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Controller DesignThe Torus
Burgeon Games
Dale Day
Jessica Nicholas
Nicole Stanford
Ronald Swoboda
Full Sail University
May 2015
Abstract
In this presentation, Burgeon Games will discuss our
innovative one-handed Playstation video game
controller, the Torus. Each member of Burgeon Games
will discuss our individual inspiration for creating our
controller, and defend our reasoning for why we believe
that our design features will pave way for a unique and
easy to use controller for players. We also discuss how
we came up with our design, the process of
prototyping/playtesting with our controller, and how the
controller would be handle playing different video game
genres. We talk about the positive and negative features
of our controller after intensive study, and then reflect on
the controller that we have created as a team at the end
of the presentation.
Keywords: video games, controller, one-handed device,
hands, analog, buttons, trackball, Burgeon Games,
playtesting, prototyping, post mortem.
Fig. 1
Introduction & Design Purpose
Introduction
The Torus controller is designed for use with the Playstation
4 game console. This device will be shipped with a 2.4
GHz receiver that will be powered by one of the
Playstation’s various USB ports. The Torus was
designed to be used by both right handed and left
handed users. This is achieved by shifting the
thumbstick and the trackball either left or right on the
device, depending on which hand the operator wishes to
use. Due to the medium used to make our prototype we
were unable to emulate the separate housings needed
for each control device. This is why we chose to make
two prototypes. One was made by a right handed team
member and the other by a left handed team member.
Design Purpose:
We designed the Torus for the purpose of affording
differently abled players the chance to play any game
while not restricting the control functionality available to
them in said games.
Fig. 2
Controller Inspiration - Dale Day
Image Source: http://media.engadget.com/img/product/12/9o4/gyration-
ultra-cordless-optical-mouse-jtu-800.jpg
My inspiration came from the
Gyration Air Mouse by
Gyration. This mouse uses
sensitive motion sensing
technology to allow its operator
to interface with software
applications in 3D space up to
100 feet away from its 2.4 GHz
receiver.
Fig. 3
Controller Inspiration - Jessica Nicholas
My inspiration for our controller came
from the Logitech Wireless Trackball
mouse. This mouse features a
trackball the thumb can rest on, as
well as a scrolling button that the
index finger rests on. Because I feel
that the trackball would be better
suited for controlling the camera
instead of player movement, I
switched the placement of these and
replaced the scrolling button with a
joystick. Image Source:
http://ecx.images-
amazon.com/images/I/81M67EBqqYL._SL1500_.jpg
Fig. 4
Controller Inspiration - Nicole Stanford
My inspiration came from the Logitech Optical Marble Mouse.
Where the mouse’s left and right buttons are located, I
imagined that’s where the indent for our controller’s one
handed grip would be placed. While the hand wraps
around the indent of the controller, the top would be a
perfect place to place buttons. After all, that’s already
where the player’s fingers will be located as it’s gripping
our one-handed controller.
Fingers already being placed down on the controller’s buttons
allow faster reflex time when players need to press down
buttons in a video game. This mouse has a unique
placement for it’s left and right buttons for a similar reason.
It’s button placement fits more comfortably in a player’s
hand. I wanted the same easy access for our controller’s
users.
Image Source: http://ecx.images-
amazon.com/images/I/71SUe9nkS5L._SL1500_.jpg
Fig. 5
Controller Inspiration - Ronald S
I drew a lot of inspiration from older gaming controllers when
creating my controller. The idea of having the joystick and
directional pad layout came from my old days of the
Nintendo 64. This left me with a controller useable with two
hands, but I needed one that worked with one hand.
I took inspiration from old arcade fighting games such as Street
Fighter. Arcade fighting games were meant to be playable by
two different people, so I used that to create a mirrored look
on my controller which made it available for right handed and
left handed users. This opened up the market for my
controller to even more users and let me keep the style of
controller I like. Image Source:
http://www.nationalarcadehire.com/e
kmps/shops/89a6f3/images/astral-
fighter-arcade-machine-86-p.jpg
Fig. 6
Design Method - Base
We went with a circular shape for our controller
so it would comfortably fit in the player’s
hand.
The main three buttons are trigger shaped so
the pads of player’s fingers can rest on top
of them when not being pressed.
The trackball and joystick are positioned so that
the player’s index and thumb finger will
naturally come to rest on them.
The index finger can move easily between the
trackball and D-button.
As seen in Figure 1, the trackball and
thumbstick can be moved based on player
handedness.
Fig. 7
Design Method - Version 1.0
In this build, we added a microphone to
the left of the trackball. This can be
used as an additional input sensor.
Start and Select buttons were added
underneath the joystick.
A speaker was added to the bottom of the
controller, to allow for special sounds
from the game.
A headphone jack was added so players
can listen to the game without
disturbing those around them.
Fig. 8
Schematic Diagrams
The Torus
Trackball
Joystick
(Press for button)
Depending on
your dominant
hand and hand
size, you are able
to adjust the
trackball and
width of the
controller to lock
in place however
best fits the
player at that
time.
Trigger
Buttons
Touchscreen
D Button
Fig. 9 Fig. 9.1
Schematic Diagrams (CONT.)
Touchscreen
(Inventory configuration)
Trackball
Joystick
Start/Select Buttons
Trigger Buttons
Fig. 10
Fig. 10.1
Schematic Diagrams (CONT.)
Trackball
Joystick
Start/Select
Buttons
Sensor
TouchscreenFig. 11
Fig. 11.1
D Button
Design Assumptions - Jessica Nicholas
Trackballs are common in gaming mouses
because “you can spin your cursor infinitely
in just about any direction” (Kyrnin, 2014)
and don’t have to worry about stress on your
wrist or arm. For those with the use of only
one hand, reducing hand fatigue is a
necessity.
The trackball gives the player “better control
[and] more speed while using less energy”.
This is especially useful in the “FPS, RPG,
and RTS genres, with any slight loss of
speed compensated for with an increase in
precision” (TrackballMouse, 2012).
Image Source:
http://www.trackballmouse.org/images/mouse-track-ball-size.jpg
Fig. 12
Design Assumptions - Dale Day
My design assumption focuses on gyro-motion sensor
technology. Giving the player the ability to use their
own movements, translated by the controller, to
interact with the game environment increases the
player's immersion and increases the devices
flexibility when compared to other controllers.
● The addition of motion sensing technology will make the Torus better because it will reduce the
need to remember buttons and lower hand fatigue. Morris (2006) from CNN Money said “Instead
of having to struggle with dual thumbsticks and a myriad of buttons, the Wii controls games with
a simple device that resembles a remote control. The wireless unit, using internal sensors,
translates your wrist and hand movements into onscreen actions.” he went on to say “..Maybe
it's because we're all used to holding remote controls at this point - but the hand cramps that can
accompany traditional controllers aren't an issue with the 'Wiimote'. And since you'll be holding
and waving this thing for potentially long periods, it's particularly welcome.
Image Source:
http://cdn2.sbnation.c
om/products/large/17
85/wiiremote.jpg?131
6448590
Fig. 13
Design Assumptions - Nicole Stanford
My design assumptions focus is on the placement of the controller’s
buttons for easy player access. With a single-handed controller, it
can be complicated to have both full button access and for it to
securely fit in your hand. With our controller, by placing the
lettered triggers exactly where a player’s fingers will be and
shaped in a way that the buttons fit comfortably on a player’s hand
regardless of their hand size, the grip that a player has will
become more secure.
Controllers are devices that are constantly being built, tested on, and
built upon. As designers for a new controller, approaching new
interactive methods are what will make a controller stand out.
Dual Shock controllers were innovative with their touchpad design
for the PS4 controller, Wii remotes were innovative for their
motion censored and shape. Adjusting the ergonomic design for
our team’s controller is a solid next step in creating something
new and innovative that can be used with a single hand alone!
(Stonehouse, 2013.)
Image Source: http://www.thewanderlust.net/blog/wp-
content/uploads/2013/09/evolution_of_gamecontroller.png
Fig. 14
Design Assumptions - Ronald S
My design assumption is based off of the mirrored look of my
controller. I’m going with that because when you mirror
the controller like mine was it allows for both right handed
and left handed users to be catered to equally. When you
have a controller that is mirrored the way mine is it also
means that you could still market it to players who use
two hands to play.
Totilo (2014) writes, “the Wii U and 3DS, sometimes ask lefty
gamers to wield a stylus in their right hand. Some of
those games offer a lefty option. Some don’t, which can
make some games feel weird or even unplayable.” (par.
2). Having only right handed controls can cause problems
for left handed players. Having the mirror style added
onto our controller will allow both right handed and left
handed players to be able to play comfortably.
Image Source:
http://images.nintendolife.com/news/2011/01/3ds_hardwar
e_details/large.jpg
Fig. 15
Control Mapping
Ace Combat - AC is a dogfight
simulator where players compete
against NPCs and other players by
piloting jet fighters.
On-Rails Shooter
The Torus controller will leverage the
similarities it shares with today’s
joystick controller while providing
freedom of control due to its
motion sensor technology.
Touchscreen
(Weapon Select)
Trackball
(Camera)
Joystick
(Reticle)
Trigger Buttons (Fire Weapons)
Start/Select Buttons
(Menu Access)
Gyro-Motion Sensor
(Aircraft motion)
Fig. 16
Control Mapping
Destiny - this first person shooter centers
around a guardian who is tasked with
keeping the last human civilization in
the galaxy safe from the encroaching
darkness.
First Person Shooter
The Torus controller handgun-like design
and trigger placement will increase
player immersion.
Touchscreen
(Weapon Select)
Trackball
(Camera)
Joystick
(Reticle)
Trigger Buttons (Fire Weapons)
Gyro-Motion Sensor
(Hover Bike control)
Start/Select Buttons
(Menu Access)
Fig. 17
Control Mapping
Skyrim - This roleplaying video game centers
around a character the player creates, a
Dragonborn. You travel around the land of
Skyrim, completing quests and shaping
Third/First Person RPG
Being able to use the trackball for camera
movement in combination with the joystick
for character movement will make first
person games easier to operate as the
trackball can be moved in any direction.
A
Trigger
(Attack)
B Trigger
(Block)
Joystick
(Move)
Touchscreen
(Engage/Disengage Stealth)
Trackball
(Camera/Menu)
D Button
(Toggle
Sprint)
Fig. 18
Simple Prototype
Our simple prototype was made in 2D with cardboard. Fits
size of hand, if you lay your hand down flat.
*The prototype used for schematic purposes was made of modeling
clay.
A, B, and C triggers are down along the controller’s front grip
for easy finger access. The thumbstick, D button and
trackball are placed diagonally on top of the controller.
Start mouse button placed at front of controller. Touch
screen and controller sensor is placed in the back.
Speaker and headset jack placed on the bottom.
Fig. 19
Playtest Results
Trackball should be moved forward to emulate trigger location on
existing controllers.
Size of the void in the center of the controller feels too big and
makes controller feel too “forward heavy”.
Testers liked the small touchscreen concept but commented that it
might be out of reach for small-handed users on this current
model. Testers suggested giving the controller the ability to
retract and expand this distance.
Trigger buttons and Start/Select buttons are too easy to
accidentally press down on while playing games.
Fig. 20
Post Mortem
As a team this week we did a great job of bringing everybody’s individual ideas together. We met
up and showed off our original controllers to each other to figure out what we each liked in our
team member’s controllers. This allowed us to take the best parts from everyone’s controllers
and bring them together. We then went on to discuss the shape of our controller and we did
some simple drawings until we came up with something that everybody could agree on. Some
of our team members went on to construct their prototypes of the controller and test them out.
After that we split up the rest of the work on the PowerPoint and then made sure everyone was
on board with what was written.
This week our team could have spent more time brainstorming new ideas instead of focusing on the
old ones in our individual controllers. If we had spent more time brainstorming we may have
been able to create a more innovative game controller. As a team we could have done better
this week with pointing out potential problems with the game controller. If we had pointed out
problems more we may have been able to remove the problems early on or fix them which
could have lead to a more polished final gaming controller.
This week our team learned that creating an innovative game controller is difficult because of all the
gaming controllers that are already on the market. We also learned that a gaming controller
prototype can be something as simple as paper shaped like the controller. The best ways we
can improve our experience would be to prototype as soon as possible and to play with more
controllers ourselves. If we started prototyping sooner we can locate and fix problems within
the controller sooner. If we as individuals had more experience with a wider variety of
controllers then it could be easier to come up with ideas for controllers. This will help us know
what we like and dislike in controllers, but we also could think of some original innovations not
yet tried by these other controllers.
Fig. 21
References
Is a trackball good for gaming? (2012). Retrieved from: http://www.trackballmouse.org/is-a-trackball-
good-for-gaming/
Kyrnin, M. (2014). Why you should use a trackball instead of a mouse or trackpad. Retrieved from:
http://www.techforanyone.com/use-trackball-instead-mouse-trackpad/
Morris, C. (2006, November 15). Nintendo Wii: Funny name, fun system. Retrieved May 15, 2015,
from
http://money.cnn.com/2006/11/15/commentary/wii_review/index.htm?postversion=2006111511
Stonehouse, A. (2013). User input methods: game controllers, The Wander Lust. Retrieved from:
http://www.thewanderlust.net/2013/09/26/game-controller-design/
Totilo, S. (2014, June 17). Shigeru Miyamoto Hears This Left-Handed Gamer’s Pain. Retrieved from
http://kotaku.com/shigeru-miyamoto-hears-this-left-handed-gamers-pain-1592285438
Images
Fig. 3 Image Source: http://media.engadget.com/img/product/12/9o4/gyration-ultra-cordless-optical-mouse-jtu-800.jpg
Fig. 4 Image Source: http://ecx.images-amazon.com/images/I/81M67EBqqYL._SL1500_.jpg
Fig. 5 Image Source: http://ecx.images-amazon.com/images/I/71SUe9nkS5L._SL1500_.jpg
Fig. 6 Image Source: http://www.nationalarcadehire.com/ekmps/shops/89a6f3/images/astral-fighter-arcade-machine-86-p.jpg
Fig. 12 Image Source: http://www.trackballmouse.org/images/mouse-track-ball-size.jpg
Fig. 13 Image Source: http://cdn2.sbnation.com/products/large/1785/wiiremote.jpg?1316448590
Fig. 14 Image Source: http://www.thewanderlust.net/blog/wp-content/uploads/2013/09/evolution_of_gamecontroller.png
Fig. 15 Image Source: http://images.nintendolife.com/news/2011/01/3ds_hardware_details/large.jpg

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Burgeon Games_Controller_Portfolio

  • 1. Controller DesignThe Torus Burgeon Games Dale Day Jessica Nicholas Nicole Stanford Ronald Swoboda Full Sail University May 2015
  • 2. Abstract In this presentation, Burgeon Games will discuss our innovative one-handed Playstation video game controller, the Torus. Each member of Burgeon Games will discuss our individual inspiration for creating our controller, and defend our reasoning for why we believe that our design features will pave way for a unique and easy to use controller for players. We also discuss how we came up with our design, the process of prototyping/playtesting with our controller, and how the controller would be handle playing different video game genres. We talk about the positive and negative features of our controller after intensive study, and then reflect on the controller that we have created as a team at the end of the presentation. Keywords: video games, controller, one-handed device, hands, analog, buttons, trackball, Burgeon Games, playtesting, prototyping, post mortem. Fig. 1
  • 3. Introduction & Design Purpose Introduction The Torus controller is designed for use with the Playstation 4 game console. This device will be shipped with a 2.4 GHz receiver that will be powered by one of the Playstation’s various USB ports. The Torus was designed to be used by both right handed and left handed users. This is achieved by shifting the thumbstick and the trackball either left or right on the device, depending on which hand the operator wishes to use. Due to the medium used to make our prototype we were unable to emulate the separate housings needed for each control device. This is why we chose to make two prototypes. One was made by a right handed team member and the other by a left handed team member. Design Purpose: We designed the Torus for the purpose of affording differently abled players the chance to play any game while not restricting the control functionality available to them in said games. Fig. 2
  • 4. Controller Inspiration - Dale Day Image Source: http://media.engadget.com/img/product/12/9o4/gyration- ultra-cordless-optical-mouse-jtu-800.jpg My inspiration came from the Gyration Air Mouse by Gyration. This mouse uses sensitive motion sensing technology to allow its operator to interface with software applications in 3D space up to 100 feet away from its 2.4 GHz receiver. Fig. 3
  • 5. Controller Inspiration - Jessica Nicholas My inspiration for our controller came from the Logitech Wireless Trackball mouse. This mouse features a trackball the thumb can rest on, as well as a scrolling button that the index finger rests on. Because I feel that the trackball would be better suited for controlling the camera instead of player movement, I switched the placement of these and replaced the scrolling button with a joystick. Image Source: http://ecx.images- amazon.com/images/I/81M67EBqqYL._SL1500_.jpg Fig. 4
  • 6. Controller Inspiration - Nicole Stanford My inspiration came from the Logitech Optical Marble Mouse. Where the mouse’s left and right buttons are located, I imagined that’s where the indent for our controller’s one handed grip would be placed. While the hand wraps around the indent of the controller, the top would be a perfect place to place buttons. After all, that’s already where the player’s fingers will be located as it’s gripping our one-handed controller. Fingers already being placed down on the controller’s buttons allow faster reflex time when players need to press down buttons in a video game. This mouse has a unique placement for it’s left and right buttons for a similar reason. It’s button placement fits more comfortably in a player’s hand. I wanted the same easy access for our controller’s users. Image Source: http://ecx.images- amazon.com/images/I/71SUe9nkS5L._SL1500_.jpg Fig. 5
  • 7. Controller Inspiration - Ronald S I drew a lot of inspiration from older gaming controllers when creating my controller. The idea of having the joystick and directional pad layout came from my old days of the Nintendo 64. This left me with a controller useable with two hands, but I needed one that worked with one hand. I took inspiration from old arcade fighting games such as Street Fighter. Arcade fighting games were meant to be playable by two different people, so I used that to create a mirrored look on my controller which made it available for right handed and left handed users. This opened up the market for my controller to even more users and let me keep the style of controller I like. Image Source: http://www.nationalarcadehire.com/e kmps/shops/89a6f3/images/astral- fighter-arcade-machine-86-p.jpg Fig. 6
  • 8. Design Method - Base We went with a circular shape for our controller so it would comfortably fit in the player’s hand. The main three buttons are trigger shaped so the pads of player’s fingers can rest on top of them when not being pressed. The trackball and joystick are positioned so that the player’s index and thumb finger will naturally come to rest on them. The index finger can move easily between the trackball and D-button. As seen in Figure 1, the trackball and thumbstick can be moved based on player handedness. Fig. 7
  • 9. Design Method - Version 1.0 In this build, we added a microphone to the left of the trackball. This can be used as an additional input sensor. Start and Select buttons were added underneath the joystick. A speaker was added to the bottom of the controller, to allow for special sounds from the game. A headphone jack was added so players can listen to the game without disturbing those around them. Fig. 8
  • 10. Schematic Diagrams The Torus Trackball Joystick (Press for button) Depending on your dominant hand and hand size, you are able to adjust the trackball and width of the controller to lock in place however best fits the player at that time. Trigger Buttons Touchscreen D Button Fig. 9 Fig. 9.1
  • 11. Schematic Diagrams (CONT.) Touchscreen (Inventory configuration) Trackball Joystick Start/Select Buttons Trigger Buttons Fig. 10 Fig. 10.1
  • 13. Design Assumptions - Jessica Nicholas Trackballs are common in gaming mouses because “you can spin your cursor infinitely in just about any direction” (Kyrnin, 2014) and don’t have to worry about stress on your wrist or arm. For those with the use of only one hand, reducing hand fatigue is a necessity. The trackball gives the player “better control [and] more speed while using less energy”. This is especially useful in the “FPS, RPG, and RTS genres, with any slight loss of speed compensated for with an increase in precision” (TrackballMouse, 2012). Image Source: http://www.trackballmouse.org/images/mouse-track-ball-size.jpg Fig. 12
  • 14. Design Assumptions - Dale Day My design assumption focuses on gyro-motion sensor technology. Giving the player the ability to use their own movements, translated by the controller, to interact with the game environment increases the player's immersion and increases the devices flexibility when compared to other controllers. ● The addition of motion sensing technology will make the Torus better because it will reduce the need to remember buttons and lower hand fatigue. Morris (2006) from CNN Money said “Instead of having to struggle with dual thumbsticks and a myriad of buttons, the Wii controls games with a simple device that resembles a remote control. The wireless unit, using internal sensors, translates your wrist and hand movements into onscreen actions.” he went on to say “..Maybe it's because we're all used to holding remote controls at this point - but the hand cramps that can accompany traditional controllers aren't an issue with the 'Wiimote'. And since you'll be holding and waving this thing for potentially long periods, it's particularly welcome. Image Source: http://cdn2.sbnation.c om/products/large/17 85/wiiremote.jpg?131 6448590 Fig. 13
  • 15. Design Assumptions - Nicole Stanford My design assumptions focus is on the placement of the controller’s buttons for easy player access. With a single-handed controller, it can be complicated to have both full button access and for it to securely fit in your hand. With our controller, by placing the lettered triggers exactly where a player’s fingers will be and shaped in a way that the buttons fit comfortably on a player’s hand regardless of their hand size, the grip that a player has will become more secure. Controllers are devices that are constantly being built, tested on, and built upon. As designers for a new controller, approaching new interactive methods are what will make a controller stand out. Dual Shock controllers were innovative with their touchpad design for the PS4 controller, Wii remotes were innovative for their motion censored and shape. Adjusting the ergonomic design for our team’s controller is a solid next step in creating something new and innovative that can be used with a single hand alone! (Stonehouse, 2013.) Image Source: http://www.thewanderlust.net/blog/wp- content/uploads/2013/09/evolution_of_gamecontroller.png Fig. 14
  • 16. Design Assumptions - Ronald S My design assumption is based off of the mirrored look of my controller. I’m going with that because when you mirror the controller like mine was it allows for both right handed and left handed users to be catered to equally. When you have a controller that is mirrored the way mine is it also means that you could still market it to players who use two hands to play. Totilo (2014) writes, “the Wii U and 3DS, sometimes ask lefty gamers to wield a stylus in their right hand. Some of those games offer a lefty option. Some don’t, which can make some games feel weird or even unplayable.” (par. 2). Having only right handed controls can cause problems for left handed players. Having the mirror style added onto our controller will allow both right handed and left handed players to be able to play comfortably. Image Source: http://images.nintendolife.com/news/2011/01/3ds_hardwar e_details/large.jpg Fig. 15
  • 17. Control Mapping Ace Combat - AC is a dogfight simulator where players compete against NPCs and other players by piloting jet fighters. On-Rails Shooter The Torus controller will leverage the similarities it shares with today’s joystick controller while providing freedom of control due to its motion sensor technology. Touchscreen (Weapon Select) Trackball (Camera) Joystick (Reticle) Trigger Buttons (Fire Weapons) Start/Select Buttons (Menu Access) Gyro-Motion Sensor (Aircraft motion) Fig. 16
  • 18. Control Mapping Destiny - this first person shooter centers around a guardian who is tasked with keeping the last human civilization in the galaxy safe from the encroaching darkness. First Person Shooter The Torus controller handgun-like design and trigger placement will increase player immersion. Touchscreen (Weapon Select) Trackball (Camera) Joystick (Reticle) Trigger Buttons (Fire Weapons) Gyro-Motion Sensor (Hover Bike control) Start/Select Buttons (Menu Access) Fig. 17
  • 19. Control Mapping Skyrim - This roleplaying video game centers around a character the player creates, a Dragonborn. You travel around the land of Skyrim, completing quests and shaping Third/First Person RPG Being able to use the trackball for camera movement in combination with the joystick for character movement will make first person games easier to operate as the trackball can be moved in any direction. A Trigger (Attack) B Trigger (Block) Joystick (Move) Touchscreen (Engage/Disengage Stealth) Trackball (Camera/Menu) D Button (Toggle Sprint) Fig. 18
  • 20. Simple Prototype Our simple prototype was made in 2D with cardboard. Fits size of hand, if you lay your hand down flat. *The prototype used for schematic purposes was made of modeling clay. A, B, and C triggers are down along the controller’s front grip for easy finger access. The thumbstick, D button and trackball are placed diagonally on top of the controller. Start mouse button placed at front of controller. Touch screen and controller sensor is placed in the back. Speaker and headset jack placed on the bottom. Fig. 19
  • 21. Playtest Results Trackball should be moved forward to emulate trigger location on existing controllers. Size of the void in the center of the controller feels too big and makes controller feel too “forward heavy”. Testers liked the small touchscreen concept but commented that it might be out of reach for small-handed users on this current model. Testers suggested giving the controller the ability to retract and expand this distance. Trigger buttons and Start/Select buttons are too easy to accidentally press down on while playing games. Fig. 20
  • 22. Post Mortem As a team this week we did a great job of bringing everybody’s individual ideas together. We met up and showed off our original controllers to each other to figure out what we each liked in our team member’s controllers. This allowed us to take the best parts from everyone’s controllers and bring them together. We then went on to discuss the shape of our controller and we did some simple drawings until we came up with something that everybody could agree on. Some of our team members went on to construct their prototypes of the controller and test them out. After that we split up the rest of the work on the PowerPoint and then made sure everyone was on board with what was written. This week our team could have spent more time brainstorming new ideas instead of focusing on the old ones in our individual controllers. If we had spent more time brainstorming we may have been able to create a more innovative game controller. As a team we could have done better this week with pointing out potential problems with the game controller. If we had pointed out problems more we may have been able to remove the problems early on or fix them which could have lead to a more polished final gaming controller. This week our team learned that creating an innovative game controller is difficult because of all the gaming controllers that are already on the market. We also learned that a gaming controller prototype can be something as simple as paper shaped like the controller. The best ways we can improve our experience would be to prototype as soon as possible and to play with more controllers ourselves. If we started prototyping sooner we can locate and fix problems within the controller sooner. If we as individuals had more experience with a wider variety of controllers then it could be easier to come up with ideas for controllers. This will help us know what we like and dislike in controllers, but we also could think of some original innovations not yet tried by these other controllers. Fig. 21
  • 23. References Is a trackball good for gaming? (2012). Retrieved from: http://www.trackballmouse.org/is-a-trackball- good-for-gaming/ Kyrnin, M. (2014). Why you should use a trackball instead of a mouse or trackpad. Retrieved from: http://www.techforanyone.com/use-trackball-instead-mouse-trackpad/ Morris, C. (2006, November 15). Nintendo Wii: Funny name, fun system. Retrieved May 15, 2015, from http://money.cnn.com/2006/11/15/commentary/wii_review/index.htm?postversion=2006111511 Stonehouse, A. (2013). User input methods: game controllers, The Wander Lust. Retrieved from: http://www.thewanderlust.net/2013/09/26/game-controller-design/ Totilo, S. (2014, June 17). Shigeru Miyamoto Hears This Left-Handed Gamer’s Pain. Retrieved from http://kotaku.com/shigeru-miyamoto-hears-this-left-handed-gamers-pain-1592285438
  • 24. Images Fig. 3 Image Source: http://media.engadget.com/img/product/12/9o4/gyration-ultra-cordless-optical-mouse-jtu-800.jpg Fig. 4 Image Source: http://ecx.images-amazon.com/images/I/81M67EBqqYL._SL1500_.jpg Fig. 5 Image Source: http://ecx.images-amazon.com/images/I/71SUe9nkS5L._SL1500_.jpg Fig. 6 Image Source: http://www.nationalarcadehire.com/ekmps/shops/89a6f3/images/astral-fighter-arcade-machine-86-p.jpg Fig. 12 Image Source: http://www.trackballmouse.org/images/mouse-track-ball-size.jpg Fig. 13 Image Source: http://cdn2.sbnation.com/products/large/1785/wiiremote.jpg?1316448590 Fig. 14 Image Source: http://www.thewanderlust.net/blog/wp-content/uploads/2013/09/evolution_of_gamecontroller.png Fig. 15 Image Source: http://images.nintendolife.com/news/2011/01/3ds_hardware_details/large.jpg