thetragicjesters "gamer" 0915

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G A M E  U S A B IL I  T  Y  Week  2  SE  TH EDEN  S, D  A L  TON DEMORRO  W,   TOM EDEN  S, J  U  S  TIN CLEMEN  T, J  U  S  S  TEN CR  A DDOCK 

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Page 1: TheTragicJesters "GAMER" 0915

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GAME USABILI T Y

 Week  2

 SE TH EDEN S, D A L TON DEMORRO W,  TOM EDEN S,

J U S TIN CLEMEN T, J U S S TE

N CR A DDOCK 

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ABSTRACT

Current game controllers are designed with one common demographic inmind, the player has two hands. As a team we attempted to upset that normwith the design of the “G.A.M.E.R.” Giving Amputees Means to EntertainingRealms. his presentation will cover how we colla!oratively designed onecontroller from the wor" of five individuals. #t will e$plain the concepts

involved and why each individual chose the concept they did. %ou&ll see eachof the individual concepts merged into a schematic of the G.A.M.E.R.controller and then a prototype of the design !eing tested. 'inally we&lldiscuss the outcome of the playtest and review our process with a postmortem of our wor" as a team.

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DESIGN

PURPOSE

( he G.A.M.E.R. controller is a crucial tool for one)handed gamers to finally !e a!le to play competitively or

casually as comforta!le as possi!le.

INTRODUCT

ION

( *e are creating this controller to e$pand the potentialaudience.

( #ncreasing the num!er of possi!le gamers will li"ely

increase sales across the industry.( his will increase profit for the industry as a whole.

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JUSSTEN’S DESIGN INSPIRATION“My inspiration came from a com!ination of a game # used to play, called ime

Crisis + -amco, //01 and also a !ow. hese gave me the inspiration for the pistol)grip style controller. # li"e the way they feel in my hand, and # could hold

them for hours with little to no strain. ime Crisis + utili2es a gun which fits me

well since # have !ig hands. he !ow that # used was tailored to my hand so it was

really nice to hold. hat was the style # was going for, a controller that is !etter to

hold for longer periods of time.”–Jussten Craddock 

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SETH’S DESIGN INSPIRATION“My inspiration for my or! shaped controller came from watching my 3 month

old son play with a !all. #t made me thin" a!out how we learn to play as children

and the commonality of the !all as a tool for play across all races, ages, and !oth

se$es. Every human !eing "nows what a !all is and how to hold it, throw it, or

manipulate it in their hands. his revelation made me reali2e that even after the

loss of a hand many amputees still choose to play games involving !alls li"e

 !ase!all “A!out he **A4”1. #t is my own opinion that the familiarity with

the shape of the !all and the ease of control the amputee has over the !all is what

leads many !ac" to playing games with !alls. #f # could find a way to incorporate

the familiar !all shape into a controller then # could possi!ly encourage more

amputees to play video games.”  –SETH EDENS

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DALTON’S DESIGN INSPIRATION“# used the 5!o$ 678 controller as my inspiration. # incorporated all the necessities into

the controller that # could fit. # "ept in mind one of my all)time favorite games, 9alo*ars Ensem!le 4tudios, +88/1. # too" the : !uttons from the controller along with the

start and !ac" !uttons. 'rom there, # had to figure out how to get two analog stic"s

onto the controller. # thought of using the player&s wrist to change the camera view, and

the player&s thum! in order to move. Going forward, # came to the conclusion that

more !uttons would ma"e the controller too complicated to use, so # decided that the

 !ac" !utton could !e used as a ;change to a new set of commands& !utton.” Da!ton

DeMorro"

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JUSTIN’S DESIGN INSPIRATION

“he Catalyst was inspired !ased on the 4aite" 533 Rhino 9.<..A.4 9ands <nhrottle and 4tic"1 controller. he 533 features a ton of !uttons on the throttle

controller and # thought this could wor" much !etter if the =oystic" was com!ined to

the throttle. Most fighter pilots pilot an aircraft with one hand. # figured that an 5!o$

<ne controller could do the same and help one handed people as well. >y merging all

of the 5!o$ <ne&s critical !uttons to the grip of a controller and adding multiple a$es

to the same grip, you can effectively achieve the same result as a two)handed

9.<..A.4 setup with one hand.”  –JUSTIN CLEMENT

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TOM’S DESIGN INSPIRATION

“My design came from tal"ing with a person at the hospital. he gentleman that # wasspea"ing to used to play lots of video games prior to an accident that he had which

removed his left hand. 9e also e$plained that the accident also left his right arm and

hand wea". 9e was e$cited when # told him what # was going to school for. 9e

e$plained that if he could find a controller that he could use he would love to get !ac"

into gaming, !ut didn&t have the strength to hold a controller. his led me to the idea ofhaving a controller that re?uires very little arm or hand strength to operate.”  –TOM

EDENS

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DESIGN METHOD*e decided to create a one)handed

controller for all individuals incapa!le ofuse of one of their hands. *e decided togo with a sphere controller for thecomforta!le grip and to ma"e the

 !uttons and analog stic" easy to reachand use. *e decided to ma"e the !utton

 panel into soc"et)li"e accessory in orderto ma"e the controller easily transitionfrom left handed to right handed use. *edecided to ma"es the !uttons into

 !umpers !ecause we !elieve it will !eeasier to press a !umper that you rest @

of your finger on than a !utton that ustuses your finger tip.

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DESIGN METHOD (CONT.)

( *e had 3 original game controllers we

made into one.

( he controller is meant to !e used

with one hand.

( *e utili2e an analog stic", + !uttons, aslider, and a rotational !ase used as a

second analog stic".

( he !utton panel and unusedB!lan"

 panel are meant to !e rounded to fit

flush with the rest of the controller.

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HOW EACH DESIGN ISINCORPORATED

( he remova!le analog stic"incorporates !oth =usstenand =ustin&s designs intoour team controller.

( he remova!le panelincorporates om&s designconcept of flipping the

controller to ma"e itaccessi!le for !oth hands.

( he !ase incorporatesalton&s second analogdesign into an easilymanagea!le location.

( he slider !utton and

sphere shape incorporate4eth&s design

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EXAMPLE –SCHEMATICDIAGRAMS

Figure 1. The G.A.M.E.RController (Front View)

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EXAMPLE –SCHEMATICDIAGRAMS (CONT.)

Figure 2. The G.A.M.E.R Controller(Isometric View)

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EXAMPLE –SCHEMATIC

DIAGRAMS (CONT.)

Figure . The G.A.M.E.R Controller(!"c# View)

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Jussten’s DESIGN ASSUMPTIONS

“he usa!ility of the controller ma"es it so that people with no or limiteduse of a hand can play. Deople with !oth hands or people with ust theleft or the right hand will have no issues playing with this controller.1>ased on studies done on the *ii remote with those who haveamputations or developmental disa!ilities showed that they could stillenoy and even improve on cognitive function 4hih, C., *ang, 4., Chang, M. +8+1. # thin" the industry is moving towards doing more forthose who are handicap, allowing them to still enoy the games they may

have thought they had lost.”  – Jussten Craddock 

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Set’s DESIGN ASSUMPTIONS“he design of the controller was decided upon !ecause # wanted the controller to !espherical li"e a !all. he incorporation of the thum! stic" was to "eep in)line with

modern game controller standards. he two !uttons were added as a nod to the original -intendo Entertainment 4ystem and the slider was included to increase the num!er of !uttons the controller could have. # also chose to use a 4i$)A$is li"e motion detectionfunction inside the or! itself. his would most li"ely !e done using some "ind ofmercury switches to sense when the controller was tilted at a certain angle. his motionsensing function would allow the player to move the controller freely in the directionsof 5, %, F to translate accordingly to the on screen action. # chose to ma"e thecontroller fully programma!le to allow players freedom of choice or as stated !y theoodoo#< ma"ers ;Ma"ing it appropriate to their personal preference and gamingneeds& illar1. 'or an amputee the a!ility to customi2e a controllerHs function would !emore important than for a non)amputee as this would allow for an added layer ofcomfort and controller recognition.”  –Set# Edens

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D!"t#n’s DESIGN ASSUMPTIONS“he design came a!out as a way to incorporate two analog stic"s into a one handedcontroller to allow the player to use !oth at the same time. Ever since the analog stic"came a!out, the controllers moving forward have not changed very much in terms of

 !utton layout and analog stic"s. Most controllers use a dual analog stic" for players tomove and change the camera angle. his is especially useful when playing a first

 person shooter Datent, +831. Dlayers will have an easy time using the controls !ecause they are a comforta!le fit for their fingers.” Da!ton DeMorro"

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Just$n’s DESIGN ASSUMPTIONS“A grip !ased design with all of the !uttons at the player&s fingertips allow for the

 player to focus less on !utton placement and more on movement and freedom. hisallows the player to immerse themselves in their game without the need of loo"ingdown to see if they are in the correct position of pressing a !utton. he unilateraldesign allows for the player to use full range and motion of their wrists so movement isalso comforta!le and intuitive !ased on the player&s custom input needs. he maordesign decision was for the s?uee2a!le triggers rather than relying on a traditional

 paddle !ased trigger. su"u!a Iniversity in =apan created the Duyocon Duyocon1,which is a !all shaped controller that allows s?uee2ing as an input method to interactwith the computer. 'or the disa!led person, changing an input method is ust the start,we have to adapt to a changing standard.”  –   ust$n C!e%ent

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T#%’s DESIGN ASSUMPTIONS“9aving the controller !e flat and easily interchangea!le to accommodate right and lefthanded users. Also !y using a !ase that is familiar, a computer mouse, the device will

 !e more widely accepted Mac"ay, *endy E.1. Ji"e many thing if we ta"e items that people are already accustomed to and then !uild on that design we will !e more readilyaccepted than if we try and come up with a completely new and different concept ofhow to do thing.”  –To% Edens

 

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1$

CONTROL MAPPING

he first game that was used for the playtested

was Halo Reach. Halo is a 'irst Derson4hooter 'D41,for the 5!o$ 678, this type ofgame was chosen !ecause of the popularity ofthe 'D4 genre.he !utton configuration is as followsK)Analog stic" ) moves the player forwardB

 !ac"wards and strafe leftBright, press to 2oom

)>all ) rotates the camera)Green ) 'ires weapon)>lac" 4lider >utton ) op position ) ReloadLMiddle position ) =umpL >ottom position )Melee)Red ) Cycle weapons)Menu ) <pens 4ystem menu)>ac" ) #n)game loadout viewer 

)4tart ) Dause menu

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1$

CONTROL MAPPING (CONT.)

he second game that was used for the

 playtested was Majesty a Real ime 4trategyR41 game for the personal computer DC1.his game was chosen to ma"e sure thecontroller was usea!le on the DC.he !utton configuration is as followsK)Analog stic" ) Foom the camera)>all ) move around the map

)Green ) 4elect unit or !uilding)>lac" 4lider >utton ) op position ) scrollthrough "ing spellsL Middle position ) selecthighlighted "ing spellL >ottom position )4croll through current !uild menu)Red ) Dlace flag to change flag type continue

 pressing over flag when first placed1)Menu ) -ot used

)>ac" ) -ot used)4tart ) Dause

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1$

CONTROL MAPPING (CONT.)

he third game that was used for the playtested

was Terraria a + side scroller.he !utton configuration is as followsK)Analog stic" ) Move)>all ) Aim)Green ) Attac" )>lac" 4lider >utton ) op position )scrollthrough inventory items L Middle position )

 -ot usedL >ottom position ) -ot Ised)Red ) #nventory)Menu ) 4ystem Menu)>ac" ) Map 4creen)4tart ) Dause

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PROTOT&PES

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TEST RESULTS

Teste'’s T#uts( #t was a little aw"ward for

someone with small hands.

( he controller felt comforta!lein my hand during the playtest.

( he !utton layout and

assignments made it easy to

use, with more practice it

would !e more fluid.

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TEST RESULTS (CONT.)

Teste'’s T#uts( he slider was a little aw"ward at first

might wor" !etter with three vertical !uttons.

( Ising the !all for the camera was

difficult to get used to, !ut was easilyadusted to.

( he analog stic" is not necessary to !ea!le to move from one side to the other.

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POST MORTEM( W!t Went C#''et"*

(his wee" the team gathered on uesday following the holiday to discuss and prepare for this

wee"Hs assignment. as" delegation went smoothly !y as"ing who would li"e to do or had

e$perience with each portion of the assignment. his method will !e used again in future proects.

(Each team mem!er felt responsi!le for their own portion of the assignment !ut also for

overseeing each otherHs wor".

(he merger of the controller&s went much !etter than e$pected !y !rea"ing each individual

design down into it&s core concepts and parts and then incorporating those !ac" into our final

merged design.(Dlaytest went great using 6 different players of varying s"ills. Also, + right)handed players and

left)handed player were used to verify results.

( W!t Went In#''et"*

(*or" schedules !ecome hard to wor" around and the late start due to the holiday on Monday

caused some team confusion on when to meet.

(*hen finali2ing our design for the merged controller we did not reali2e the analog stic" did not

need to !e remova!le in order to switch from left to right)handed players. 4imply moving the

 !utton panel changes the entire controller configuration. his was discovered during play test.

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POST MORTEM (CONT.)( W!t Went In#''et"* (C#nt.)

(*hen designing the schematic images of the merged controller Inity was decided upon as the

tool of choice due to familiarity. *e discovered that Inity does have some limitations when it

comes to design. he !utton panel and unusedB!lan" panel !oth should !e curved to fit flush

with the spherical shape of the controller, !ut due to the limitations of Inity andBor our

"nowledge of the program, we were una!le to create the proper shape for our design.

( W!t D$+ We Le!'n ,'#% t$s At$-$t* !n+ I%'#-e

(>y delegating tas" we were a!le to avoid having multiple meetings that many team mem!ers

would not !e a!le to attend due to conflicting wor" schedules. #nstead we opted to fre?uentlychec")in via Google 9angouts with the progress of each individual tas". his method wor"ed

very well and will most li"ely !e used again.

(Inity is pro!a!ly not the !est tool for creating 6 designs without increased "nowledge of the

 program. *e should pro!a!ly have used Maya or another similar program.

(Allowing time for more iterations of our prototype would have resulted in a !etter play test.

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RE,ERENCESA!out he **A4. n.d.1. Retrieved 4eptem!er +, +83, from httpKBBwoundedwarrioramputeesoft!allteam.orgBa!out)usB

n.d.1. Retrieved 4eptem!er 6, +83, fromhttpsKBBwww.microsoft.comBhardwareB!asevBBproductsB$!o$)678)wireless)controller)for)windowsBgm$!o$cwli?uid!l" otherviews8.pg

4aite" 5)33 Rhino 9.<..A.4. 4ystem for DC. n.d.1. Retrieved 4eptem!er 6, +83.

49#9, C., *A-G, 4., C9A-G, M. +8+1. E-A>J#-G DE<DJE *#9 EEJ<DME-AJ #4A>#J##E4 <AC#EJ% DER'<RM E4#G-AE <CCIDA#<-AJ AC###E4 ACC<R#-G < 4#MDJE #-4RIC#<-4*#9 A -#-E-< *## REM<E C<-R<JJER >% C<-R<JJ#-G E-#R<-ME-AJ 4#MIJA#<-.

 RESEARCH IN DEVELOPMENTAL DISABILITIES , 33:1, /:)//. <#K8.87B=.R#.+8+.8+.880

#JJAR, -. +88N, =uly 1. he oodoo#< gaming "itK A real)time adapta!le gaming controller. Com!ters i" E"tertai"me"t .

Datent I40/::/: ) Control of translational movement and field of view of a character within a virtual world as renderedon a display. +83, 'e!ruary 61. Retrieved 4eptem!er 6, +83.

DuyoconK >all)shaped, s?uee2a!le input interface videos1. n.d.1. Retrieved 4eptem!er 6, +83, fromhttpKBBtechcrunch.comB+88B8B+Bpuyocon)!all)shaped)s?uee2a!le)input)interface)videosB

 Mac"ay, *endy E., Anne)Jaure 'ayard, Jaurent 'ro!ert, and Jionel MOdini. PReinventing the 'amiliarK E$ploring an

Augmented Reality esign 4pace for Air raffic Control.P Centre HQtudes e Ja -avigation AOrienne. *e!.