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One Handed Controller -
The Protean
Chrissy Stancil, James Browder, Jerad Fuller,
Justin Cook, & Thomas Selby
Accessibility of console controllers has long relied upon the design of more
buttons equating to more functions. However, with advancing technology this
no longer needs to be the default design method. With the introduction of
higher performing motion sensing capabilities combined with a focus on
vertical symmetry, the team at Dancing Scimitar created a controller to be
used with only one hand. This controller maintains functionality and enhances
accessibility to a wider audience, particularly those who cannot operate a
two handed controller. By combining a three dimensional input through the
use of a “tracking orb,” state-of-the-art motion sensing technology, as well
as a vertical alignment creating bilateral symmetry, the team at Dancing
Scimitar created the next generation of console controllers.
Abstract
Dancing Scimitar set out to design a one-handed
controller for people who only have the use of a single
hand. Our goal was to incorporate motion capture
technology and the freedom-of-movement offered by a
spherical orb to create a controller that allows a player to
play most of today’s games with only a single hand. It is
also important that the controller be usable with either
the left or right hand.
Introduction and Design Purpose
The inspiration for the key design feature of the WiiNew controller was vertical symmetry. Because
we spend our lives constantly trying to find balance, be it something as simple as walking and
standing, to something such as a balance between our professional and personal lives, it is no
surprise that we seek balance when interacting with a new interface. Symmetry “can create or
maintain balance, calmness, and stability” (Knight, 2011). This symmetry also allows for ease of
use by both right and left-handed persons. By creating an interface focused on symmetry we
increase accessibility, usability, and inherent location during operation.
WiiNew Controller InspirationBy Justin Cook
Figure 4. WiiNew Controller concept image created by Justin Cook Figure 4a. Tivo Remote from Gizmodo (Mascari, 2008)
My inspiration for the Fantasy Edge rings and wrist bracelet came from me working with handicapped and that my mother plays games and
has a handicap. The idea for the bracelet and rings also came from the Gesture control Myo, which is a bracelet that also you to control
things based on the gestures you do with your arm and hand(Thalmic Labs). The motion sense came from the idea of the Nintendo’s Wii
motion sense. My inspiration for the glasses came from the idea of the Oculus Rift and how it makes you feel like you're looking through the
eyes of your in-game character making you feel like you are there(Rift). My glasses are more like glasses than a goggle like setup like the
Oculus. These are the inspirational things that inspired me to do my design, as each one is innovative in itself and rather unique. So I
wanted to create something that incorporated the ideas of all of them into one, to make a powerful one handed game controller.
Fantasy Edge Inspiration
Figure 5b. Fantasy Edge Figure 5c. Fantasy EdgeFigure 5. Myo Figure 5a. Oculus Rift
My inspiration for the Handy Man started with the design of the Move Controllers for the PlayStation 3. The light ball
on the top of the Move Controller is where I started my design and when I decided to use the light bar with the
PlayStation camera for motion sensing and player movement in the game. PlayStation says “The corner stone of the
PlayStation®Move, the PlayStation®Move motion controller is your gateway into a gaming experience like none
other. Combining advanced motion sensors, a dynamic color changing sphere, vibration feedback,” these are just a
few of the features that sets the Move Controller apart from others. The light bar with the motion sensor are what
sets the Handy Man apart from other one handed controllers.
The New Handy Man Inspiration
Figure 6 Figure 6a
I saw the most peculiar thing at the E3 in 2009, a motion sensor controller that allowed you to have hands free gaming. I
thought that was the best thing I’ve ever seen and it was called Kinect(see figure 7). “You are the controller” they said of it. I
am also old enough to remember the Nintendo Power Glove(see figure 7a) where the motto was “Get the Power”. The design
was sound but heavy. I also realize just how perfect a optical mouse(see figure 7b) was to sense movement. All three inspired
me to mash them together, taking the hands free-ness of Kinect, the shape of the Power Glove with the sensor capability of a
optical mouse. This turned into my idea I called ‘The Fist’(see figure 7c).
Inspiration: The Fist - Chrissy
Figure 7. The Kinect
Figure 7a. The Power Glove
Figure 7b. The optical mouse
Figure 7c. The Fist
The primary inspiration for my controller design was the Spacetec Space Orb 360. While the Space
Orb 360 looked cumbersome and difficult to use well, the orb design did look like something that
could be incorporated well into a one-handed controller. As stated in The Washington Post, the
360-degree, 3-D movement provided by the orb “gives serious gamers ‘unfair’ advantages over the
less endowed” (Pro, 1996).
The Gamer’s Hand Inspiration
By Thomas Selby
Figure 8a. Spacetec Space OrbFigure 8. The Gamer’s Hand
Our team started by taking the key design features from each of
our controller designs. This process was very easy for us as three of
our members had the key design feature being motion control,
while the other to key design features our team had was symmetry
and a scrolling orb. So we started to make an entire new controller
from the ground up. So in figure 1.1 is where we started to get a
brief idea of what we might want to do for the controller design, it
was just something for us to build off of. In figure 1.2 we were
looking at a different way to have the button layout and how to
make it work and be comfortable at the same time. From there we
go to figure 1.3 where we were looking at a bit different controller
setup and how it might work. Figure 1.4 is where we settled on
how the button would work, which is it would be two buttons in
one, i.e. pushing the button away from the controller would be
one button and pulling it towards the controller would be another.
In figure 1.5 is another controller layout we had thought off which
is a scrolling orb with the buttons in the front and it would be in a
holder but we ruled that one out due to the fact it was like a
mouse and the motion sense wasn’t their. In figure 1.6, we had
came up with like a fist controller that you would stick you hand
into like a boxing glove and it would have the buttons on the inside
and motion sense with gyros so you could turn and move inside the
orb itself. Then we came to figure 1.7 which is where we settled
on a design, as it incorporated symmetry the scrolling orb and
motion sense. Also that it could be held with either the right or
left hand, it still had the button layout we agreed upon.
Design Method
Figure 9
Tracking
Orb
Schematic Diagrams
Motion
Tracking
Sensor
D-Pad
T/T1 Button -
Move toward/away
from controller
M/M1 Button -
Move toward/away
from controller
R/R1 Button -
Move toward/away
from controller
Figure 10a
Figure 10
By creating a controller designed around vertical symmetry, or bilateral
symmetry, the controller becomes easily accessible by both left and right-
handed individuals. Furthermore, because the controller is made to be used
with one hand, the vertical symmetry removes the potential to manufacture
product specifically designed to be used by one hand that may not be used by
a percentage of the population, i.e. controllers to be used with a specific
dominant hand. Through symmetry, balance can be formed increasing how
intuitive the controller’s operations become. Balance can be achieved by
“maintaining an equal weighting of components on each side of the… vertical
axis” (Bahadur, Sagar, Kondreddy, 2012). It is also important to note that by
creating a one-handed controller compactness also becomes a key design
issue. “Symmetry brings compactness and Asymmetry lacks compactness in
the user interface” (Bahadur et al., 2012).
State Design Assumptions
Justin
I defend the motion sense technology because it is getting better and it can
allow for right or left handed to use a controller. Not only that, but with
motion sense you don’t always need a two-handed controller, and that it can
work particularly well with a one handed controller regardless of the design
unless the controller is place in some type of holder to where it doesn’t allow
for motion in any other direction than what the place holder allows. Also that
motion control allows for a lot of possibilities when it comes to setting up
how to play a game as there are so many gestures that could be programmed
into motion sense that you can have an endless possibilities when it comes to
setting up how you want to play a game. I mean if your were able to program
your own gestures to moves or actions in a game it would make it to where
you would have more control over your gaming environment and motion sense
could do that if applied properly. As stated in from Skybeam “Motion sensor
gaming continues to evolve and is a great way enjoy your favorite games
without being glued to the couch”(SKYBEAM, 2013).
Fantasy Edge Design Assumptions
My core design was revolved around the use of the light bar along with the PlayStation
camera to incorporate motion sensing instead of using the traditional second analog
stick for camera movement in game. The newer DualShock 4 controllers also come with
a light bar that is used with the PlayStation 4 which also has, “the capability to sense
motion on six different axes” (Grubb 2013). The use of the light bar is important
because it will also make the Handy Man compatible with the PlayStation systems
virtual reality system Project Morpheus which works along with the light bars to see
the motion. “The first demo I played had me holding a DualShock 4 controller in my
hands while its position was mimicked in virtual space. So as I moved the controller up
and down or rotated it, those actions were mirrored on screen. The most impressive
part of the demo had me shining a light on a dozen or so little robots who winced and
shied away as I shone the spotlight on them” CNET, 2015).
The Handy Man Design Assumption
The core of my idea was based around the issue of different sized hands. I wanted to see a one-size-
fit-all type of controller that wasn't too light and wasn't too heavy. Players needed to be reminded
that it was there but not that it was clunky or forgotten in the heat of battle. With the marathon
sessions gamers can have in this day and age, they do not need the arm fatigue that would come
across on a controller than weighed more than 2 lbs. Gamers move their hands, wrists and arms in
ways that can build muscle but at the same time, does anyone want to hold a 5 lb. weight in the air
without resting their hand and arm after 2 minutes? No. So when you negate the weight down to
almost not noticeable proportions, you have a better game experience when you are not thinking of
how your arm burns or that you have to rest your hand, especially in the middle of a fight. "...you
may experience occasional discomfort in your hands, arms, shoulders, neck, or other parts of your
body."(Xbox, Healthy Gaming Guide)
State Design Assumptions
Chrissy
The Gamer’s Hand Design
Assumptions
My design assumption with the inclusion of an orb (or
trackball) design was that it would be easier for someone
with just a single hand to use than other input methods.
This assumption was supported in “The Ottawa Citizen”
which states that not only do “many children...find a
large trackball easier to manipulate than a mouse, as do
some people with disabilities” but also that
“[t]rackballs … provide more precise cursor control”
(Livermore, 1995)
Forza 5 is a racing game that allows players to race in everything from 1960s
muscle cars and modern day Ferrari racing cars to Ford F150 and Dodge Rams.
Gas - Pull index finger towards controller
Break - Push index finger away from controller
Change View - D-pad
look around car - Move orb
Shift to higher gear - Pull middle finger towards controller
Shift to lower gear - Push middle finger away from controller
Turn - Tilt controller
Pull emergency break - Jerk controller backwards quickly
Forza 5 (Racing Genre)
Minecraft is a game that allows players to gather resources to create
buildings and other objects. It also allows players to hunt animals for
resources.
Move character - D-pad
Change character look angle - Tilt controller
Sort through inventory - D-pad or Orb (for more refined movement)
Place item - Pull middle finger towards controller
Mine / Hit / Shovel / etc - Pull index finger towards controller (hold to
continue doing action)
Pick up item from inventory - Pull ring finger towards controller
Jump - Push middle finger away from controller
Change active item - Orb (when inventory window not open)
Minecraft (Sandbox)
Max: The Curse of Brotherhood is a puzzle / action-adventure game where
the player controls a little boy whose younger brother is kidnapped and taken
to another world (similar to the movie Labyrinth). The boy then has to go to
that world and solve puzzles while avoiding evil creatures to rescue his
brother.
Move Max - Orb or D-pad (player preference)
Activate Marker power - Pull middle finger towards controller
Jump - Pull index finger towards controller
Crouch - Push index finger away from controller
Activate ‘Cut’ Feature of Marker - Push middle finger away from controller
Draw with Active Marker Power - Move Controller in similar motion
Max - The Curse of Brotherhood
Create a Simple Prototype
Figure 19 Figure 19a Figure 19b Figure 19c
❏ ”The controller may be harder to grip for
someone with smaller hands.”
❏ ”The design is similar to how a Wii
controller fits in your hand. It may attract
the same crowd of players.”
❏ ”Adding a strap that goes around the hand
or wrist would make it easier when pushing
the buttons outwards.”
Play Testing
Figure 20
What Happened Correctly?
The team was eventually able to create a controller that incorporated the primary ideas of each student’s
respective designs. The prototype worked well, and the Schematics Design looks great. The controller could easily
be used to play a variety of games as was evidenced by the three games listed with their control schemes. One of
the control schemes is for XBox One’s flagship game when it released (Forza 5), and another is for one of the most
popular computer / video games of all time (Minecraft).
What happened incorrectly?
The process of incorporating both the motion sensing capabilities and the “orb” shaped controller became very
difficult for the team. Because of the original key design point of the orb removed any need for motion control or
something such as an analog stick, these two ideas were conflicting in nature for some time. To incorporate these
two design elements the team struggled to maintain both the orb shape as well as feature the other design
elements, i.e. vertical symmetry and motion sensing capability. In the end this led to confusion amongst the group
and in the initial design while working towards a collaborative design.
What would we do differently?
Had we known that we would have to incorporate the key design features of each person’s controller, we would have
collaborated as a team before submitting our week one assignments to submit assignments that were individual work
for each student but that also had key features that could all be combined easily and effectively into a single
controller without having the problems we had trying to incorporate the “orb” design.
Post Mortem
Pro, E. (1996, November 28). Nerdy But Nice. The Washington Post (Washington, DC), p. R04. Retrieved May 13,
2015 from Lexis-Nexis Universe / General News database.
PlayStation®Move Motion Controller. (n.d.). Retrieved May 13, 2015, from
http://us.playstation.com/ps3/accessories/playstation-move-
motion-controller-ps3.html
Thalmic Labs. (n.d.). Retrieved May 13, 2015, from https://www.thalmic.com/makers/
Rift. (n.d.). Retrieved May 13, 2015, from https://www.oculus.com/rift/
Knight, K. (2011, January 27). Symmetry in Design: Concepts, Tips and Examples. Retrieved May 13, 2015, from
http://sixrevisions.com/web_design/symmetry-design/
Mascari, C. (2008, June 20). Story of a Peanut: The TiVo Remote's Untold Past, Present and Future. Retrieved May
13, 2015, from http://gizmodo.com/5017972/story-of-a-peanut-the-tivo-remotes-untold-past-present-and-future
Bahadur, S., Sagar, B., & Kondreddy, M. (2012, June 1). USER INTERFACE DESIGN WITH VISUALIZATION TECHNIQUES.
Retrieved May 15, 2015, from
http://www.academia.edu/5234775/USER_INTERFACE_DESIGN_WITH_VISUALIZATION_TECHNIQUES
References
Livermore, A. (June 5, 1995). Of Mice... and Other Pointing Devices.” The Ottawa Citizen (Ottawa, Ontario,
Canada). p. B3. Retrieved May 15, 2015 from Lexis-Nexis Universe / General News database.
From Internet Gaming to Motion-Sensor Gaming - SKYBEAM. (2013, October 3). Retrieved May 15, 2015, from
http://www.skybeam.com/blog/jab-broadband-presents-motion-sensor-gaming-consoles/
Good news: Move controllers work on PlayStation 4. Bad news: DualShock 3 doesn’t. (2013, February 22). Retrieved
Retrieved May 15, 2015, from http://venturebeat.com/2013/02/22/good-news-move-controllers-work-
on-
playstation-4-bar-news-dualshock-3-doesnt/
Sony Morpheus Release Date, News, Price and Specs - CNET. (2015, March 4). Retrieved May 15, 2015, from
http://www.cnet.com/products/sony-project-morpheus/
Xbox LIVEHealthy Gaming Guide. (n.d.). Retrieved May 15, 2015, from
http://www.xbox.com/en-US/live/healthygamingguide
References cont.

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Dancing scimitar selby thomas_week2assignment0515

  • 1. One Handed Controller - The Protean Chrissy Stancil, James Browder, Jerad Fuller, Justin Cook, & Thomas Selby
  • 2. Accessibility of console controllers has long relied upon the design of more buttons equating to more functions. However, with advancing technology this no longer needs to be the default design method. With the introduction of higher performing motion sensing capabilities combined with a focus on vertical symmetry, the team at Dancing Scimitar created a controller to be used with only one hand. This controller maintains functionality and enhances accessibility to a wider audience, particularly those who cannot operate a two handed controller. By combining a three dimensional input through the use of a “tracking orb,” state-of-the-art motion sensing technology, as well as a vertical alignment creating bilateral symmetry, the team at Dancing Scimitar created the next generation of console controllers. Abstract
  • 3. Dancing Scimitar set out to design a one-handed controller for people who only have the use of a single hand. Our goal was to incorporate motion capture technology and the freedom-of-movement offered by a spherical orb to create a controller that allows a player to play most of today’s games with only a single hand. It is also important that the controller be usable with either the left or right hand. Introduction and Design Purpose
  • 4. The inspiration for the key design feature of the WiiNew controller was vertical symmetry. Because we spend our lives constantly trying to find balance, be it something as simple as walking and standing, to something such as a balance between our professional and personal lives, it is no surprise that we seek balance when interacting with a new interface. Symmetry “can create or maintain balance, calmness, and stability” (Knight, 2011). This symmetry also allows for ease of use by both right and left-handed persons. By creating an interface focused on symmetry we increase accessibility, usability, and inherent location during operation. WiiNew Controller InspirationBy Justin Cook Figure 4. WiiNew Controller concept image created by Justin Cook Figure 4a. Tivo Remote from Gizmodo (Mascari, 2008)
  • 5. My inspiration for the Fantasy Edge rings and wrist bracelet came from me working with handicapped and that my mother plays games and has a handicap. The idea for the bracelet and rings also came from the Gesture control Myo, which is a bracelet that also you to control things based on the gestures you do with your arm and hand(Thalmic Labs). The motion sense came from the idea of the Nintendo’s Wii motion sense. My inspiration for the glasses came from the idea of the Oculus Rift and how it makes you feel like you're looking through the eyes of your in-game character making you feel like you are there(Rift). My glasses are more like glasses than a goggle like setup like the Oculus. These are the inspirational things that inspired me to do my design, as each one is innovative in itself and rather unique. So I wanted to create something that incorporated the ideas of all of them into one, to make a powerful one handed game controller. Fantasy Edge Inspiration Figure 5b. Fantasy Edge Figure 5c. Fantasy EdgeFigure 5. Myo Figure 5a. Oculus Rift
  • 6. My inspiration for the Handy Man started with the design of the Move Controllers for the PlayStation 3. The light ball on the top of the Move Controller is where I started my design and when I decided to use the light bar with the PlayStation camera for motion sensing and player movement in the game. PlayStation says “The corner stone of the PlayStation®Move, the PlayStation®Move motion controller is your gateway into a gaming experience like none other. Combining advanced motion sensors, a dynamic color changing sphere, vibration feedback,” these are just a few of the features that sets the Move Controller apart from others. The light bar with the motion sensor are what sets the Handy Man apart from other one handed controllers. The New Handy Man Inspiration Figure 6 Figure 6a
  • 7. I saw the most peculiar thing at the E3 in 2009, a motion sensor controller that allowed you to have hands free gaming. I thought that was the best thing I’ve ever seen and it was called Kinect(see figure 7). “You are the controller” they said of it. I am also old enough to remember the Nintendo Power Glove(see figure 7a) where the motto was “Get the Power”. The design was sound but heavy. I also realize just how perfect a optical mouse(see figure 7b) was to sense movement. All three inspired me to mash them together, taking the hands free-ness of Kinect, the shape of the Power Glove with the sensor capability of a optical mouse. This turned into my idea I called ‘The Fist’(see figure 7c). Inspiration: The Fist - Chrissy Figure 7. The Kinect Figure 7a. The Power Glove Figure 7b. The optical mouse Figure 7c. The Fist
  • 8. The primary inspiration for my controller design was the Spacetec Space Orb 360. While the Space Orb 360 looked cumbersome and difficult to use well, the orb design did look like something that could be incorporated well into a one-handed controller. As stated in The Washington Post, the 360-degree, 3-D movement provided by the orb “gives serious gamers ‘unfair’ advantages over the less endowed” (Pro, 1996). The Gamer’s Hand Inspiration By Thomas Selby Figure 8a. Spacetec Space OrbFigure 8. The Gamer’s Hand
  • 9. Our team started by taking the key design features from each of our controller designs. This process was very easy for us as three of our members had the key design feature being motion control, while the other to key design features our team had was symmetry and a scrolling orb. So we started to make an entire new controller from the ground up. So in figure 1.1 is where we started to get a brief idea of what we might want to do for the controller design, it was just something for us to build off of. In figure 1.2 we were looking at a different way to have the button layout and how to make it work and be comfortable at the same time. From there we go to figure 1.3 where we were looking at a bit different controller setup and how it might work. Figure 1.4 is where we settled on how the button would work, which is it would be two buttons in one, i.e. pushing the button away from the controller would be one button and pulling it towards the controller would be another. In figure 1.5 is another controller layout we had thought off which is a scrolling orb with the buttons in the front and it would be in a holder but we ruled that one out due to the fact it was like a mouse and the motion sense wasn’t their. In figure 1.6, we had came up with like a fist controller that you would stick you hand into like a boxing glove and it would have the buttons on the inside and motion sense with gyros so you could turn and move inside the orb itself. Then we came to figure 1.7 which is where we settled on a design, as it incorporated symmetry the scrolling orb and motion sense. Also that it could be held with either the right or left hand, it still had the button layout we agreed upon. Design Method Figure 9
  • 10. Tracking Orb Schematic Diagrams Motion Tracking Sensor D-Pad T/T1 Button - Move toward/away from controller M/M1 Button - Move toward/away from controller R/R1 Button - Move toward/away from controller Figure 10a Figure 10
  • 11. By creating a controller designed around vertical symmetry, or bilateral symmetry, the controller becomes easily accessible by both left and right- handed individuals. Furthermore, because the controller is made to be used with one hand, the vertical symmetry removes the potential to manufacture product specifically designed to be used by one hand that may not be used by a percentage of the population, i.e. controllers to be used with a specific dominant hand. Through symmetry, balance can be formed increasing how intuitive the controller’s operations become. Balance can be achieved by “maintaining an equal weighting of components on each side of the… vertical axis” (Bahadur, Sagar, Kondreddy, 2012). It is also important to note that by creating a one-handed controller compactness also becomes a key design issue. “Symmetry brings compactness and Asymmetry lacks compactness in the user interface” (Bahadur et al., 2012). State Design Assumptions Justin
  • 12. I defend the motion sense technology because it is getting better and it can allow for right or left handed to use a controller. Not only that, but with motion sense you don’t always need a two-handed controller, and that it can work particularly well with a one handed controller regardless of the design unless the controller is place in some type of holder to where it doesn’t allow for motion in any other direction than what the place holder allows. Also that motion control allows for a lot of possibilities when it comes to setting up how to play a game as there are so many gestures that could be programmed into motion sense that you can have an endless possibilities when it comes to setting up how you want to play a game. I mean if your were able to program your own gestures to moves or actions in a game it would make it to where you would have more control over your gaming environment and motion sense could do that if applied properly. As stated in from Skybeam “Motion sensor gaming continues to evolve and is a great way enjoy your favorite games without being glued to the couch”(SKYBEAM, 2013). Fantasy Edge Design Assumptions
  • 13. My core design was revolved around the use of the light bar along with the PlayStation camera to incorporate motion sensing instead of using the traditional second analog stick for camera movement in game. The newer DualShock 4 controllers also come with a light bar that is used with the PlayStation 4 which also has, “the capability to sense motion on six different axes” (Grubb 2013). The use of the light bar is important because it will also make the Handy Man compatible with the PlayStation systems virtual reality system Project Morpheus which works along with the light bars to see the motion. “The first demo I played had me holding a DualShock 4 controller in my hands while its position was mimicked in virtual space. So as I moved the controller up and down or rotated it, those actions were mirrored on screen. The most impressive part of the demo had me shining a light on a dozen or so little robots who winced and shied away as I shone the spotlight on them” CNET, 2015). The Handy Man Design Assumption
  • 14. The core of my idea was based around the issue of different sized hands. I wanted to see a one-size- fit-all type of controller that wasn't too light and wasn't too heavy. Players needed to be reminded that it was there but not that it was clunky or forgotten in the heat of battle. With the marathon sessions gamers can have in this day and age, they do not need the arm fatigue that would come across on a controller than weighed more than 2 lbs. Gamers move their hands, wrists and arms in ways that can build muscle but at the same time, does anyone want to hold a 5 lb. weight in the air without resting their hand and arm after 2 minutes? No. So when you negate the weight down to almost not noticeable proportions, you have a better game experience when you are not thinking of how your arm burns or that you have to rest your hand, especially in the middle of a fight. "...you may experience occasional discomfort in your hands, arms, shoulders, neck, or other parts of your body."(Xbox, Healthy Gaming Guide) State Design Assumptions Chrissy
  • 15. The Gamer’s Hand Design Assumptions My design assumption with the inclusion of an orb (or trackball) design was that it would be easier for someone with just a single hand to use than other input methods. This assumption was supported in “The Ottawa Citizen” which states that not only do “many children...find a large trackball easier to manipulate than a mouse, as do some people with disabilities” but also that “[t]rackballs … provide more precise cursor control” (Livermore, 1995)
  • 16. Forza 5 is a racing game that allows players to race in everything from 1960s muscle cars and modern day Ferrari racing cars to Ford F150 and Dodge Rams. Gas - Pull index finger towards controller Break - Push index finger away from controller Change View - D-pad look around car - Move orb Shift to higher gear - Pull middle finger towards controller Shift to lower gear - Push middle finger away from controller Turn - Tilt controller Pull emergency break - Jerk controller backwards quickly Forza 5 (Racing Genre)
  • 17. Minecraft is a game that allows players to gather resources to create buildings and other objects. It also allows players to hunt animals for resources. Move character - D-pad Change character look angle - Tilt controller Sort through inventory - D-pad or Orb (for more refined movement) Place item - Pull middle finger towards controller Mine / Hit / Shovel / etc - Pull index finger towards controller (hold to continue doing action) Pick up item from inventory - Pull ring finger towards controller Jump - Push middle finger away from controller Change active item - Orb (when inventory window not open) Minecraft (Sandbox)
  • 18. Max: The Curse of Brotherhood is a puzzle / action-adventure game where the player controls a little boy whose younger brother is kidnapped and taken to another world (similar to the movie Labyrinth). The boy then has to go to that world and solve puzzles while avoiding evil creatures to rescue his brother. Move Max - Orb or D-pad (player preference) Activate Marker power - Pull middle finger towards controller Jump - Pull index finger towards controller Crouch - Push index finger away from controller Activate ‘Cut’ Feature of Marker - Push middle finger away from controller Draw with Active Marker Power - Move Controller in similar motion Max - The Curse of Brotherhood
  • 19. Create a Simple Prototype Figure 19 Figure 19a Figure 19b Figure 19c
  • 20. ❏ ”The controller may be harder to grip for someone with smaller hands.” ❏ ”The design is similar to how a Wii controller fits in your hand. It may attract the same crowd of players.” ❏ ”Adding a strap that goes around the hand or wrist would make it easier when pushing the buttons outwards.” Play Testing Figure 20
  • 21. What Happened Correctly? The team was eventually able to create a controller that incorporated the primary ideas of each student’s respective designs. The prototype worked well, and the Schematics Design looks great. The controller could easily be used to play a variety of games as was evidenced by the three games listed with their control schemes. One of the control schemes is for XBox One’s flagship game when it released (Forza 5), and another is for one of the most popular computer / video games of all time (Minecraft). What happened incorrectly? The process of incorporating both the motion sensing capabilities and the “orb” shaped controller became very difficult for the team. Because of the original key design point of the orb removed any need for motion control or something such as an analog stick, these two ideas were conflicting in nature for some time. To incorporate these two design elements the team struggled to maintain both the orb shape as well as feature the other design elements, i.e. vertical symmetry and motion sensing capability. In the end this led to confusion amongst the group and in the initial design while working towards a collaborative design. What would we do differently? Had we known that we would have to incorporate the key design features of each person’s controller, we would have collaborated as a team before submitting our week one assignments to submit assignments that were individual work for each student but that also had key features that could all be combined easily and effectively into a single controller without having the problems we had trying to incorporate the “orb” design. Post Mortem
  • 22. Pro, E. (1996, November 28). Nerdy But Nice. The Washington Post (Washington, DC), p. R04. Retrieved May 13, 2015 from Lexis-Nexis Universe / General News database. PlayStation®Move Motion Controller. (n.d.). Retrieved May 13, 2015, from http://us.playstation.com/ps3/accessories/playstation-move- motion-controller-ps3.html Thalmic Labs. (n.d.). Retrieved May 13, 2015, from https://www.thalmic.com/makers/ Rift. (n.d.). Retrieved May 13, 2015, from https://www.oculus.com/rift/ Knight, K. (2011, January 27). Symmetry in Design: Concepts, Tips and Examples. Retrieved May 13, 2015, from http://sixrevisions.com/web_design/symmetry-design/ Mascari, C. (2008, June 20). Story of a Peanut: The TiVo Remote's Untold Past, Present and Future. Retrieved May 13, 2015, from http://gizmodo.com/5017972/story-of-a-peanut-the-tivo-remotes-untold-past-present-and-future Bahadur, S., Sagar, B., & Kondreddy, M. (2012, June 1). USER INTERFACE DESIGN WITH VISUALIZATION TECHNIQUES. Retrieved May 15, 2015, from http://www.academia.edu/5234775/USER_INTERFACE_DESIGN_WITH_VISUALIZATION_TECHNIQUES References
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