usability team project-1handcontrollerprototype
TRANSCRIPT
Game UsabilityWeek 2
By:
Christopher Blackwell, Kyle Young, Brendan
Powell, Oscar Silvagnoli, Benjamin Showalter
Introduction
We are creating a controller that will be user friendly to someone that does
not have the use of both hands. It will be both accessible to either the left or the
right hand to insure that everyone is capable of using it. The basis of our
controller was we wanted to merge together the comfortable grip of a pistol
style grip while also maintaining the use of two joysticks. Making the buttons
pressable by the fingers that are mainly used in normal gamepads also makes
the controller more accessible to those who are used to using an Xbox or
Playstation controller.
Design Purpose
Our main purpose for designing this new controller is so that people without the
use of both hands can still enjoy video games. We are making it usable for both
the PlayStation and Xbox consoles and will have the flexibility for most games.
It has key features like 2 analog sticks, triggers, and face buttons all made into
an easy to hold grip. Games should feel the same to any gamer even those
that cannot use both hands. We are not trying to make this controller a new
standard however we are making this for the same audience, the gamer.
Christopher’s Inspiration
My main inspiration came from
modern console controller’s and
classic arcade joysticks. I like both of
these designs because they’re
comfortable to use by the player, and
they offer the sort of ease of use that
gives a player a sense of immersion in
the games that they play.
Right Stick
Left Stick
Oscar’s Inspiration
My inspiration came from a picture that I used to
see a lot in a gaming magazine that I used to have
a subscription to when I was a kid. I believe it was
an ad and it had this guy playing with the
controller backwards (buttons to the back). This
intrigued me and I always thought that it made a
lot of sense, since the other way around we only
use our thumbs to operate so many buttons and
we use our other fingers mainly to just hold the
controller. For this design I tried to use that to give
the one-handed players the ability to use as many
buttons as two handed players use by moving the
buttons to the back of the controller.
Ben’s Inspiration
My inspiration came from the Wii remote. This simple design allows you to feel
like you are using a TV remote to play games. The flow of the controller fits into
any hand and the feel is very comfortable. My favorite part of the controller and
what I feel helped was the trigger. This to me molds the controller for both grip
and playability, being able to use something like a gun made sense as an easy
concept.
Kyle’s Inspiration
My inspiration was a little different. During my time in the
Army I had the opportunity to handle a wide range of
weapons. I noticed that the shape and design of the
grips were contoured to your hand and also in a way
that allowed someone who was left or right handed to
comfortably hold it. I used this for my design inspiration.
I wanted to keep the controller small and light enough
for a person to be able to pick it up and not feel like they
are holding a weight with buttons on it. I felt the
ergonomic design of the pistol grip would allow a player
to be able to operate the buttons using the fingertips and
to use the shoulder buttons with your index finger.
To allow the player to have use of both analog sticks I
decided to place one (Right stick) on top of the controller
which would be used with the thumb, then instead of
using another finger to operate the left stick I decided
that I would make use of the Xbox Kinect/Wii(U) IR
sensors or the PS3’s tilt controls.
Brendan’s Inspiration
My inspiration for my controller design was all
based off when I started cooking in the morning. I
was cracking eggs and it seemed to fit my hand
really comfortably. This and with the idea of the Wii
remote, I felt that it would make a perfect
combination for a controller. With the way the Wii
remote was set up, it was easy to use for any gamer
and with the egg shape I thought of, it makes it fit to
your hand that much better. The buttons for the
controller would be on the side where your fingers
rest so it makes it feel even more natural to use the
buttons.
Design Method
While looking over our team’s controllers we went
with a focus on adaptability. We started off with
one team member’s controller, which had dual
joysticks and saw what we could add to it that
would benefit it more. While doing that we saw
that we could make the joystick better by adding a
grip feel. Then the triggers started lacking and had
just a button feel, now they have a curved gun
feel. The face button layout was then formatted to
fit comfortably with how the fingers griped the
joystick. Then lastly we made the stand curved like
an egg for comfort and stability. Our design started
off with making sure things can work with it then
we went through the phases to make sure it was
comfortable.
Schematic Diagrams
Schematic Diagrams (Cont.)
Christopher’s Design Assumption
When starting on this design, I wanted to
keep the use of the two 360 degree
joysticks from the console controller, and
fuse them both into the classic arcade
joystick. This would hopefully keep the
feeling of using a gamepad while giving
another range of control for the classic
arcade joystick.
Oscar’s Design Assumption
When I came up with this design I wanted to give the
player a similar feeling of what it is like to use a one
handed controller by not changing too dramatically the
placement and order of the buttons, instead just
moving them to another place. This not only keeps it
simple and relatable for the player, but it also allows
him/her to use most fingers of his/her hand to operate
the buttons instead of just using them to hold the
controller. The arm stability mechanism also helps with
that by keeping the controller in the players hand so
that every finger can be used to operate the controller
and also avoid the accidental push of a button while
holding the controller and playing with only one hand.
Original Arm Stability
mechanism sketch
Ben’s Design AssumptionWith adding to the teams design I was more
concerned about feel for the controller. My design
was centered around a trigger that was comfortable
and added to the grip. We implemented that idea into
an existing idea among the group and it fit in nicely. It
added a real feel and a common concept as if you
were firing a gun. A lot of the new controllers coming
out for the next gen consoles have also started using
a similar trigger. The older controllers use to feel like
a normal button that was just enlarged, but now they
flex like a real guns trigger using the curve design.
(Stuff.tv, 2015) My whole design centered on making
the trigger both comfortable and common feeling.
Kyle’s Design Assumption
Most current joysticks are designed either in the most simplistic way possible or
they look like they could be used as a Sci-Fi movie prop. Both have their merits
but neither designs really allow the player to use them comfortably over long
gaming sessions. By using an ergonomic design the joystick will feel more
natural in the player’s grip but also reduce wrist and hand fatigue when playing
for long hours. I really thought it was important to focus on a design that gave
the same level and function as a standard controller, it was important to not
exclude a player from any one genre.
Brendan’s Design Assumption
With my idea being added to the teams, it
is nice to know that it will be comfortable for
the player. The base of the controller will be
weighted and provide greater stability and
allow the player to rest their hand on the
base while not sacrificing the comfort of
placing your wrist elsewhere. I wanted the
egg design to be a main focus but we
decided on a much greater idea and am
glad we stuck with it.
Game #1 - Halo
Halo is a game that can work well with the way our controller is made. Our
controller can compete with regular xbox controllers since we have all the
buttons required for Halo and it still feels as natural as it would on a regular
xbox controller. This being said, you can relax while playing because it only
takes one hand to play instead of needing both. When it comes to the FPS
genre, the pistol grip allows for the player to be more immersed into the action
of the game.
Game #2 - Dark Siders
Dark Siders can be played easily with this controller. The way our controller is
set up, it feels more natural when looking around since our analog
stick/controller is different. This allows the player to feel like they are in the
game and not just on the sidelines. Dark Siders is an adventure style game and
during the fast paced action, the retro style of our controller, and the button
placements makes it move way more fluid.
Game #3 - Forza Motorsports
Forza is a racing game that became very successful when it came out for the
Xbox. Our controller has that old arcade style feel to it and that will make
driving that more comfortable. You will feel the turning sensation on the road
while driving the most expensive cars that money can buy. Racing genre’s are
a must when using our controller since it completes the experience. With our
controller layout it will make the player feel as if they are truly controlling the car
and if the player believed enough, they could possibly feel the wind blowing
through their hair.
Prototype v0.9
Current build of the prototype without the correct base or arm straps. This was
in order to test comfortability concerning buttons and for initial playtesting.
Playtesting Findings
Through playtesting using the prototype, a couple things
were found out that ended up improving our design. First, it
felt more natural to the player if the joystick functions were
switched, making the top joystick moving, while the bottom
was looking. Second, making the top bumper button have a
texture to it allowed for a tactile reference for the middle
finger, so it quickly and easily knows which bumper it’s
sitting on.
References
Prototypes Of The Wii Remote, Nunchuk, And Classic Controller - Siliconera. (2009, April 23). Retrieved March 15, 2015, from
http://www.siliconera.com/2009/04/23/prototypes-of-the-wii-remote-nunchuk-and-classic-controller/
Mame - Mame Arcade - Arcade Emulator - Arcade Games. (n.d.). Retrieved March 15, 2015, from
http://www.arcadeemulator.net/cgi-bin/shop/cp-app.cgi?pg=cat&ref=Joysticks
Xbox Forums. (n.d.). Retrieved March 15, 2015, from http://forums.xbox.com/gfw/forum_faq/f/250/t/24449.aspx
Xbox One vs PS4 – controller showdown. (n.d.). Retrieved March 15, 2015, from http://www.stuff.tv/features/xbox-one-vs-ps4-
controller-showdown
DesignNTrend– Xbox One vs. PS4 Release Date, Specs, Price, News: Will the PS4 Feature Backwards Compatibility?. (2013,
October 1). Retrieved March 15, 2015, from http://www.designntrend.com/articles/8287/20131001/xbox-one-vs-ps4-release-date-
specs-price-news-will.htm