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Wizard’s Mark Controller
Controller Design By: Ben Jones, Nick Iennarella, Andrea
Hudgins, and Joe Sozio
Abstract
Our team was tasked with designing a controller playable with only one hand and
accessible to both left and right handed players. We took core designs from
individual ideas and combined them into the Wizard’s Mark, a modular, multi-input
controller with a natural cylindrical shape.
Introduction-What is Accessibility?
The term accessibility refers to making things that can be used easy to reach, enter, approach, and speak
with. If something is accessible, it is attainable, or attainable easily without great difficulty.
Accessibility is all about our ability to engage with, use, participate in, and belong to, the world around us
(Join the Movement, 2015).
Pick a task that you do everyday without even thinking about it. Perhaps it’s brushing your teeth. To you,
brushing your teeth is an easy task and you do it everyday sometimes more than twice a day without even
thinking. Now, someone else in the world may not be able to brush their teeth without assistance because of
a disability. Making it easy for this person to brush their teeth may require additional modifications to a
bathroom sink or even modifying a wheelchair, or perhap this person may totally require the assistance of
another individual to complete this task. There are many people in the world who have disabilities and not
one disability is the same. When people start to think of ways to make things more accessible to everyone
and actually makes these things accessible, that is true accessibility.
Design Purpose
Team-Wizards of UX is to create an intuitive and accessible controller designed for
use by a person who is missing one hand. The controller must be useable in one
hand and be for either the right or left hand. Wizards of UX’s “Wizard’s Mark”
controller is designed to combine smooth, accessible functionality with a fun,
innovative user interface.
Inspiration-Ben
What inspired the spherical shape of the
Strike controller was the comfortable feel of a
baseball in the hand of a pitcher (Jones, 2015). A pitcher has to know the baseball as well as
their own hand to successfully play a game. The position of the control pad and the
buttons were chosen based on
how many pitchers hold the ball before the wind-up.
Conversely, inspiration for the multi-input buttons came from my experience playing
the trumpet. A trumpet can play through upwards of fifteen different whole
notes (not counting flats and sharps) with only three valves. Trumpeteers can do this by
pressing those three valves in different combinations, allowing much use for a limited
system of input.
(Image retrieved from dreamstime.com)
Inspiration-Andrea
Below you will find pictures of Andrea’s original design concept:
Controller being held
in Andrea’s hand.
Controller being
held in Andrea’s
husband’s hand.
Inspiration for my original design concept with the cylinder shape came from presentation advancers. I wanted something that was comfortable enough to fit
in the hand, but still had enough surface space to include at least ten buttons. I remember using presentation advancers in high school during presentations I
had to do for classes and the teachers used them on a daily basis for lectures. They were always very comfortable and felt natural when held in the hand.
I thought having a cylinder controller would be the best way to go since making a fist around an object is natural for almost everybody with at least one hand.
Being able to make a fist around the cylinder and have the thumb up at the top to manipulate the one thumbstick meant that there would be room to include
buttons along the cylinder that could be pressed with the rest of the fingers. This would also be a design concept that could easily be switched from the right
or left hand. This is why I went with the cylinder design of the controller (Hudgins, 2015).
Below you will find a picture of Andrea’s
inspiration-Presentation Advancers.
(Hudgins, 2015)
(Logitech, 2015)
Inspiration-Joe
Original Design Pitch:
Inspiration for the Slidable and Lockable
Button Column as seen in the image to the
left by J. Sozio (2015) came mainly from two
sources. The first source was the recent
purchase of Microsoft’s Xbox One Elite
Controller. You can see from the images
above and to the right that the controller has
many customization options
Inspiration:
The more customization options available to the player the happier they will be in the
end. The addition of the button column feature to the one handed use controller concept
seemed like a great fit from a functionality perspective.
The second source of inspiration came from everyday use items such as the TV remote
or smartphone. Holding these with your right hand and then switching it over to your
left hand reveals a noticeable difference. The player’s four top fingers excluding the
thumb lie naturally either to one side or the other of the device. The main idea behind
the slidable button column was to keep both left and right handed players happy.
catering to different player preferences (Microsoft, 2015).
Inspiration-Nick
The detachable components of the “Switch-Played” controller were incorporated primarily to cater to left or right-handed players. The
whole idea was to make it functional and feel natural in either hand. “The stability arm easily detaches and reattaches to either side of the
top half of the controller. The bottom half of the controller does the same to give either hand that nice contoured feel that gamers are used
to as per the industry standard. The stability arm also can rotate on the platform to curve left or right to keep it out of the way when
playing” (Iennarella, 2015). That customization spawned a deeper look into controller customization as a whole. This led to inspiration
from the Xbox One Elite controller and controller customization sites like evilcontrollers.com and gaminggenerations.com.
(Gaming Generations Inc 2015)(Iennarella, 2015)
Design Method
Engineering Steps:
Step 1: State the Problem - How can we create an innovative and accessible controller for disabled players with the use of only one hand?
Step 2: Generate Ideas & Step 3: Select a Solution -
During our brainstorming session we combined
Andrea’s idea for a cylinder shaped controller, Nick’s
idea for attachable and detachable parts, Ben’s idea
for multi-input buttons, and Joe’s idea for rotating
button columns into our solution concept. The
solution was to design a cylinder shaped controller
that had a top thumb controlled joystick for
movement that could be detached and replaced with a
traditional d-pad. This controller also features a Roller Ball on the bottom for aiming and will be rolled along a mousepad or table like surface. The entire
rollerball structure can detach when not needed.
The controller also has 4 unlockable horizontal button columns that can be rotated into the player’s preferred position and then locked back into place.
Lastly through the use of a software application users can program each button to support multi-input functionality. The Nielsen Heuristic that inspired
our team the most was the flexibility and efficiency of use heuristic. The goal was to satisfy many players over the scope of varying levels of preference
and experience.
Step 4: Build the Item - Please see the “Prototype Created” slide later in the presentation.
Step 5: Evaluate - Please see the “Playtest Session Using the Prototype” slide later in the presentation.
Step 6: Present Results - Please see the “Playtest Session Using the Prototype” and “Postmortem” slides later in the presentation.
Schematic Diagram
State and Defend Design Assumptions-Ben
Key Design Feature: Multi-input Buttons
One of the issues with accessibility of controllers and video games in general today is
the over complication of buttons to press and use. People who don’t game regularly and
haven’t learned the “language” of the Xbox controller will feel alienated. This is why
multi-input buttons were chosen for my design, getting closer to the two button input
of the old Nintendo Entertainment System, while allowing designers to use multiple
button sets if they need more actionable buttons. According to a disgruntled gamer
whose prime game time was born from the 80’s, “Despite the innate simplicity of [the
NES controller’s] gaming configuration, Nintendo proved year after year that two
action buttons and a teeming library of quality games were all that was needed in order
to win the hearts of the gaming populace worldwide” (Perlman, 2011). That isn’t to
say we don’t need many of the buttons we have today, so in order to accommodate that
if you need more input, simply tap one of the four “set selections” buttons to cycle
through sets of action buttons.
(Image retrieved from lukiegames.com)
State and Defend Design Assumptions-Andrea
Key Design Feature: Cylinder Shaped
I went with a cylinder design for the basis of my controller design because humans are born with the innate
ability to grasp things with their hands. I would also say that human fingers are clear representations of
cylinders themselves. When a newborn reaches out to grab a parent's finger and grasps and holds on to the
finger they are showing the innate ability. As early as newborn status humans can grasp things between
their hands, but simply lack the coordination to securely hold objects between the hands ("Developmental
milestones: Grasping," 2013). By the age of 9-12 months humans are able to reach out and grasp objects
and hold them securely between a hand ("Developmental milestones: Grasping," 2013). It made sense to me
that any person with only one hand should be able to comfortably grasp a cylinder controller in one hand
since we have being using the grasping motion since birth.
State and Defend Design Assumptions-Joe
Key Design Feature: Slidable and Lockable Button Column
In their article titled “Games for rehabilitation: the voice of the players,” authors S.M. Flynn and B.S. Lange
(2010) conducted a study of over 150 participants to explore the use of video games from the perspective of
the disabled player. When asked the question “games would be more enjoyable if:,” 57.3% of participants
had the response “the controllers were more accessible” (Flynn & Lange, 2010, p. 192). Of course this
response could be understood in many different ways but catering to player preferences can only help the
situation. The goal behind the slidable and lockable button column feature was to ensure that as many
different players as possible are comfortable when using the controller. Hopefully this counts as making the
controller more accessible in the way it was requested by many of the article’s participants.
State and Defend Design Assumptions-Nick
People in general enjoy customizing and personalizing everything and of course this applies to their video game controllers. This
can be done for increased functionality depending on the type of game they are playing or strictly for cosmetic appeal. Allowing
gamers to detach the pieces of their controller provides a more positive experience when gaming. According to a study done by
Selen Turkay from Harvard University and Sonam Adinolf from M.I.T., “Opportunities for customization may give users decision-
making authority over the technology, enabling them to shape and create their own experiences, as well as provide ways to be a
part of a group based on their needs and desires” (Turkay, 2015). Data was collected through surveys, interviews and
observations. Results showed that players' desire to replay the game increased over time, and customization affected players'
motivation positively (Turkay, 2015).
Reude1. (July 1, 2011)
Key Design Feature: Detachable and Customizable Components
Description of Three Games
Game #1: Destiny
Destiny is a science fiction themed first-person
shooter game for the Xbox developed by Bungie
(Bungie, 2014). The core mechanics of this game
are movement, aiming, shooting, and jumping. We
believe our controller design is well suited for
Destiny and the FPS genre due to its intuitive
aiming system using the bottom Roller Ball
combined with the comfort of the thumb controlled
joystick on top for movement. Having four fingers
completely free to control triggers and action
buttons also should make this controller accessible
to FPS players.
Description of Three Games
Game #2: Midnight Club: Los Angeles
Midnight Club: Los Angeles is a street racing
simulation game for the Xbox developed by
Rockstar San Diego (Rockstar San Diego, 2008).
The core mechanics of this game, as they are in
most racing games are steering, acceleration, and
deceleration. We believe our controller design will
work well for racing games due to its many
similarities to a throttle joystick when in use. Our
controller almost feels like a fighter pilot joystick
while using it and this intuitive feel should
translate nicely to the racing video game genre.
Description of Three Games
Game #3: Worms 2: Armageddon
Worms 2: Armageddon is a turn-based-strategy
combat platformer for the Xbox developed by
Team17 (Team17 Software, 2009). The core
mechanics of this game are strategic movement in
a 2D space and selecting combat scenarios from a
user interface menu. When using our controller,
players have the option to completely detach the
bottom Roller Ball component and to replace the
top joystick with a traditional d-pad. When used
in this configuration, our controller should be a
simple and comfortable way to play platforming
favorites. In the case of Worms 2, however, the
Roller Ball attachment is required but it is used for
the non-critical function of moving the camera.
Prototype Created
Below are multiple images of our Wizard’s Mark controller prototype. All buttons can be detached and moved
around for individual customization allowing for better fit, mapping and cosmetic appeal and expression.
Playtest Session Using the Prototype
Playtester - Matt Shields
Age - 32
Gaming Experience - 20+ years
Controller Experience - Nintendo,
Super Nintendo, Sega Genesis,
Gameboy, Dreamcast, Nintendo 64,
GameCube, Playstation 1-4, Xbox,
Xbox360, Xbox One, Wii.
Positive Tester Thoughts - Likes the look. The initial feel is good. Praised the ability to be able
to detach and attach buttons to customize mapping, fit, feel and cosmetic appeal. Feels that
overall it could work with some getting used to.
Negative Tester Thoughts - Tough to wrap hand around to reach the far button with index finger.
Seems tough to aim accurately with roller ball. Would prefer a “flight simulator” joystick that
attaches at the bottom instead of roller ball. Would like a trigger for index finger instead of the
buttons. Feels unnatural after a while. Stability becomes an issue for faster paced games.
Tester’s Suggestions for Improvement - The bottom of the
controller could be attached to something giving it more
stability and then tilting it would control movement. Maybe
attach the whole controller to a long adjustable rod that sits
on the floor. Maybe add a foot pedal to control player
movement like a D-Pad. Use a laser head band attachment
for more accurate aiming. Add a trigger for the index finger
to help with racing and FPS games. Fewer buttons might
help. Could use a switch to change what the lesser number
of buttons’ functions are.
FPS - Limits smooth functionality for quick twitch button
decisions. Controller not ideal for this genre.
Action/RPG - Somewhat clunky for this genre.
Platformer - Functions better for this genre due to less
accuracy needed from aiming joystick.
Racing - Better because no right joystick needed. Trigger
would be nice.
Postmortem
What happened correctly:
The initial brainstorming session went very well. Everyone made a contribution in an amicable environment.
The design solution felt right to each team member from a designer’s perspective.
A simple prototype was able to be created in a short amount of time.
What happened incorrectly:
There was some misunderstanding on the scope of the playtesting that was to take place.
Scheduling conflicts prevented some team members from voicing opinions timely.
The team database for document storage and collaboration became large and disorganized.
Expectations for the rollerball functionality may have been too high initially.
Overestimated the importance of including as many buttons as possible.
What would we do differently:
We would spend more time in the initial design brainstorming phase before moving on.
We would make sure each team member has had a chance to contribute and express opinions before moving on to the next
phase.
We would create a more organized folder and document structure before the project begins that can be reused and easily
applied to future projects.
References
Bungie. (2014). Destiny [Video game]. (2014). Santa Monica, CA: Activision.
Development milestones: Grasping. (2013). Retrieved from http://www.babycenter.com/0_developmental-milestones-grasping_6578.bc
Flynn, S. M., & Lange, B. S. (2010, August). Games for rehabilitation: the voice of the players. In Intl. Conf. Disability, Virtual Reality &
Associated Technologies (ICDVRAT 2010) (pp. 185-194). Retrieved from
http://www.icdvrat.org/2010/papers/ICDVRAT2010_S07_N01_Flynn_Lange.pdf
Gaming Generations Inc. (2015). PS3 11 in 1 Controller Button Set w/ Clear Thumbsticks - Gold. Retrieved from
http://www.gaminggenerations.com/store/custom-controllers-playstation-c-296_303.html
Hudgins, A. (2015). “Knuckle-Stick Controller”. Full Sail FSO Discussion Post 1. Retrieved from
https://course.fso.fullsail.edu/class_sections/26144/discussions/1003779
Iennarella, N. (2015). “Switch-Played Controller”. Full Sail FSO Discussion Post 1. Retrieved from
https://course.fso.fullsail.edu/class_sections/26144/discussions/1003779
Join the Movement. (n.d.). Retrieved December 5, 2015, from http://www.beaccessible.org.nz/the-movement/what-is-accessibility
Jones, B. (2015). “Strike Controller”. Full Sail FSO Discussion Post 1. Retrieved from
https://course.fso.fullsail.edu/class_sections/26144/discussions/1003779
References (cont.)
Microsoft Xbox One Elite Controller. (2015). Retrieved from
http://www.xbox.com/en-US/xbox-one/accessories/controllers/elite-wireless-controller
Perlman, M. (2011, August 31). Too Many Darn Buttons (A Delightful Rant). Retrieved December 6, 2015, from
http://www.technobuffalo.com/2011/08/31/too-many-darn-buttons-a-delightful-rant/
Presentation advancers [Photograph]. (2014). Retrieved from
http://www.smklink.com/collections/presentation-remote-controls/products/remotepoint-sapphire-presenter
Reude1. (July 1, 2011). Xbox 360 Bullet Controller. Wikimedia Commons. As retrieved from
https://commons.wikimedia.org/wiki/File:Xbox_Controller_Bullet-Edition.jpg#filelinks
Rockstar San Diego. (2008). Midnight Club: Los Angeles [Video game]. (2008). New York, NY: Rockstar Games.
Sozio, J. (2015). “Reverse Teardrop Controller”. Full Sail FSO Discussion Post 1. Retrieved from
https://course.fso.fullsail.edu/class_sections/26144/discussions/1003779
Team17 Software. (2009). Worms 2: Armageddon [Video game]. (2009). Nottingham, UK: Team17 Software.
Turkay, S., & Adinolf, S. (2015). The effects of customization on motivation in an extended study with a massively multiplayer online
roleplaying game.Cyberpsychology, 9(3), 72-87. doi:10.5817/CP2015-3-2. As retrieved from
http://search.ebscohost.com.oclc.fullsail.edu:81/login.aspx?direct=true&db=a9h&AN=110629543&site=ehost-live

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Wizardsof ux wizard'smark_1215

  • 1. Wizard’s Mark Controller Controller Design By: Ben Jones, Nick Iennarella, Andrea Hudgins, and Joe Sozio
  • 2. Abstract Our team was tasked with designing a controller playable with only one hand and accessible to both left and right handed players. We took core designs from individual ideas and combined them into the Wizard’s Mark, a modular, multi-input controller with a natural cylindrical shape.
  • 3. Introduction-What is Accessibility? The term accessibility refers to making things that can be used easy to reach, enter, approach, and speak with. If something is accessible, it is attainable, or attainable easily without great difficulty. Accessibility is all about our ability to engage with, use, participate in, and belong to, the world around us (Join the Movement, 2015). Pick a task that you do everyday without even thinking about it. Perhaps it’s brushing your teeth. To you, brushing your teeth is an easy task and you do it everyday sometimes more than twice a day without even thinking. Now, someone else in the world may not be able to brush their teeth without assistance because of a disability. Making it easy for this person to brush their teeth may require additional modifications to a bathroom sink or even modifying a wheelchair, or perhap this person may totally require the assistance of another individual to complete this task. There are many people in the world who have disabilities and not one disability is the same. When people start to think of ways to make things more accessible to everyone and actually makes these things accessible, that is true accessibility.
  • 4. Design Purpose Team-Wizards of UX is to create an intuitive and accessible controller designed for use by a person who is missing one hand. The controller must be useable in one hand and be for either the right or left hand. Wizards of UX’s “Wizard’s Mark” controller is designed to combine smooth, accessible functionality with a fun, innovative user interface.
  • 5. Inspiration-Ben What inspired the spherical shape of the Strike controller was the comfortable feel of a baseball in the hand of a pitcher (Jones, 2015). A pitcher has to know the baseball as well as their own hand to successfully play a game. The position of the control pad and the buttons were chosen based on how many pitchers hold the ball before the wind-up. Conversely, inspiration for the multi-input buttons came from my experience playing the trumpet. A trumpet can play through upwards of fifteen different whole notes (not counting flats and sharps) with only three valves. Trumpeteers can do this by pressing those three valves in different combinations, allowing much use for a limited system of input. (Image retrieved from dreamstime.com)
  • 6. Inspiration-Andrea Below you will find pictures of Andrea’s original design concept: Controller being held in Andrea’s hand. Controller being held in Andrea’s husband’s hand. Inspiration for my original design concept with the cylinder shape came from presentation advancers. I wanted something that was comfortable enough to fit in the hand, but still had enough surface space to include at least ten buttons. I remember using presentation advancers in high school during presentations I had to do for classes and the teachers used them on a daily basis for lectures. They were always very comfortable and felt natural when held in the hand. I thought having a cylinder controller would be the best way to go since making a fist around an object is natural for almost everybody with at least one hand. Being able to make a fist around the cylinder and have the thumb up at the top to manipulate the one thumbstick meant that there would be room to include buttons along the cylinder that could be pressed with the rest of the fingers. This would also be a design concept that could easily be switched from the right or left hand. This is why I went with the cylinder design of the controller (Hudgins, 2015). Below you will find a picture of Andrea’s inspiration-Presentation Advancers. (Hudgins, 2015) (Logitech, 2015)
  • 7. Inspiration-Joe Original Design Pitch: Inspiration for the Slidable and Lockable Button Column as seen in the image to the left by J. Sozio (2015) came mainly from two sources. The first source was the recent purchase of Microsoft’s Xbox One Elite Controller. You can see from the images above and to the right that the controller has many customization options Inspiration: The more customization options available to the player the happier they will be in the end. The addition of the button column feature to the one handed use controller concept seemed like a great fit from a functionality perspective. The second source of inspiration came from everyday use items such as the TV remote or smartphone. Holding these with your right hand and then switching it over to your left hand reveals a noticeable difference. The player’s four top fingers excluding the thumb lie naturally either to one side or the other of the device. The main idea behind the slidable button column was to keep both left and right handed players happy. catering to different player preferences (Microsoft, 2015).
  • 8. Inspiration-Nick The detachable components of the “Switch-Played” controller were incorporated primarily to cater to left or right-handed players. The whole idea was to make it functional and feel natural in either hand. “The stability arm easily detaches and reattaches to either side of the top half of the controller. The bottom half of the controller does the same to give either hand that nice contoured feel that gamers are used to as per the industry standard. The stability arm also can rotate on the platform to curve left or right to keep it out of the way when playing” (Iennarella, 2015). That customization spawned a deeper look into controller customization as a whole. This led to inspiration from the Xbox One Elite controller and controller customization sites like evilcontrollers.com and gaminggenerations.com. (Gaming Generations Inc 2015)(Iennarella, 2015)
  • 9. Design Method Engineering Steps: Step 1: State the Problem - How can we create an innovative and accessible controller for disabled players with the use of only one hand? Step 2: Generate Ideas & Step 3: Select a Solution - During our brainstorming session we combined Andrea’s idea for a cylinder shaped controller, Nick’s idea for attachable and detachable parts, Ben’s idea for multi-input buttons, and Joe’s idea for rotating button columns into our solution concept. The solution was to design a cylinder shaped controller that had a top thumb controlled joystick for movement that could be detached and replaced with a traditional d-pad. This controller also features a Roller Ball on the bottom for aiming and will be rolled along a mousepad or table like surface. The entire rollerball structure can detach when not needed. The controller also has 4 unlockable horizontal button columns that can be rotated into the player’s preferred position and then locked back into place. Lastly through the use of a software application users can program each button to support multi-input functionality. The Nielsen Heuristic that inspired our team the most was the flexibility and efficiency of use heuristic. The goal was to satisfy many players over the scope of varying levels of preference and experience. Step 4: Build the Item - Please see the “Prototype Created” slide later in the presentation. Step 5: Evaluate - Please see the “Playtest Session Using the Prototype” slide later in the presentation. Step 6: Present Results - Please see the “Playtest Session Using the Prototype” and “Postmortem” slides later in the presentation.
  • 11. State and Defend Design Assumptions-Ben Key Design Feature: Multi-input Buttons One of the issues with accessibility of controllers and video games in general today is the over complication of buttons to press and use. People who don’t game regularly and haven’t learned the “language” of the Xbox controller will feel alienated. This is why multi-input buttons were chosen for my design, getting closer to the two button input of the old Nintendo Entertainment System, while allowing designers to use multiple button sets if they need more actionable buttons. According to a disgruntled gamer whose prime game time was born from the 80’s, “Despite the innate simplicity of [the NES controller’s] gaming configuration, Nintendo proved year after year that two action buttons and a teeming library of quality games were all that was needed in order to win the hearts of the gaming populace worldwide” (Perlman, 2011). That isn’t to say we don’t need many of the buttons we have today, so in order to accommodate that if you need more input, simply tap one of the four “set selections” buttons to cycle through sets of action buttons. (Image retrieved from lukiegames.com)
  • 12. State and Defend Design Assumptions-Andrea Key Design Feature: Cylinder Shaped I went with a cylinder design for the basis of my controller design because humans are born with the innate ability to grasp things with their hands. I would also say that human fingers are clear representations of cylinders themselves. When a newborn reaches out to grab a parent's finger and grasps and holds on to the finger they are showing the innate ability. As early as newborn status humans can grasp things between their hands, but simply lack the coordination to securely hold objects between the hands ("Developmental milestones: Grasping," 2013). By the age of 9-12 months humans are able to reach out and grasp objects and hold them securely between a hand ("Developmental milestones: Grasping," 2013). It made sense to me that any person with only one hand should be able to comfortably grasp a cylinder controller in one hand since we have being using the grasping motion since birth.
  • 13. State and Defend Design Assumptions-Joe Key Design Feature: Slidable and Lockable Button Column In their article titled “Games for rehabilitation: the voice of the players,” authors S.M. Flynn and B.S. Lange (2010) conducted a study of over 150 participants to explore the use of video games from the perspective of the disabled player. When asked the question “games would be more enjoyable if:,” 57.3% of participants had the response “the controllers were more accessible” (Flynn & Lange, 2010, p. 192). Of course this response could be understood in many different ways but catering to player preferences can only help the situation. The goal behind the slidable and lockable button column feature was to ensure that as many different players as possible are comfortable when using the controller. Hopefully this counts as making the controller more accessible in the way it was requested by many of the article’s participants.
  • 14. State and Defend Design Assumptions-Nick People in general enjoy customizing and personalizing everything and of course this applies to their video game controllers. This can be done for increased functionality depending on the type of game they are playing or strictly for cosmetic appeal. Allowing gamers to detach the pieces of their controller provides a more positive experience when gaming. According to a study done by Selen Turkay from Harvard University and Sonam Adinolf from M.I.T., “Opportunities for customization may give users decision- making authority over the technology, enabling them to shape and create their own experiences, as well as provide ways to be a part of a group based on their needs and desires” (Turkay, 2015). Data was collected through surveys, interviews and observations. Results showed that players' desire to replay the game increased over time, and customization affected players' motivation positively (Turkay, 2015). Reude1. (July 1, 2011) Key Design Feature: Detachable and Customizable Components
  • 15. Description of Three Games Game #1: Destiny Destiny is a science fiction themed first-person shooter game for the Xbox developed by Bungie (Bungie, 2014). The core mechanics of this game are movement, aiming, shooting, and jumping. We believe our controller design is well suited for Destiny and the FPS genre due to its intuitive aiming system using the bottom Roller Ball combined with the comfort of the thumb controlled joystick on top for movement. Having four fingers completely free to control triggers and action buttons also should make this controller accessible to FPS players.
  • 16. Description of Three Games Game #2: Midnight Club: Los Angeles Midnight Club: Los Angeles is a street racing simulation game for the Xbox developed by Rockstar San Diego (Rockstar San Diego, 2008). The core mechanics of this game, as they are in most racing games are steering, acceleration, and deceleration. We believe our controller design will work well for racing games due to its many similarities to a throttle joystick when in use. Our controller almost feels like a fighter pilot joystick while using it and this intuitive feel should translate nicely to the racing video game genre.
  • 17. Description of Three Games Game #3: Worms 2: Armageddon Worms 2: Armageddon is a turn-based-strategy combat platformer for the Xbox developed by Team17 (Team17 Software, 2009). The core mechanics of this game are strategic movement in a 2D space and selecting combat scenarios from a user interface menu. When using our controller, players have the option to completely detach the bottom Roller Ball component and to replace the top joystick with a traditional d-pad. When used in this configuration, our controller should be a simple and comfortable way to play platforming favorites. In the case of Worms 2, however, the Roller Ball attachment is required but it is used for the non-critical function of moving the camera.
  • 18. Prototype Created Below are multiple images of our Wizard’s Mark controller prototype. All buttons can be detached and moved around for individual customization allowing for better fit, mapping and cosmetic appeal and expression.
  • 19. Playtest Session Using the Prototype Playtester - Matt Shields Age - 32 Gaming Experience - 20+ years Controller Experience - Nintendo, Super Nintendo, Sega Genesis, Gameboy, Dreamcast, Nintendo 64, GameCube, Playstation 1-4, Xbox, Xbox360, Xbox One, Wii. Positive Tester Thoughts - Likes the look. The initial feel is good. Praised the ability to be able to detach and attach buttons to customize mapping, fit, feel and cosmetic appeal. Feels that overall it could work with some getting used to. Negative Tester Thoughts - Tough to wrap hand around to reach the far button with index finger. Seems tough to aim accurately with roller ball. Would prefer a “flight simulator” joystick that attaches at the bottom instead of roller ball. Would like a trigger for index finger instead of the buttons. Feels unnatural after a while. Stability becomes an issue for faster paced games. Tester’s Suggestions for Improvement - The bottom of the controller could be attached to something giving it more stability and then tilting it would control movement. Maybe attach the whole controller to a long adjustable rod that sits on the floor. Maybe add a foot pedal to control player movement like a D-Pad. Use a laser head band attachment for more accurate aiming. Add a trigger for the index finger to help with racing and FPS games. Fewer buttons might help. Could use a switch to change what the lesser number of buttons’ functions are. FPS - Limits smooth functionality for quick twitch button decisions. Controller not ideal for this genre. Action/RPG - Somewhat clunky for this genre. Platformer - Functions better for this genre due to less accuracy needed from aiming joystick. Racing - Better because no right joystick needed. Trigger would be nice.
  • 20. Postmortem What happened correctly: The initial brainstorming session went very well. Everyone made a contribution in an amicable environment. The design solution felt right to each team member from a designer’s perspective. A simple prototype was able to be created in a short amount of time. What happened incorrectly: There was some misunderstanding on the scope of the playtesting that was to take place. Scheduling conflicts prevented some team members from voicing opinions timely. The team database for document storage and collaboration became large and disorganized. Expectations for the rollerball functionality may have been too high initially. Overestimated the importance of including as many buttons as possible. What would we do differently: We would spend more time in the initial design brainstorming phase before moving on. We would make sure each team member has had a chance to contribute and express opinions before moving on to the next phase. We would create a more organized folder and document structure before the project begins that can be reused and easily applied to future projects.
  • 21. References Bungie. (2014). Destiny [Video game]. (2014). Santa Monica, CA: Activision. Development milestones: Grasping. (2013). Retrieved from http://www.babycenter.com/0_developmental-milestones-grasping_6578.bc Flynn, S. M., & Lange, B. S. (2010, August). Games for rehabilitation: the voice of the players. In Intl. Conf. Disability, Virtual Reality & Associated Technologies (ICDVRAT 2010) (pp. 185-194). Retrieved from http://www.icdvrat.org/2010/papers/ICDVRAT2010_S07_N01_Flynn_Lange.pdf Gaming Generations Inc. (2015). PS3 11 in 1 Controller Button Set w/ Clear Thumbsticks - Gold. Retrieved from http://www.gaminggenerations.com/store/custom-controllers-playstation-c-296_303.html Hudgins, A. (2015). “Knuckle-Stick Controller”. Full Sail FSO Discussion Post 1. Retrieved from https://course.fso.fullsail.edu/class_sections/26144/discussions/1003779 Iennarella, N. (2015). “Switch-Played Controller”. Full Sail FSO Discussion Post 1. Retrieved from https://course.fso.fullsail.edu/class_sections/26144/discussions/1003779 Join the Movement. (n.d.). Retrieved December 5, 2015, from http://www.beaccessible.org.nz/the-movement/what-is-accessibility Jones, B. (2015). “Strike Controller”. Full Sail FSO Discussion Post 1. Retrieved from https://course.fso.fullsail.edu/class_sections/26144/discussions/1003779
  • 22. References (cont.) Microsoft Xbox One Elite Controller. (2015). Retrieved from http://www.xbox.com/en-US/xbox-one/accessories/controllers/elite-wireless-controller Perlman, M. (2011, August 31). Too Many Darn Buttons (A Delightful Rant). Retrieved December 6, 2015, from http://www.technobuffalo.com/2011/08/31/too-many-darn-buttons-a-delightful-rant/ Presentation advancers [Photograph]. (2014). Retrieved from http://www.smklink.com/collections/presentation-remote-controls/products/remotepoint-sapphire-presenter Reude1. (July 1, 2011). Xbox 360 Bullet Controller. Wikimedia Commons. As retrieved from https://commons.wikimedia.org/wiki/File:Xbox_Controller_Bullet-Edition.jpg#filelinks Rockstar San Diego. (2008). Midnight Club: Los Angeles [Video game]. (2008). New York, NY: Rockstar Games. Sozio, J. (2015). “Reverse Teardrop Controller”. Full Sail FSO Discussion Post 1. Retrieved from https://course.fso.fullsail.edu/class_sections/26144/discussions/1003779 Team17 Software. (2009). Worms 2: Armageddon [Video game]. (2009). Nottingham, UK: Team17 Software. Turkay, S., & Adinolf, S. (2015). The effects of customization on motivation in an extended study with a massively multiplayer online roleplaying game.Cyberpsychology, 9(3), 72-87. doi:10.5817/CP2015-3-2. As retrieved from http://search.ebscohost.com.oclc.fullsail.edu:81/login.aspx?direct=true&db=a9h&AN=110629543&site=ehost-live