Usability - One-handed Controller Design

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Controller Design Camerron ScottSaxon Niewoehner Jerald Mariano James Cartwright Travis Grady Team Assignment 2 Full Sail University

Transcript of Usability - One-handed Controller Design

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Controller DesignCamerron ScottSaxon Niewoehner Jerald Mariano James Cartwright Travis Grady

Team Assignment 2 Full Sail University

Merron Mist
Prototype and Testing: I have access to a bunch of gamers (hardcore and novice), who I can utilize to test our controller. However, I have to have access to the prototype by Thursday in order to get it to them on Friday.
Merron Mist
Yellow box far left reminds me of the GameCube and N64 remote, at least the color and shape. All mine's were greyBelow that one is one with a strap that helps hold the remote in place so that the player does not have to continuously hold it. I like that feature
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Abstract

In this assignment, our goal was to find a way to create a controller that a one-handed person could use to the same effectiveness. We decided to solve this by removing the need for an analog stick by using a touchscreen and accelerometer as inputs. However, players can still use an analog if they would like, as our controller, by default, comes with multiple modular components that players can switch out.

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Introduction and Design Purpose

Plenty of people in the world do not have the use of both hands. For them, playing modern-day video games is difficult, or impossible, with modern controllers. Using current technology, we wish to develop a controller that re-imagines the way we look at game interaction. We want to break from conventional controller methods and create something unique, comfortable, and easy to use while also providing support and stability.

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Inspiration - Travis“My inspiration came from the Wii

Remote and Nunchuck’s simple and usable design. Despite my like of the Wii Remote, I’ve always felt that the Nunchuck feels better from a grip standpoint. As such, I used the Nunchuck as the base for my controller.” -Travis Grady Wii Remote and Nunchuck. (n.d.). Retrieved July 18, 2015, from http://www.gaminggenerations.com/store/images/wii_remote_and_nunchuck_combo.jpg

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Inspiration - Camerron “My inspiration came from the PS4 console’s remote control and the Wii

console’s nunchuck. The nunchuck was simple in design and easy to use due to its size, handling, and the very limited number of controls it offered. The PS4 controller offered a variety of buttons which offered the player far more control over what they did in whatever game they were playing and the remote was comfortable to hold with both hands. I wanted to think of a way to combine the simplistic level of usability of the nunchuck with the PS4 controller’s level of functionality, all without overwhelming the player. I also wanted the remote to be accessible to those who only have one hand. This way, people could play any game without the need of using both of their hands.” - Camerron Niewoehner

DualShock®4 Wireless Controller | New Colors. (n.d.). Retrieved July 7, 2015, from https://www.playstation.com/en-us/explore/accessories/dualshock-4-wireless-controller/#shopcolors

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Inspiration - Jerald“The inspiration behind my design

came from flight sticks. Its resemblance can be seen, but the incorporation of the standard joypad analog, D-pad, and triggers make it a whole new beast. I wanted to give the player a feel of retro-style gaming, but with modern day functionality and capability. This particular joystick strives to insure that button accessibility and player skill is retained while using the one-handed joystick. The device is meant to rest comfortably on a stable platform but can also sit on the palm of the left hand.” - Jerald Mariano

Thrustmaster [Image]. (n.d.). Retrieved fromhttp://www.tweaktown.com/reviews/6533/thrustmaster-hotas-warthog-flight-stick-review/index.html

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Inspiration - James

“My biggest inspiration came from my programmable MMO mouse (“Star Wars,” 2015). While looking at its design I quickly realized that the majority of buttons on this mouse were pressed by the thumb, often in rapid succession, during gameplay (12 buttons). The index finger had the second most utilized buttons (4 plus scrolling) while the middle finger only had one button. The ring and pinky fingers are only used for stabilization. Console controller design seemed to use this same philosophy. I felt my controller design had to take this into account in order to be effective” – James Cartwright

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Design Method - AccelerometerThe accelerometer component comes from Travis’ controller and is used to effectively replace one of the analog sticks. By incorporating an accelerometer, the device is able to detect all directions of movement and the speed at which it moves. To function as an analog stick that is held in one direction, the player must quickly move the controller in the desired direction, hold it in place for the desired amount of time, and then return to their previous position. In first person shooters, this feature would be highly capable of substituting for stick used for looking. Not only this, accelerometer can be used to increase the player’s overall level of activity during the game (Haag, 2015).

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= 4 core buttons

= Direction D-pad

= Start & Select/Options/Share

= Analog Stick

= Thumb Trigger 1 & 2

Design Method - ModularityThe modular component was provided by James. This modular component greatly increases

the controller’s customization ability. This allows the controller to be much more flexible to a player’s prefered playstyle without compensating skill. The controller contains 10 USB ports for mods. One of the ports may be used for charging the device. For ports not in use, port covers are available to keep dust and debri from entering the device. The following mods are available:

- Thumb Trigger 1 & 2- Port covers- Device charger- 4 buttons (square, triangle, etc…)- Start and Select- Analog- D-pad

= Modular USB Port

= Straps

= Stability Handle

= Forearm Padding

= USB Modular Plugin

= Touchpad

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The touch screen comes from Cameron’s design and is the most versatile feature of the controller. By adjusting its function, the touch screen can be used for the player’s movement within the game or as buttons. It is placed on the side of the controller for the player to comfortably reach with their index finger.

Movement: The touch screen can be programmed to act as a D-pad or analog stick. By tapping and dragging, movement can be simulated.

Buttons: The player can map 1-4 buttons onto the touchscreen and may function as an existing PS4 button/trigger

Design Method - Touch Screen

Rotating Touch Screen for Ambidextrous Use

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Design Method - Arm BraceThis particular design came from the need of the controller requiring additional stability and security. Due to the way the controller is held, players may or may not drop the controller. Fortunately, the arm brace handles this issue and is adjustable with the following various features:

● Straps securely attach and tighten with velcro for comfortability● Rod extender can lengthen or shorten for any arm size● Double axis ball-in-socket joints allow for free range movement, twists, and turns in

any direction● May be unattached from the controller for transportation if needed

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Schematic Diagram- Top Down & Side View= Modular USB Port

= Straps

= Stability Handle

= Forearm Padding

= USB Modular Plugin

= 4 core buttons

= Direction D-pad

= Start & Select/Options/Share

= Analog Stick

= Thumb Trigger 1 & 2 Trigger 1

Trigger 2

RotatingTouchscreen

-USB Charging Port

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Schematic Diagram- Back View Rotating

Touchscreen

USB Charging Port

Arm Brace Connector

Modular USB Ports

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State Design Assumptions - Jerald

● Modular buttons allow for players to customize the controller to their comfortability and gaming needso Buttons can be replaced with analog sticks and D-

pads via USBo Depending on which hand is in use, port covers are

available for unused portso http://www.tomsguide.com/us/xbox-one-elite-

controller,news-21123.html

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State Design Assumptions - Travis

● Vertical symmetry allows for ambidextrous play.

● Biofeedback increases design options for games and allows the console to explore innovative ways to utilize this input (Ambinder, 2011)

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State Design Assumptions - Camerron

● Any console should be able to utilize this controller by simply remapping the modular buttons.

● Simple rotations or removal and re-addition of certain parts allow for the controller to become ambidextrous, allowing for either hand of the player to use efficiently.

● A touch-screen or touch-pad allows for the use of additional buttons or directional controls without actually adding in more buttons. (The PlayStation 4 controller: A close look at the touchpad, light bar, design, and everything else (part 4, exclusive). (n.d.). Retrieved July 19, 2015, from http://venturebeat.com/2013/10/24/the-playstation-4-controller-a-close-look-at-the-touchpad-light-bar-design-and-everything-else-part-4-exclusive/)

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State Design Assumptions - James

● The majority of buttons should be accessible by the thumb because it is used more often in current controls.

● Haptic feedback motion controls should be an acceptable substitute for camera look functions normally assigned to a second analog stick (Fenlon, 2010).

● Ring and pinky fingers should be used only for stability. Ring finger may be an exception for limited button use, but should be avoided.

● Motion controls should be able to be turned off and on to prevent fatigue.

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Control Mapping - Street Fighter IV

Street Fighter IV is a 2D-style fighting game For SF IV to work correctly, 6 buttons will need to be accessible while movement is executed through the player’s choice of the D-pad, analog stick, touch screen, or motion control. To optimally meet the needs of the game, the touch screen, 4-button, and trigger mods will be mapped. The touch screen will be used as a D-pad while the button mods sit at the top of the device. Buttons will be mapped as the following:

Touch Screen (D-pad)Up: JumpDown: CrouchBack: Block/Step BackForward: Step Fwd

Primary Button ModuleSquare: Light PunchTriangle: Medium PunchX: Light KickCircle: Medium Kick

Secondary Button ModuleL1: Heavy PunchR1: Heavy Kick

System Button ModuleStart: PauseSelect: N/A

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Control Mapping - Mass EffectFor Mass Effect 3, the tilting of the controller would move the camera in that direction using the accelerometer. Settings could be adjusted to invert that movement. The touchpad would be used to perform character movement. Tap and drag in any direction to move the character in that direction as related to the player. For example, tap and drag away from you and the player will move forward. Tap and drag up, and the player moves left. Diagonal movement is also possible. Pull Trigger 1 to shoot, press the Trigger 2 to perform a Tight Aim. Press both simultaneously to shoot while aiming. With the modular system being used for button placement, the rest of the controls are mapped to the following buttons:

D-Pad ModuleD-Pad Up – Squad AttackD-Pad Down – RallyD-Pad Left – Squadmate 1 Move/AttackD-Pad Right – Squadmate 2 Move/Attack

Primary Button ModuleX – Interact, Take Cover (Tap Once), Quick Vault (Tap Twice), Storm (Hold)O – Melee (Tap), Heavy Melee (Hold)Square – Reload (Tap), Switch to previous weapon (Hold)Triangle – Mapped Power (Tap)

Secondary Button ModuleRB1 – Mapped Power (Tap), Power Wheel Menu (Hold)LB1 – Mapped Power (Tap), Weapon Wheel Menu (Hold)

System Button ModuleStart – Quick SaveSelect – Mission Computer (Menu)

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Control Mapping - Naruto Shippuden: Ultimate Ninja Storm 3

Naruto Shippuden: Ultimate Ninja Storm 3 uses a wide range of buttons during gameplay. Players would use the touchpad to control their moment around the 3-D space. The triggers would act as they would normally. The players would use the controller’s modular button and d-pad components for the A, B, X, Y and D-Pad.

Primary Button ModuleCircle: Melee AttackTriangle: Charge ChakraX: JumpSquare: Ranged Attack

System Button ModuleStart: Open Pause Menu D-Pad Module

D-Pad Up: Ninja Tool 1D-Pad Down: Ninja Tool 2D-Pad Left: Ninja Tool 3D-Pad Right: Ninja Tool 4

Secondary Button ModuleRB1: BlockRB2: Substitution Jutsu

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Prototype

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Playtest Session 11. Ivory Boyd ITT Instructor- Moderate Gamer

a. I presented the clay remote prototype with a makeshift bracer made out of wire and a powerhub. Hooking the clay prototype up with the power script hub was a little awkward but we managed. I played a game and had him pretend as if he were controlling the actions occurring on the game using his one handed remote. The game I played and had him pretend to play was Rocket League, a battle-car soccer-like game for the PS4. I had Ivory explain where he preferred to have certain controls on the prototype. He claimed that he would have the controller's accelerometer control the vehicle's turning while the touchpad would control the camera. Due to the unreliable brace we had constructed, Ivory's grasp of the remote was more strict and did not allow for him to utilize the remote from any significant angle, which would have given him more control. The one thing he said that he was worried about was the player's arm fatigue. Players may have a difficult time holding the heavy remote up for lengthy periods of time. I believe building the remote of a lighter material than clay would help minimize this issue.

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Playtest Session 21. Jason Wannamaker ITT Student- Hardcore Gamer

a. As the makeshift handle proved awkward to equip, it was decided that the remote would be tested with the testers using their free hand to hold the base of the remote to simulate the stability and freedom of the remote which would not require the player to actually hold it with the hand that used it. During the test with Jason, he had the touch-screen pad work as the directional D-pad and he had the analog stick and four core buttons on the side of the remote that was facing him. The game that we tested him with was the game BlazBlue, a Japanese side scrolling fighting game for the PS4, similar to Street Fighter. He claimed that having the D-pad within reach of his index finger, while the thumb of the same hand had access to the four core buttons, made committing combos faster than if he were holding a regular PS4 remote. It should be noted that he held the remote differently than Ivory to an extreme degree due to his other hand adding more reliable support to the remote.

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Playtest Session 3

1. Dwayne Debarr- Novice Gamera. For this test, we used the game Halo 4. He used the analog stick to

move and the touch-screen pad to move the camera. All of his main buttons such as the thumb triggers and four core buttons were on the side of the remote facing him. He said the remote was neat and that it was an experience similar to but not superior to his experience with the Xbox 360 remote. He noted that he was worried that players may end up breaking the brace meant to hold the remote in place. If players get angry or excited, they may end up trying to place their arm or smash their arm on a couch arm or something, which may break the arm brace. A stronger material such as pure metal may be needed to enhance the arm brace.

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Post Mortem: What Happened Correctly

● We collaborated on multiple designs from the week one discussion post and agreed upon the best parts of those designs. By working together on the design idea as a team we did not waste time building multiple prototypes individually. Designing together meant that we could immediately start the creation process.

● Camerron had a willing and easily accessible group of playtesters lined up almost immediately. We did not have to spend time searching for players.

● During playtesting, the subjects were more than willing to try out the prototype, as it offered them a chance to see where controllers of the future were headed. The test subjects reacted positively to the prototype, often commenting how much they liked certain features. The test subjects were clear in communicating their likes and their concerns, making it easier to understand where certain parts of our remote could see some improvement.

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Post Mortem: What Happened Incorrectly

Our brainstorming portion of the assignment took too long and as such, we could have been working on the controller’s design much earlier if we had not spent a large amount of time on the brainstorming step in the design process. In particular, we spent a large amount of time working on comparing our designs and determining features.

During the design process and prototype building process, not enough time was allotted for the chance that something could go wrong and hold us back. The prototype, while baking in an oven, malformed, making part of it unusable, specifically the tail end of the remote. There was not enough time to properly fix this and to actually make an arm brace to combine with the controller. During testing, testers were inevitably told to ignore it. Another thing that happened incorrectly was that, during testing, there were background distractions in the immediate area, causing one or two of the testers to feel somewhat rushed during the testing process.

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Post Mortem: What To Do Differently

● While brainstorming can be very important to a team’s design quality, there comes a point when the team spent too much time on the theory behind the design. To fix this, we will be more decisive. As such, we will add checkpoints where we take a step back and determine whether the current conversation is productive, effective, necessary, and isn’t using up unnecessary time.

● More time needs to be allotted for possible errors and contingency plans.

● Testing needs to occur in an environment with fewer distractions.

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ReferencesFenlon, Wesley. (2010, September 29). How Playstation Move works. Retrieved on July 18, 2015, from https://scholar.google.com/scholar?hl=en&q=game+controller+design&btnG=&as_sdt=1%2C14&as_sdtp=

GDC Vault - Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience. (n.d.). Retrieved July 18, 2015, from http://www.gdcvault.com/play/1014734/Biofeedback-in-Gameplay-How-Valve

Haag, Tyra. (2015, June 10). Study compares active video gaming to unstructured outdoor play. Retrieved on July 18, 2015, from http://tntoday.utk.edu/2015/06/10/study-compares-active-video-gaming-unstructured-outdoor-play/

Star Wars: the old republic gaming mouse. (2015). Retrieved on July 14, 2015, from http://www.razerzone.com/ca-en/licensed-and-team-peripherals/star-wars-the-old-republic-gaming-mouse

Wii Remote Accelerometer. (n.d.). Retrieved July 18, 2015, from http://wiiphysics.site88.net/images/pry-wiimote.gif

Wii Remote and Nunchuck. (n.d.). Retrieved July 18, 2015, from http://www.gaminggenerations.com/store/images/wii_remote_and_nunchuck_combo.jpg

DualShock®4 Wireless Controller | New Colors. (n.d.). Retrieved July 7, 2015, from https://www.playstation.com/en-us/explore/accessories/dualshock-4-wireless-controller/#shopcolors