamePad has nine-axis control. Retrieved March 14, 2015, from

http://venturebeat.com/2012/11/27/forget-six-axis-gamepad-nine-axis/

Amputee Coalition (2015). Limb Loss Statistics. Retrieved March 15, 2015, from http://www.amputee-coalition.org/limb-loss-

resource-center/resources-by-topic/limb-loss-statistics/limb-loss-statistics/

Bioware.( 2014, November 18). Dragon Age Inquisition Manual. Retrieved on March 14, 2015, from:

http://d2ro3qwxdn69cl.cloudfront.net/manuals/dragon-age-inquisition-manuals_Sony%20Playstation%204_en.pdf

IGN. (2013). The Last of Us: Controls. Retrieved March 14, 2015 from:

http://www.ign.com/wikis/the-last-of-us/Controls

FIFPlay. (2014, October 1). FIFA 15 Controls - Playstation 4. Retrieved March 14, 2015 from:

http://www.fifplay.com/fifa15-controls-ps4/