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The Orca Rustan Bowers - Tyson Colby - Robert Harlow - Jazz Rivera - Sean Pavlichek Full Sail University team immersion Rustan Bowers - Tyson Colby - Robert Harlow - Jazz Rivera - Sean Pavlichek Full Sail University August 2015 The Orca

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Page 1: The Orca · One Elite controller allow for remappable buttons for better use. These controller companies tailor their controllers towards competitive gamers who find remappable buttons

The OrcaRustan Bowers - Tyson Colby - Robert Harlow - Jazz Rivera - Sean Pavlichek

Full Sail University

team immersion

Rustan Bowers - Tyson Colby - Robert Harlow - Jazz Rivera - Sean Pavlichek

Full Sail UniversityAugust 2015

The Orca

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Abstract

This presentation offers an insightful look into the creative and diligent work behind the design process of creating a gaming controller for those limited to the use of only one hand. Individually explaining the core design concepts that influenced and eventually make up the final product includes: remappable buttons, familiarity, modular design, bilateral symmetry, and the ability to fit the hand like a glove. Delving into the design method and the showcasing of diagrams and 3D models, we will be elaborating further into how adaptable the Orca can be when playing very different genres of games during the playtest sessions using our prototype. Learning from these playtests and our research of core design elements, we have created a controller that caters to the casual and hardcore gamers alike.

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Introduction and Design Purpose“For disabled gamers, playing games can be more than just play. It’s a community. It’s a connection. It’s a life line.” (Kalning, 2009). With 60% of arm amputations in America being between the age of 21 and 64 (Walters, n.d.), there are clearly gamers out there that utilize video games as an outlet and coping method for their disability. In 2014, it was recorded that the average age of someone who plays games is 31 years old (Grubb, 2014). Despite an apparent popular belief from game developers, there is in fact a significant group of individuals that can benefit from more accessible gaming hardware.

The design purpose of the Orca is to accommodate both hardcore and casual gamers who may only have the use of one hand by implementing bilateral symmetry, remappable buttons, familiarity, a modular design method, and the feeling of a controller that fits like a glove. A lot of times, developers believe that to accommodate those with the use of only one hand, they have to manipulate the coding of the actual software of a game, taking away from more of the pertinent areas of development. However, the Orca’s button mapping reflects that of the current generic controllers out for the major consoles.

The Orca is going to revolutionize the gaming community and ultimately bring more people together. We believe that everyone should be able to enjoy their favorite games without fear or a lack of accessible tools to ensure playability across a wide range of titles.

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Inspiration for Saber One by Tyson Colby● My inspiration for the Saber One controller was remappable buttons that allowed the player to freely play how they choose.

When I thought about how people play games they are only allowed to play in so many control schemes chosen by the developer; thus blocking the creativity and needs of the individual. Many controllers such as the Scuff controller and Xbox One Elite controller allow for remappable buttons for better use.

● These controller companies tailor their controllers towards competitive gamers who find remappable buttons beneficial because it allows them to have a faster response while also keeping their thumbs on the analog sticks at all times. It also helps to reduce hand strain because players won't have to curl their fingers in order to hit the face buttons. As shown in the image below. ("Why SCUF Paddles Make You a Better Gamer").

● What these companies don't realize is that they could also use this technology to help disabled gamers play more games effectively, which is where my design comes in.

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Inspiration for UniSphere by Rustan Bowers● I always wanted a controller that could make me feel like Saruman (Jackson, 2001); holding aloft an esoteric orb to exert

my will upon the games I choose to play. The spherical orb design occurred to me immediately for this project, and I quickly realized that a controller of this shape is practically bilaterally agnostic. According to my initial design post, “The spherical design is focused on creating a gaming solution that can be used with either hand,” (Bowers, 2015).

● However, I soon realized that any buttons on the top would also require reversibility, otherwise they would map to different fingers. Cell phones and tablet computers use touch screens which allow for the user to operate the touch surface with a variety of orientations (Samsung, n.d.). This concept of touch surfaces inspired the programmable gesture-activated capacitive touch surface on the UniSphere. To make the reversal of the gesture surface as seamless as possible, I added the infrared “shadow” detector to the “palm” surface of the UniSphere to detect which hand has been used to grasp the device.

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● The Carnivore Evolution was inspired by the Hammershot Nerf blaster (Nerf Hammershot, n.d.). I had no idea how I was going to make a controller for a one handed person or even where to begin. While thinking I was absentmindedly charging and firing my Hammershot. That’s when the idea hit me to develop what became the Carnivore Evolution (Harlow, 2015). The pistol is comfortable in the hand and I could manipulate the imaginary controls. I realized this was a southpaw controller and that wouldn’t work for everyone so I needed a way to reconfigure the controller for right handers. I have always added and removed parts from just about everything I own to make it more personal. I figured people would like to do that too, but I didn’t want them to feel that the additions were not usable or needed.

Inspiration for Carnivore Evolution by Robert Harlow

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Inspiration for Galloway by Jazz Rivera● In my opinion, familiarity is the key driving force behind convincing the consumer that what is being introduced to them isn’t just an

innovative piece of technology, but a tool that is easily adaptable to the user. After taking the controller out of the box, I wanted the user to be able to sit down and have the ability to play with their family and friends right away. The core design concept of the Galloway is its recognizable interface and overall similarity to the current mainstream controllers, allowing integration not only to the user, but to anyone that sees it and automatically wants to give it a try (Rivera, 2015). With familiarity and compatibility at its core design, the Galloway is tailored to provide as much fluidity and precision as any other generic controller out to date.

● The main concern however was its lack of bilateral symmetry in its design to cater to left handed individuals. The initial thought process was to create left and right models and sell them as such. However, the manufacturing of items would have had to be done by placing orders to ensure mass production of items that may not even be sold. With the current course we as a team are taking now, I feel that my core design is being channeled into the new design and its faults left behind and learned from.

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Inspiration for Mime Glove by Sean Pavlichek● The Mime glove was conceptualized based on Tony Stark’s gloves in Iron Man (2008). The ability of the gloves to perform

a variety of tasks was easily transferable into the design of the controller. The aiming and firing technique from the movie gave me the idea to point the controller to aim in a game.

● The buttons are made to be easy enough to press regardless of the hand that is being used. The glove is made to fit to anyone’s hand perfectly due to the mesh, as Tony Stark’s glove was made to conform to the hand of the user. Due to the freedom of motion of the glove and extendable cables to ensure the buttons could move with the glove, it was easy to incorporate enough buttons to support current games.

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Design Method

Engineering Cycle

BRAINSTORMConstructed

different variants of controller featuring

core design elements

PROBLEMOne handed

controller featuring all core design

elements

SOLUTIONSettled on the Orca

design which clearly utilized all

core design elements

BUILDConstruct 3D

model and prototype

simultaneously based on playtests and newly found

issues

EVALUATEConduct playtests

and design analysis

ITERATE

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Design Method (Cont.) ● We initially started the design process by brainstorming ideas for a controller that fits into everyone's core design from

week one. We couldn't decide on what design to go with from our week one designs alone so each team member created rough sketches on their own implementing everyone’s core design and initial criteria.

● The five core criteria we are striving to integrate are the following: remappable buttons, a strong modular design, usable with either hand, an aesthetic feel of a glove, and familiar to the user so that it can be used right away.

● We decided as a team which sketch best served as a base model to implement all five of our teams core design concepts. The design we chose (center image below), fulfilled two of our design criteria immediately: Usable with either hand & an aesthetic feel of a glove.

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Design Method (Cont.) ● Modularity was the next design feature we chose to integrate. We soon realized that our implementation of modularity

would allow for our remaining two key design features of remappable buttons and familiarity to be achieved by the utilization of modular control pods. These three key design criteria were realized through the implementation of modular control “pods” during this stage of the design method.

ps

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Design Method (Cont.)

Constructed a prototype using Maya with individual modular control “Pods.”

Constructed a physical prototype using: a box, plastic wrap, hot glue, and plastic K’nex.

During the next stage of the design process, a 3D model of the Orca was constructed in Maya which featured the individual modular control “pods” based on the initial sketches. At this stage of the prototype, there have been various use of household supplies to see which method of construction will emulate the 3D model the best.

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Design Method (Cont.)

Final digital prototype created in Maya. Constructed a physical prototype using: a plastic bottle, soldering iron (to melt the plastic together), tape, paper.

Our testing team began evaluating the rough physical prototype looking for areas to improve. Through a few iterations we created the following digital and physical constructions.

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Schematic Diagrams Top-down View

1) IR Detector

2) Modular Control “Pods” (finger)

3) Modular Control “Pods” (thumb/ pinky)

4) Padded Brace (rests atop hand)

5) Padded Wrist Retaining Band

6) Tension Release Hinge

7) Select/ Start (Back/ Start) Buttons

1

2

3

4

56

7

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Side View

1) Padded Brace (rests atop hand)

2) Modular Control “Pods” (finger)

3) IR Detector

4) Battery Pack

5) Modular Control “Pod” (thumb/ pinky)

6) Select/ Start (Back/ Start) Buttons

7) Ratcheting Wrist Latches

8) Padded Wrist Rest

1

2

63

45

Schematic Diagrams (Cont.)

7

8

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Schematic Diagrams (Cont.) Bottom View

1) Wrist Retaining Band Release Tab

2) Modular “Pod” Release Slide-latch

3) Battery Pack

4) Battery Release Slide-latch

5) Wrist Latch Release Cables (internal)

6) Memory Foam Padding1

2

3

6

5

4

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Schematic Diagrams (Cont.) Front View

1) IR Detector

2) Modular Control “Pod” (thumb)

3) Modular Control “Pod” - All five Modular “Pods” are released by using the slide-latch on the bottom of the controller. The “Pods” can then be rearranged to suit the end-user’s desired configuration.

1

2

3

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Description of First Person ShooterHalo: Combat Evolved Anniversary (2011)Halo: Combat Evolved Anniversary is an enhanced remake of the 2001 blockbuster, Halo: Combat Evolved; the perfect game to use in our test study since it truly exemplifies the first person shooter genre and is a title popular enough for the tester to have already had a clear understanding of what they will be doing. Focusing on the actual feel of the controller rather than the game itself. While playing the game we want to focus on the player’s hands and how they relate to the button input and the actual actions on screen. The multiple actions that can be done in this game is going to be crucial to the study since it literally utilizes all of the buttons found on a generic controller. If the the study is a success and the player can see how our controller can be used for such a complex game, the next games in the study should flow even better.

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Control Scheme for Halo: Combat Evolved Anniversary

Halo: Combat Evolved Anniversary Controls

● LT- Left trigger: Throw grenade● LB- Left bumper: Jump● RT- Right trigger: Shoot● RB- Right bumper: Melee● LS- Left stick: Move character● RS- Right stick: Aim● A: Action/ reload left weapon● X: Use equipment● B: Reload right weapon● Y: Switch weapons● L3/LS-Click: Zoom● R3: Crouch ● Back: Stats Window● Start: Menu Window

For Halo we recommend using all three pods for use. The first pod on the far left using left bumper and left trigger. In the middle use the right bumper and right trigger. Then on the far right will be the Xbox face buttons A,B,X,Y. Movement of the avatar will be controlled with the left thumb trackpad. Aiming on the screen will be controlled by an infrared sensor that comes with the controller. By pointing and moving the controller at the sensor it will make your avatar’s cursor in the game mimic this action.

A

BX

Y

LS

L3

R3

(IR Motion Tracker)RS

LT LB RT RB

Start Back

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Description of Racing GameForza Motorsport 5 (2013)Out of all of the current racing games out, we felt that Forza Motorsport 5 is a good example of a driving game being that it is considered to be more of a driving simulator rather than a typical racing game. The sensitivity, accuracy, and focus of the player must reflect on the controller without any delay or hesitation if the user expects to do well in this game. Every sharp corner taken must be done with precise movement and maneuverability. This game will showcase how well our controller can reflect the aforementioned mechanics and reaction time this game demands from its users.

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Forza Motorsport 5 Controls

● LT- Left trigger: Brake● LB- Left bumper: Clutch● RT- Right trigger: Gas● RB- Right bumper: Look Back● LS- Left stick: Steering● RS- Right stick: Free Look● L3/LS-Click: Toggle Telemetry● Y: Rewind● B: Shift Up● X: Shift Down● A: Hand Brake● Back: Switch Camera● Start: Pause

For the racing game genre, we found that the same pod setup of the first person shooter genre served the best. With the acceleration of the car is the main button used, it would be wise to keep it in the middle of the controller. This finding assured us that the overall setup of the controller serves well with more than one genre.

Control Scheme for Forza Motorsport 5

A

BX

Y

LS

L3

R3

(IR Motion Tracker)RS

LT LB RT RB

Start Back

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Description of Fighting GameSoul Calibur V (2012)Soul Calibur V differs from the core fighting games since it relies heavily on weaponized combat. Unlike many other fighting games, Soul Calibur V can not be won by “button mashing”. It takes actual skill, patience, and knowledge of one’s character to use that weapon and come out victorious.We feel that the overall gameplay can offer substantial feedback during our testing since it will give us the opportunity to see the ‘pod swapping’ in action. Moving the trigger pods to the right and placing the button pod in the primary slot, the player will be able to effectively play the fighting game which primarily focuses on the four main buttons. Showcasing our button mapping feature, the player can see how effective our controller is, adapting to any game that is presented to the player.

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Soul Calibur V Controls

● A: Guard (G)● B: Kick (K)● X: Horizontal Attack (A)● Y: Vertical Attack (B)● LB- Left bumper: Perform Critical Finish (after

Soul Crush)● LT- Left trigger: Alternate Throw (B G)● RB- Right bumper: Switch Between Party

Members (Story Mode and Tower of Lost Souls only)

● RT- Right trigger: Perform Taunt (K G) or Trigger Manual Skill (Story Mode and Tower of Lost Souls only)

● Start- Enter Pause Menu

Being that the fighting game genre primarily utilizes the four main buttons of A, X, B, Y, we found that placing the four button pod in the first slot and shifting the other two to the right made for a more fluid and concise gameplay. This finding ensured that the re-mappability of the Orca can adapt to any genre with ease.

Control Scheme for Soul Calibur V

A

B X

Y

LS

L3

R3

(IR Motion Tracker)RS

RBRTLT LB

Start Back

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State and Defend Design Assumptions (Tyson Colby)My overall design for the Saber One was to allow for remappable buttons. I believe remappable buttons allow players to use a wider variety of control schemes; thus making it easier for disabled people to play or even just enhance the enjoyment of the player's experience. “Research has shown that controllers have an influence on the enjoyment, motivation, and personality of a game” (Heatherly, "Video Game Controllers").

This statement relates directly to the importance of remappable buttons if you think about it. When anyone is playing a game they expect it to be easy enough to pick up and play. If a player has an easy enough time working the controls they end up enjoying the game; thus making them want to play more; however if this isn't the case and the controller feels clunky or unfamiliar the player won't enjoy the game or be motivated to play. By allowing players to pick their own control scheme through remappable buttons it will motivate them to play more and will increase their enjoyment and overall experience.

“A good control scheme is integral to providing a good play experience to players,” says Katherine Isbister. This statement also backs the importance of what it means to have a familiar controller layout available to the player. The more freedom you give the player, the more they can tailor the controller to their personal preferences. Many companies have taken shots at creating controllers that use remappable electronics and mechanical accessories that fit outside of them. Here is a few examples (Isbister, 2008).

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State and Defend Design Assumptions (Rustan Bowers)

Designing a controller that can be used with either hand to support unilateral amputees (or individuals who have lost motor control of one hand) requires designing a controller with bilateral symmetry in mind. Although roughly ⅓ of the estimated 10 million global amputees have lost the use of an arm (LeBlanc, 2008), the ratio of which hand they might have lost is essentially an even split (Hill, 1998). What this means is that our selected consumers for the Orca are just as likely to have use of either their left or right hand, regardless of which hand may originally have been dominant. This deviates significantly from designing controllers for the general population, as the ratio of left to right hand dominance for the general populace is somewhere between a 5/95 and up to a 30/70 split (Holder, 2001). Since the ratio of unilateral amputees is essentially 50/50, creating a controller with bilateral symmetry should be paramount in our team’s design process.

? ?

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State and Defend Design Assumptions (Robert Harlow)I thought a modular control system would serve one handed users better than anything else, because a player can adjust the controller to fit their hand regardless of size, shape, or their dominant hand. The development of these modifications is supported across the business world. DARPA enlisted Johns Hopkins University to conduct a test of modular prosthetics. If DARPA and Johns Hopkins think a modular prosthetic is the way to go, I figure a modular controller designed specifically for one handed use is the right direction. An adjustable controller which conforms to the player’s hand provides comfort and usability.

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State and Defend Design Assumptions (Jazz Rivera)Going back into the core design concept for the Galloway, familiarity is what will cause the user/consumer to purchase the item they can at least visually trust and understand rather than an item marked at the same price that ultimately provides the same end results but seems too complex or confusing. Familiarity delves deeper into the mind, making it far more important to the user and the people behind the design and development of the product. The term cognitive fluency is the human tendency to prefer things that are familiar and easy to understand. Regarding familiarity and the cognitive fluency one undergoes, one of the leading conversion optimization experts in the world, Mr. Peep Laja (2012) says, “For marketers this means that the easier to understand your offer is, the more likely people are to buy it.”

Creating a controller with a strong design concept revolving around familiarity will promote not only high sales, but it will allow the user to quickly adapt to the controller with little to no problems. Beautiful aesthetics and innovative features will surely draw attention, however the true driving force is the cognitive fluency the consumer will experience, aiding their decision in investing in our controller.

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State and Defend Design Assumptions (Sean Pavlichek)

My primary concern in developing the Mime glove was to prevent the injury of the remaining limb. Carpal tunnel syndrome is a concern of any gamer or long time computer user, but this is especially true for those with only one limb. In a study from 1994 to 1997, “50% of respondents to their questionnaire reported suffering from some form of overuse injury in their remaining sound limb” (Gambrell 2008). Using only one hand to control the same number of buttons can easily lead to overuse and fatigue.

With that in mind, I sought to create something that would make it easy for someone to reach all of the most important buttons with their primary fingers. Additionally, rather than having two joysticks like standard controllers, one was removed so that two fingers are not constantly occupied with joysticks. Using the motion of the hand to replace one of the joysticks ensures the whole arm is occupied and no part is forced to be in one position for the entire gaming session.

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PlaytestThe playtest was conducted with Paul Pavlichek, a long time gamer. He has experience with a variety of types of controllers, including joysticks, console controllers (ranging from the NES to the XBox One), and the mouse and keyboard controls of PC first person shooter games.

He was asked a variety of questions while testing the feel of the controller.The questions and answers are below.

● How does the controller feel?○ It fits well, but the armband is a bit too loose.

● Can you reach all of the buttons?○ The ones for the pinky are hard to reach. (when it was

explained that the third set of buttons are for the ring finger,it became easier).

● The controller was also tested with the left hand. When asked howthe controller fit in the left hand:

○ It fits just as well, except the construction is a bit lopsided. It would be hard to use without moving the buttons and the joystick.

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Post Mortem (The Good)

● During the beginning stages of the controller design, we needed something that incorporated all core design elements into the final product. At this point in time, it took us several attempts to figure out a good system of collaboration. Although we constantly changed our methods, each time produced something better than the previous approach. During our last and ultimate attempt to a control design, we decided to take a break and have everyone create a rough sketch of a controller that incorporated all of these elements. The final controller design that showcased all elements of our core concepts was dubbed the Orca and we were able to build upon that.

● The best part of this process was that as a team, we didn’t settle on a controller that we felt ‘okay’ with. As a team, we continued to brainstorm and collaborate until we decided on a final design and everyone was 100% comfortable and confident in the design. Our method of finalizing a controller design is something we can all take away from this and use in all of our future endeavors and future projects.

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Post Mortem (The Bad)

● With such a futuristic and complex design behind the Orca, the building of the prototype proved to be very complicated without the proper tools and riggings. It took several attempts to try and emulate the Orca during its construction and overall feel of the design.

● The selection of games to use for the playtest set us back a bit since we couldn’t agree on a game that really embodies their respected genres and was available to the team member building the physical prototype. Although setting us back some time, I feel like we were able to decide on the best of each given genre that can really showcase the aesthetics and functionality of the Orca. Next time we can simply vote on a list of games from each genre and choose from there.

● Creating the 3D models of the Orca took considerable time. The student version of Maya failed to autosave after three different “useless feedback” crash messages, thus the model required extra rebuilds. Manual incremental saves ensured that any lost work was not catastrophic, but several hours of modeling were lost with the autosave failures.

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Post Mortem (The Ugly)

● After various playtesting of different genres, our playtester had little to no issues with the overall design and feel of the Orca. However, the playtester felt odd when switching from the first person shooter to the fighting game. When asked what the issue was, the playtester wasn’t sure what to do with their hand since the use of the IR sensor (Right Analog) wasn’t being used.

● What we learned from this feedback was that the implementation of an IR off switch would eliminate any accidental movement during a fighting game.

● We also discovered that some users, such as our tester, felt that the control should have additional pods for different control options (such as an actual analog stick for the thumb pod). The addition of these pods would allow the player greater freedom of use. For instance, if the player wanted to use multiple thumbsticks they would have the ability to do so.

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