Controller Design

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Team Tribute : Erin Summer Assignment 4 Full Sail University Team Assignment 4: Controller Design The CDEJJ-T8

Transcript of Controller Design

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Team Tribute : Erin SummerAssignment 4

Full Sail University

Team Assignment 4: Controller Design

The CDEJJ-T8

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Prototype Overview

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Through multiple designs, test, and prototypes only one controller design survived it all and made it to the end. We give you the CDEJJ-T8. The CDEJJ-T8 was a design inspired by the PSP analog stick and the Space Tec SpaceOrb 360 controller. With our inspiration guiding us forward and much debating we decided to go with a joystick design to allow more space for more buttons and better usability for the handicapped with the use of only one hand. After the design was decided on prototyping and testing began. During the first testing stage for CDEJJ-T8 we discovered the first prototype was way too small, and the test subject's hand couldn't find a comfortable placement on it due to the button locations but we didn’t stop there. We continued and made improvements to the existing prototype and then began testing again. To our amazement the test subject felt the buttons were more comfortably placed and were easier to press and everything seems to be an overall improvement. With that being said we knew we had succeeded and we went through with finalizing the design.

Abstract

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The objective of this design is to create a controller that may be used by those who are handicapped with the use of only one hand. This will allow them to enjoy the games they used to love, and/or allow them to try games they never had the chance to enjoy. The main goal is to make a controller that is as simple to use with a single hand as possible, as well as having an ambidextrous nature in which people with use of either left or right hands may use.

Introduction and Design Purpose

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This controller’s joystick has been inspired by the PSP analog stick and the Space Tec SpaceOrb 360 controller. We picked the PSP analog stick because it worked pretty well and we decided on it as soon as we saw this quote, “This design has worked pretty well with everything we've tried. It's a tad odd at first, sure, but it certainly works.”(Roper, 2005). We picked the Space orb because we liked the fact that there were 6 degrees of movement in 3D space and because of how this quote “Now, with the SpaceOrb, imagine the ball is your head. You just turn it to look left. Push it forward to move forward. Even new users can look down left, turn and strafe all at the same time because they just turn, push and twist the ball.” (Hanselman, 2010) put the versatility of the controller into perspective.

We also added a track ball on to the controller as well. We felt that it would work really well for controlling camera angles in the game and because of its location on the controller it would feel natural for the user. “For Logitech and a certain audience, though, the appeal of an in-place pointer is undeniable: it can be comfortable and more precise in the right conditions.” (Staff, 2010)

Literature Review

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Pictures of Inspirations

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First, team members came up with pictures of unique controllers that they liked and shared it with the others.

Each team member came up with their own design and submitted a rough sketch of it for a vote for whose design would be selected.

The vote ended with a tie between two designs: a joystick design and a controller that slips onto the hand that has buttons at the top with a small joystick on the side. Two prototypes were created to get a feel for each of them.

Both controller designs ended up being quite good, so to determine which controller design was the one we went with, we made a list of pros and cons for each controller.

The decision came down to the buttons and their positions. We went with the joystick design over the other design because the joystick allowed more space for more buttons, while the other design’s layout caused the controller to displace from the hand each time a button was pressed.

Design Method-Design methodology

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Schematic Diagrams

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Chris Swain in chapter nine of Game Usability says “A good control scheme is integral to provide a good play experience to players”. (Isbister & Schaffer, 2008)

It is necessary because it represents the interface between the player and the controller. I feel our controller provides the players with tons of interaction from the 360 degree of the joystick which allows the player to really get into the action. And the action buttons and triggers giving the player more options than most other joystick controllers. Not only that but this controller is designed for someone with one hand so the players are given the ability to have full control and interaction while only using one hand.

“Making software usable means paying attention to human limits in memory, perception , and attention; it also means anticipating likely errors that can be made and being ready for them, and working with the expectations and abilities of those who will use the software.” (Isbister & Schaffer, 2008)

With our controller we designed it around a person who only has one arm. We implemented a switch that allows the controls to be switched from a right handed mode and to a left handed mode. This allows our controller to be played with either arm so no one gets left out on the fun. We also implemented 4 action buttons, a track ball, 2 trigger buttons, and a directional pad. With this button layout it will not be as over whelming to the user because all of the buttons are placed in a natural way so they can be easily memorized. We implemented the suction cups on the controller so the controller won’t move from its current position this is anticipating error.

"You need a methodology for systematically and reliably creating effective game user interfaces.” (Isbister & Schaffer, 2008)

The methodology assumed was to keep in mind that the controller was required to be equally usable with either the right or left hand by giving the controller symmetry though mirrored inputs and a switch that would activate the controller for either right- or left-handed use.

Design Assumptions

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“Adapting methods or designing new ones are not the only challenges for user research in the games industry.” (Isbister & Schaffer, 2008)

Of the “three well-known challenges,” formalized work procedures and cross-professional relations were by far the two most important, and our team maintained them as carefully as possible. We ensured it clearly connected to what it was intended to support– that is, people who are handicapped with only one hand– and we were always professional and honest, providing the best possible solutions for the design without interference of communication issues. Return on investment wasn’t as big of an issue because we have no budget.

Andy Gavin from Naughty Dog says "Control is half the battle in game development. And that, it's the other half as well." Meaning that a bad controller could make any game unplayable no matter how simple the game is.

Design Assumptions Cont.

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Description of Three GamesFighter Flight

SimulatorSide-

Scrollers

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Golden Axe is a side-scrolling, beat 'em up, hack and slash arcade video game while Metal slug is a side-scrolling, Run and gun, platformer/shooter. Both in which are popular arcade games.

I think our controller is superior to existing controllers and would work best for these kinds of games because not only will it reconnect players with there former arcade days but it will also provide players with better control through the joystick with 360 degree movement. It is also superior to existing controllers because all the action buttons and triggers are easy to use and reach with just one hand.

Side-Scrolling Genre: Golden Axe and Metal slug

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Ultimate Marvel vs. Capcom 3 is a fighting game that pits your favorite Marvel Superheroes against your favorite Capcom heroes. Players can pick up to 3 fighters to fight as and the players can get assists from the other fighters on their team. This is a fast paced and strategic fighting game.

The reason why our controller would be superior to other controllers on the market would be because of the button placement and the functionality of our joystick. All of the action buttons are conveniently placed right at the users thumb for quick and easy access. The joystick would provide the player with the feeling of playing the game at an arcade with the 360 degree movement the players could flawlessly execute moves with precise accuracy.

Fighting Genre: Ultimate Marvel vs. Capcom 3

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Ace Combat 6 is a flight simulator where you fly military jets take on enemies on the air, sea and land.

The controller would work for this game because it is a joystick just like a real aircraft. Most of the controls are just movement so anyone can pick it up and play with the rest of the options, like firing your weapons and changing them, being easily accessible because of the lay out of the control.

Flight Simulator: Ace Combat 6

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The overall testing procedure was heavily inspired by the week 3 project’s set up containing impression, exploratory, and directive questions. These questions were asked before the test subject interacted with the prototype, during interaction, and after respectively. The results of the test session was then shared with group, where then alterations to the physical prototype was made to improve the design where it had failed or was lack luster. The second test session followed the same procedure as the first, but with question better adjusted to fit new criteria for the redesigned prototype. Satisfied with the results of this test, the final schematic was made.

The test subject was a male at the age of 15 with many years of gaming experience in multiple genres.

Testing Procedure with Prototype

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What we did correctly?Each member initially created their own design concepts and as a group we analyzed each design for their pros and cons. By approaching the project in this way we were able to come up with the best potential product for the consumer. We also divided the work required of the project evenly and fairly so that each member had equal responsibility.

What we did incorrectlyCommunication was strained during the project due to conflicting schedules; we could have planned more carefully to ensure a stronger project set up.

What did we learn from this assignment.We learned how much time and dedication that it takes to design a controller especially one for someone with a handicap. We also learned that the benefits or prototyping controllers is similar to prototyping games. With this assignment we add more to our tool belt as designers in training.

Post Mortem

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Isbister, K., & Schaffer, N. (2008). Game Usability. Boca Raton, Florida: Taylor & Francis GroupImage 1-4 slide 8: Ultimate marvel vs. capcom 3. (2013, September 12). Retrieved from

http://en.wikipedia.org/wiki/Ultimate_Marvel_vs._Capcom_3 Golden axe. (2013, September 11). Retrieved from http://en.wikipedia.org/wiki/Golden_Axe Metal slug anthology. (2013, July 08). Retrieved from http://en.wikipedia.org/wiki/Metal_Slug_Anthology Ace combat 6: Fires of liberation. (2013, September 17). Retrieved from

http://en.wikipedia.org/wiki/Ace_Combat_6:_Fires_of_LiberationSlide 10 Golden axe. (2013, September 11). Retrieved from http://en.wikipedia.org/wiki/Golden_Axe Metal slug anthology. (2013, July 08). Retrieved from http://en.wikipedia.org/wiki/Metal_Slug_Anthology Slide 4:

Hanselman, S. (2010, September 20). The best controller for fps - a spacetec spaceorb 360 controller working with windows 7 using arduino and orbshield. Retrieved from http://www.hanselman.com/blog/TheBestControllerForFPSASpaceTecSpaceOrb360ControllerWorkingWithWindows7UsingArduinoAndOrbShield.aspx

Roper, C. (2005, March 25). Sony psp: The gadget. Retrieved from http://www.ign.com/articles/2005/03/23/sony-psp-the-gadget?page=2

Staff, E. (2010, September 25). Review: Logitech wireless trackball m570. Retrieved from http://www.electronista.com/articles/10/09/25/logitech.m570.trackball.mouse.tested/

Slide 11 Ultimate marvel vs. capcom 3. (n.d.). Retrieved from

http://www.marvelvscapcom3.com/us/characters

References