This document presents the design of a one-handed controller called Einhänder created by Michael Jowers, Sabastian Williams, Alexander Weeks, J. Nigel Anderson and Brandon Trost. They drew inspiration from their individual one-handed controller designs to create Einhänder, which features a touchpad, gyro sensor, triggers and strap to aid one-handed use. The controller is designed for versatility across PC and consoles through customizable controls. The team tested Einhänder by mapping controls for three games to evaluate its design.
Team mmega murchisonalexander_week2assignment_0515sithelement
The document describes a one-handed controller called the All-Hander designed by Team MMEGA. The controller was designed to be usable by both left-handed and right-handed players through mirrored buttons and an adjustable setting. Inspiration came from devices like the Razer Ouroboros mouse and Gundam simulations. The team created prototypes, tested them, and refined the design based on feedback. The final design included a spherical shape, buttons, an analog stick, and strap to be fully functional and comfortable for one-handed gaming.
The document describes a one-handed controller called the All-Hander designed by Team MMEGA. The controller was designed to be usable by both right-handed and left-handed players through mirrored buttons and an adjustable setting. Inspiration came from devices like the Razer Ouroboros mouse and Gundam simulations. The team created prototypes, tested them, and refined the design based on feedback. The final design included a spherical shape, buttons, an analog stick, and strap to be fully functional and comfortable for one-handed gaming.
The document summarizes Burgeon Games' innovative one-handed PlayStation video game controller called the Torus. Each member of Burgeon Games discusses their individual inspiration for creating aspects of the controller design. They aimed to create an easy to use controller that could be used by players with one hand. The controller design includes a trackball, thumbstick, buttons, and other features. The team discusses how they developed prototypes, tested them, and reflected on the controller's positive and negative features for different game genres. Their goal was to design an accessible controller for differently abled players.
The document discusses the Torus, a one-handed video game controller designed by Burgeon Games for the PlayStation 4. It describes each team member's inspiration for aspects of the controller design. These included motion-sensing and ergonomic elements. The team developed prototypes, tested them, and got feedback. While the controller showed promise, playtests identified areas for improvement, such as button placement. The team concluded the project with lessons learned about collaborative design and prototyping.
The team designed an ambidextrous, one-handed controller for the Wii U gaming system to provide more accessibility. They combined elements from initial individual designs into a unified prototype with modular buttons, an analog stick, motion sensor, and adjustable hand straps to allow for comfort and flexibility. User testing revealed that the controller functioned well but needed to be adjustable for different hand sizes and include straps to remain usable while moving.
The document describes a group project to design a one-handed video game controller. It provides inspiration for the design from various existing controllers. It then shows the design process, which combined elements from each group member's inspiration. Schematic diagrams depict the final controller design, which includes buttons, joysticks, and other standard controller features configured for one-handed use. The document also lists assumptions made in the design process and provides descriptions of two games that would work well using the new controller.
The document describes a group project to design a one-handed video game controller. It includes inspiration for the design from existing controllers, design assumptions considered, schematic diagrams of the proposed controller design, descriptions of games it could be used for, prototyping of a physical controller, and testing and evaluation of the prototype.
Team mmega murchisonalexander_week2assignment_0515sithelement
The document describes a one-handed controller called the All-Hander designed by Team MMEGA. The controller was designed to be usable by both left-handed and right-handed players through mirrored buttons and an adjustable setting. Inspiration came from devices like the Razer Ouroboros mouse and Gundam simulations. The team created prototypes, tested them, and refined the design based on feedback. The final design included a spherical shape, buttons, an analog stick, and strap to be fully functional and comfortable for one-handed gaming.
The document describes a one-handed controller called the All-Hander designed by Team MMEGA. The controller was designed to be usable by both right-handed and left-handed players through mirrored buttons and an adjustable setting. Inspiration came from devices like the Razer Ouroboros mouse and Gundam simulations. The team created prototypes, tested them, and refined the design based on feedback. The final design included a spherical shape, buttons, an analog stick, and strap to be fully functional and comfortable for one-handed gaming.
The document summarizes Burgeon Games' innovative one-handed PlayStation video game controller called the Torus. Each member of Burgeon Games discusses their individual inspiration for creating aspects of the controller design. They aimed to create an easy to use controller that could be used by players with one hand. The controller design includes a trackball, thumbstick, buttons, and other features. The team discusses how they developed prototypes, tested them, and reflected on the controller's positive and negative features for different game genres. Their goal was to design an accessible controller for differently abled players.
The document discusses the Torus, a one-handed video game controller designed by Burgeon Games for the PlayStation 4. It describes each team member's inspiration for aspects of the controller design. These included motion-sensing and ergonomic elements. The team developed prototypes, tested them, and got feedback. While the controller showed promise, playtests identified areas for improvement, such as button placement. The team concluded the project with lessons learned about collaborative design and prototyping.
The team designed an ambidextrous, one-handed controller for the Wii U gaming system to provide more accessibility. They combined elements from initial individual designs into a unified prototype with modular buttons, an analog stick, motion sensor, and adjustable hand straps to allow for comfort and flexibility. User testing revealed that the controller functioned well but needed to be adjustable for different hand sizes and include straps to remain usable while moving.
The document describes a group project to design a one-handed video game controller. It provides inspiration for the design from various existing controllers. It then shows the design process, which combined elements from each group member's inspiration. Schematic diagrams depict the final controller design, which includes buttons, joysticks, and other standard controller features configured for one-handed use. The document also lists assumptions made in the design process and provides descriptions of two games that would work well using the new controller.
The document describes a group project to design a one-handed video game controller. It includes inspiration for the design from existing controllers, design assumptions considered, schematic diagrams of the proposed controller design, descriptions of games it could be used for, prototyping of a physical controller, and testing and evaluation of the prototype.
The document outlines a design for a controller intended for use by gamers with one hand. A team of four students developed the design, which features a handle with buttons, a trackball for movement control, and foot pedals to relieve pressure on the hand. Each student provides the inspiration for their individual design elements. They discuss ergonomics, precision, and ease of use as design priorities. Diagrams showcase the controller and foot pedal layouts, and each student defends assumptions of their design elements with references to studies. The controller is proposed to allow one-handed gamers to play games like Call of Duty with comparable ability to two-handed gamers.
The document discusses the design of a single-handed controller for gamers who have use of only one arm. It begins by outlining the need for such a controller given the number of amputees. The team then brainstorms features and takes inspiration from controllers like the Wii Nunchuk for its design. Schematics and prototypes are created, and the controller is tested and found to allow play of games like Dragon Age Inquisition while addressing challenges around button placement and ergonomics. The document considers what went well in the design process and lessons learned.
Ginyu force leelisa_teamassignmentweek2_0315Lisa Lee
This document discusses the design of a single-handed controller for amputees and other players wishing to use only one hand. It begins by outlining features proposed by different designers, such as programmable buttons, an updatable firmware, and a gyroscope. It then provides inspiration for the design from controllers like the Wii Nunchuk and discusses design assumptions. Schematic diagrams depict the controller's layout. Finally, it analyzes how the controller could support games like Dragon Age Inquisition, The Last of Us, and FIFA 15 given its button configuration and motion controls.
Game Controller Design for Use with 1 Handsethedens
A custom designed controller for gamers who have lost the use of one hand. Designed as a class project in 2 weeks by a team of 5 individuals. The controller is a merger of 5 individual concepts detailed withing the presentation.
The document summarizes the design process of a team that created a controller for one-handed gaming. It discusses each member's individual inspiration and contributions to the overall design. Key features included modularity, a shape inspired by mice, and placement of buttons to utilize all fingers. Schematics and pictures of the prototype are included, as well as results from playtesting. The team reflected on what went well and could be improved in their process. Their goal was to make gaming accessible to those with physical disabilities.
The document describes a one-handed game controller designed to be ambidextrous and comfortable. It takes inspiration from controllers like the Razer Orbweaver and Tartarus in its layout and button mapping. The design focuses on traditional keyboard mechanics alongside a flexible touchscreen interface and rebindable keys. It includes a thumb controller for analog control. The controller is meant to be usable by those with only one hand for genres like first-person shooters, MMOs, racing and simulation games. Early prototypes showed the design could benefit from being more compact and balanced.
This document summarizes the design of a one-handed game controller. The controller was designed to be ambidextrous and allow customizable button mapping. It takes inspiration from controllers like the Razer Orbweaver and Tartarus by including keys along the top and a thumb stick on the side. The design focuses on making a compact yet ergonomic controller with traditional keyboard keys and a touchscreen for additional inputs or in-game displays. Prototypes were tested for usability across genres like first-person shooters, MMOs, racing and simulation games. Feedback indicated the design could be more compact and balanced by moving the touchscreen lower.
The document outlines the design of a one-handed PlayStation 3 controller called the SoleGrip. It describes the design process including concept sketches, prototypes, and testing. The controller design addresses the lack of buttons on a one-handed controller through a "clench mechanism" that doubles the number of available buttons. Inspiration for the design focused on familiarity, comfort, and giving one-handed players the same capabilities as two-handed players. Design assumptions considered making the controller feel familiar to PlayStation users through color schemes and shape while prioritizing comfort and ease of use. A control mapping for Call of Duty: Modern Warfare 2 demonstrates how the controller could work for first-person shooters.
The document outlines the design process for a one-handed PlayStation 3 controller called the SoleGrip. It includes concept sketches, button mappings tested for games like Call of Duty and Mortal Kombat, and a prototype constructed from household items. User testing of the prototype found that spacing buttons further apart improved usability for people with larger fingers. The design aims to provide familiar PlayStation buttons while doubling the number of available actions through a clenching mechanism.
This document summarizes a presentation about the design of a one-handed video game controller. It discusses the design goals of allowing one-handed use, outlines key design features including modularity, touchpads, an optical mouse, and muscle sensors, and defends the design assumptions. Schematics and figures are included to illustrate components of the controller design.
Digital destroyers davis_jonathon_controller design_0415DavisDesigns
The document describes a group project to design a one-handed controller for video games. The group created a controller with a twistable throttle for movement, a pivot ball for camera control, and dual buttons on the back to modify the functions of the directional pad buttons. It also includes a two-way speaker and eye tracking for camera control without extra equipment. The design is meant to allow those with one functioning hand to play various game types on modern consoles.
The team designed an accessible one-handed controller called the Arges. Their design included dual directional pads, triggers, and an ambidextrous shape. Prototypes were created and playtested to evaluate comfort, button size and placement. Feedback informed design changes to improve the controller for one-handed gaming.
Bloodhound studios unigripcommandstick_1015Wayne Work
The document describes the design of a new controller called the "Uni-grip Command Stick" meant to improve accessibility for disabled gamers. It was designed by Bloodhound Studios to allow one-handed gaming by incorporating all necessary buttons and sticks in a configuration controllable with one hand. The design draws inspiration from various sources like PC gaming, mobile touchscreens, and existing controllers. It aims to give disabled gamers the same gaming experience as non-disabled gamers by making all normal controller functions accessible with one hand. Diagrams provide specifications on the controller's dimensions, button placement, and views of the design. The assumptions behind the design are defended by citing statistics on limb disabilities and considerations for usability.
Presentation for a controller that my team and I (Bloodhound Studios) designed. The controller was designed with the disabled player in mind. This means, we developed an ambidextrous controller for use by a player who is only able to utilize one hand during play.
The document summarizes the design of a controller created by Dusk Troll Studios to be accessible for people with one hand or leg. It combines aspects of individual designs created by each member. The controller uses the player's palm on a trackpad with buttons and a joystick. It incorporates a footboard with additional buttons to reduce stress on the hand. Motion control and a rounded shape add comfort. The controller can be customized for different consoles through interchangeable charging cables. Testing showed the foot controls could be improved, so a traditional pedal design was adopted. The final design aims to make gaming more accessible while still being comfortable for all players.
Usability Group Project
The Goal of this project was to design a functional controller for modern video game systems if the user only had the use of one hand.
Usability Testing - One-handed controllerWayne Work
The Unigrip Command Stick is a joystick style controller designed to work with any console. It has button placement such that a person with only one working hand can use it with all of the same effectiveness as a standard console controller.
The document summarizes the design of a one-handed controller called the All-Hander. Each member of the design team contributed different ideas, such as mirroring buttons for both hands, LED lighting under buttons, and adding an analog stick. The team settled on a spherical design that can be rotated intuitively to control movement. Buttons are laid out on both sides for either hand. A hand strap helps users maintain grip. The concise design allows full functionality with one hand.
The team was tasked with creating an innovative game controller for users with impaired use of one hand. They developed the ODIN controller which features a modular analog stick that can be positioned on either side, buttons accessible to either hand, and a mechanism to secure the controller while playing. The team created schematics, a prototype, and conducted playtesting getting feedback from an expert gamer. The playtesting found the controller was easy to use and could support various game genres with button programming adjustments. The team concluded the controller design was viable but noted areas for improvement in their process.
Sweet Teeth Studios have created a controller prototype designed for one-handed use by combining elements from each team member's original designs. They identified core elements from each design and worked through challenges to finalize their design. They created a prototype controller and linked it to games from different genres to test functionality. User feedback was gathered to improve the design through iteration. A post mortem was written to detail lessons learned from the project.
The document outlines a design for a controller intended for use by gamers with one hand. A team of four students developed the design, which features a handle with buttons, a trackball for movement control, and foot pedals to relieve pressure on the hand. Each student provides the inspiration for their individual design elements. They discuss ergonomics, precision, and ease of use as design priorities. Diagrams showcase the controller and foot pedal layouts, and each student defends assumptions of their design elements with references to studies. The controller is proposed to allow one-handed gamers to play games like Call of Duty with comparable ability to two-handed gamers.
The document discusses the design of a single-handed controller for gamers who have use of only one arm. It begins by outlining the need for such a controller given the number of amputees. The team then brainstorms features and takes inspiration from controllers like the Wii Nunchuk for its design. Schematics and prototypes are created, and the controller is tested and found to allow play of games like Dragon Age Inquisition while addressing challenges around button placement and ergonomics. The document considers what went well in the design process and lessons learned.
Ginyu force leelisa_teamassignmentweek2_0315Lisa Lee
This document discusses the design of a single-handed controller for amputees and other players wishing to use only one hand. It begins by outlining features proposed by different designers, such as programmable buttons, an updatable firmware, and a gyroscope. It then provides inspiration for the design from controllers like the Wii Nunchuk and discusses design assumptions. Schematic diagrams depict the controller's layout. Finally, it analyzes how the controller could support games like Dragon Age Inquisition, The Last of Us, and FIFA 15 given its button configuration and motion controls.
Game Controller Design for Use with 1 Handsethedens
A custom designed controller for gamers who have lost the use of one hand. Designed as a class project in 2 weeks by a team of 5 individuals. The controller is a merger of 5 individual concepts detailed withing the presentation.
The document summarizes the design process of a team that created a controller for one-handed gaming. It discusses each member's individual inspiration and contributions to the overall design. Key features included modularity, a shape inspired by mice, and placement of buttons to utilize all fingers. Schematics and pictures of the prototype are included, as well as results from playtesting. The team reflected on what went well and could be improved in their process. Their goal was to make gaming accessible to those with physical disabilities.
The document describes a one-handed game controller designed to be ambidextrous and comfortable. It takes inspiration from controllers like the Razer Orbweaver and Tartarus in its layout and button mapping. The design focuses on traditional keyboard mechanics alongside a flexible touchscreen interface and rebindable keys. It includes a thumb controller for analog control. The controller is meant to be usable by those with only one hand for genres like first-person shooters, MMOs, racing and simulation games. Early prototypes showed the design could benefit from being more compact and balanced.
This document summarizes the design of a one-handed game controller. The controller was designed to be ambidextrous and allow customizable button mapping. It takes inspiration from controllers like the Razer Orbweaver and Tartarus by including keys along the top and a thumb stick on the side. The design focuses on making a compact yet ergonomic controller with traditional keyboard keys and a touchscreen for additional inputs or in-game displays. Prototypes were tested for usability across genres like first-person shooters, MMOs, racing and simulation games. Feedback indicated the design could be more compact and balanced by moving the touchscreen lower.
The document outlines the design of a one-handed PlayStation 3 controller called the SoleGrip. It describes the design process including concept sketches, prototypes, and testing. The controller design addresses the lack of buttons on a one-handed controller through a "clench mechanism" that doubles the number of available buttons. Inspiration for the design focused on familiarity, comfort, and giving one-handed players the same capabilities as two-handed players. Design assumptions considered making the controller feel familiar to PlayStation users through color schemes and shape while prioritizing comfort and ease of use. A control mapping for Call of Duty: Modern Warfare 2 demonstrates how the controller could work for first-person shooters.
The document outlines the design process for a one-handed PlayStation 3 controller called the SoleGrip. It includes concept sketches, button mappings tested for games like Call of Duty and Mortal Kombat, and a prototype constructed from household items. User testing of the prototype found that spacing buttons further apart improved usability for people with larger fingers. The design aims to provide familiar PlayStation buttons while doubling the number of available actions through a clenching mechanism.
This document summarizes a presentation about the design of a one-handed video game controller. It discusses the design goals of allowing one-handed use, outlines key design features including modularity, touchpads, an optical mouse, and muscle sensors, and defends the design assumptions. Schematics and figures are included to illustrate components of the controller design.
Digital destroyers davis_jonathon_controller design_0415DavisDesigns
The document describes a group project to design a one-handed controller for video games. The group created a controller with a twistable throttle for movement, a pivot ball for camera control, and dual buttons on the back to modify the functions of the directional pad buttons. It also includes a two-way speaker and eye tracking for camera control without extra equipment. The design is meant to allow those with one functioning hand to play various game types on modern consoles.
The team designed an accessible one-handed controller called the Arges. Their design included dual directional pads, triggers, and an ambidextrous shape. Prototypes were created and playtested to evaluate comfort, button size and placement. Feedback informed design changes to improve the controller for one-handed gaming.
Bloodhound studios unigripcommandstick_1015Wayne Work
The document describes the design of a new controller called the "Uni-grip Command Stick" meant to improve accessibility for disabled gamers. It was designed by Bloodhound Studios to allow one-handed gaming by incorporating all necessary buttons and sticks in a configuration controllable with one hand. The design draws inspiration from various sources like PC gaming, mobile touchscreens, and existing controllers. It aims to give disabled gamers the same gaming experience as non-disabled gamers by making all normal controller functions accessible with one hand. Diagrams provide specifications on the controller's dimensions, button placement, and views of the design. The assumptions behind the design are defended by citing statistics on limb disabilities and considerations for usability.
Presentation for a controller that my team and I (Bloodhound Studios) designed. The controller was designed with the disabled player in mind. This means, we developed an ambidextrous controller for use by a player who is only able to utilize one hand during play.
The document summarizes the design of a controller created by Dusk Troll Studios to be accessible for people with one hand or leg. It combines aspects of individual designs created by each member. The controller uses the player's palm on a trackpad with buttons and a joystick. It incorporates a footboard with additional buttons to reduce stress on the hand. Motion control and a rounded shape add comfort. The controller can be customized for different consoles through interchangeable charging cables. Testing showed the foot controls could be improved, so a traditional pedal design was adopted. The final design aims to make gaming more accessible while still being comfortable for all players.
Usability Group Project
The Goal of this project was to design a functional controller for modern video game systems if the user only had the use of one hand.
Usability Testing - One-handed controllerWayne Work
The Unigrip Command Stick is a joystick style controller designed to work with any console. It has button placement such that a person with only one working hand can use it with all of the same effectiveness as a standard console controller.
The document summarizes the design of a one-handed controller called the All-Hander. Each member of the design team contributed different ideas, such as mirroring buttons for both hands, LED lighting under buttons, and adding an analog stick. The team settled on a spherical design that can be rotated intuitively to control movement. Buttons are laid out on both sides for either hand. A hand strap helps users maintain grip. The concise design allows full functionality with one hand.
The team was tasked with creating an innovative game controller for users with impaired use of one hand. They developed the ODIN controller which features a modular analog stick that can be positioned on either side, buttons accessible to either hand, and a mechanism to secure the controller while playing. The team created schematics, a prototype, and conducted playtesting getting feedback from an expert gamer. The playtesting found the controller was easy to use and could support various game genres with button programming adjustments. The team concluded the controller design was viable but noted areas for improvement in their process.
Sweet Teeth Studios have created a controller prototype designed for one-handed use by combining elements from each team member's original designs. They identified core elements from each design and worked through challenges to finalize their design. They created a prototype controller and linked it to games from different genres to test functionality. User feedback was gathered to improve the design through iteration. A post mortem was written to detail lessons learned from the project.
The document summarizes a group project to design a game controller called ODIN for users with impaired use of one hand. The group created schematics and a prototype of their design. Their design was inspired by existing controllers and aimed to allow one-handed gaming. They conducted playtesting with an expert gamer and received positive feedback on the controller's design and usability for different game genres with some suggestions for improvements. The group concluded that distributing work evenly and having more testing time would have improved their process.
The team designed a single-handed controller called The Chevron inspired by controllers for RC skateboards, Xbox controllers, trackball mice, and motion controls from the Wii and PS4. The controller features trigger buttons, wrist and trackball controls, and a motion sensor. Prototypes were tested successfully across shooter, platformer, and racing game genres. Further refinement is needed, such as adding instructional materials.
This Presentation details the development of the Kuckle Hero controller concept. Each teammate contributed a CAC (Core Accessibility Concept) that was integrated into the final design.
My team's assignment was to design a one-handed controller. The catch was that we had each designed one individually before the team assignment without knowing that our team assignment would require us to merge all of the key aspects of our individual controllers into one single controller.
The document summarizes the design of the Wizard's Mark Controller, which was created to be accessible and usable with one hand. It discusses inspiration drawn from objects like baseballs, trumpets, and presentation advancers that informed the design of modular and customizable components. These include a cylindrical shape, detachable joystick/d-pad, slidable button columns, and multi-input buttons. The design process involved combining ideas, prototyping, and user testing to create an intuitive controller for disabled gamers.
The document summarizes the design of a one-handed controller created by students for gamers with physical limitations. It describes the inspiration for the design as wanting gamers of all abilities to enjoy games. The controller features an analog joystick, additional buttons, and is designed to attach to a chair for comfort. Prototypes were tested and feedback was positive regarding the controller's versatility and comfort for long play sessions. Areas for future improvement were also discussed.
The Cyclops controller was designed by Fresh Force (Ryan Horbal, Tracy Walker, Corey Willis, and Steven Oreskovich) to allow one-handed gameplay. They drew inspiration from various sources and combined elements of their original designs. The final Cyclops controller features a joystick, triggers, buttons and a gyroscope for movement. It was playtested and received positive feedback about its ergonomic design and ability to provide full functionality with one hand.
The document outlines the design of the "Cyclops" one-handed controller created by Fresh Force, which combined elements from each member's original concept designs into an ergonomic controller with a joystick, triggers, buttons and gyroscope to allow full functionality with one hand. It provides schematics and diagrams of the controller, discusses inspirations and assumptions behind the design, and prototypes and playtests the final controller design.
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Infamous Flamingos Interactive Single Handed Controller Design
1. Infamous Flamingo Interactive
Sabastian Williams
Alexander Weeks
J. Nigel Anderson
Brandon Trost
Michael Jowers
Assignment 2: Controller Design
Full Sail University
2. Abstract
Within this document Michael Jowers, Sabastian Williams, Alexander
Weeks, J. Nigel Anderson and Brandon Trost present and test their
design of a one handed controller named Einhänder . They discuss
their inspirations and design assumptions for the design, along with
design features implemented from their individual one handed
controller schematics. Three games are tested with the controller, by
means of key mapping and prototype playtesting. The information
herein may prove useful for future controller designs especially for
one handed controllers.
3. Einhänder
The Einhänder is truly a one of a kind one handed controller. It comes
packaged with a detachable base which doubles as a charging station, who likes
swapping out batteries anyways? Don’t fret though if you do like swapping out
batteries because it does take batteries as well. D-pads? Analog sticks? Like or
don’t like them we have you covered with a customizable touch pad that can do
it all! That’s not all though, it also has a gyro offering tilt control!
It’s compatible with both Consoles and PC so it’ll work regardless what system
you play on. This controller will change how you play games whether they’re
racing games, shooter games or even online battle arena games! Whether you
have the use of only one hand, or you’re tired of the same old two handed
controller the Einhänder is for you!
4. Design Purpose
As we set out to create this controller the first and major concern was one handed agility. If a player wanted or
needed to only use one hand to game, we wanted a powerful option for that player. Versatility being a key
feature, the controller is designed to be as ambidextrous as possible and with functionality for PC and Console
gaming.
The charging station is sold alongside the controller, it can function using its own rechargeable battery packs
and the station doubles as the gyro sensor for the gyro system in the controller which we found would be
more reliable than a motion detector. The four triggers the player’s fingers lay across all have additional tilt
functions that can be used if needed; and above the top trigger is actually a scroll wheel. The top of the
controller where the thumb is placed is laid upon a touchpad, think like a smartphone or laptop. Above that
there are four smaller buttons that the thumb can easily access and hanging off the side of the top of the
controller is two additional buttons which function as a menu and settings duo.
In order to make it easy to use the controller and reduce hand stress, it has an attachable nylon strap which
can be placed on either side of the controller to make sure the controller is held onto the player’s hand,
allowing them easy use of the buttons.
Versatility, Agility, Ease of Use and Control.
5. Inspiration
The inspiration for the gyro control aspect of the Einhänder came from the motion controls of smart phones and tablets.
These devices use accelerometers to sense the direction that the user may be tilting or moving the gadget, and apps
can be programmed to use this information to provide user feedback or implement motion controls. This technology
could be put into the Einhander to compensate for the lack of a second thumbstick, and allow the user to control the
in-game camera by rotating or moving the controller. -Nigel Anderson
The concept of the strap is a mixed idea, it started with the concept of the Wii hand controller, how it has a wrist strap.
However in order to flesh this out we had to look further into equipment outside of the gaming industry, such as certain
types of gloves, hand straps for flashlights and the like. This led to a conclusion that the controller could use the strap
addition to great effect just as many strapped items do. It was done to increase ease of use by the player as much as
possible. -Sabastian Williams
I gained the inspiration for the motion control from the common use of it in today’s consoles. From the PS4’s wand and the
Wii’s controller you can tell that it’s only going to be more common in future games. By implementing it into our
controller through the base, the controller becomes more reliable and versatile. It can send a signal through something
it was made with, not just a console or computer. The reason behind the position of the setting and start buttons
comes from the position of them on popular controllers today. -Michael Jowers
6. Inspiration Continued
The inspiration for the flight stick shape of the control came from the use of ambidextrous flight sticks in some aircraft. By
using a similar shape and with the right button layout the controller could be completely ambidextrous without having
to make any changes between right hand and left hand variants. With this accomplished we could easily provide a single
controller to both left handed and right handed players. -Alexander Weeks
The inspiration for the scroll wheel came from a standard computer mouse. It offers the functionality of a button, as it can
be clicked, as well as the potential for scrolling through menu options. In many shooters on the PC, switching weapons
or firing modes is done through the scroll wheel. By including this, we add multiple layers of functionality in one
feature. -Brandon Trost
7. Design Method
There were many engineering steps we all took in order to incorporate a part of everyone’s one handed
controller design into our combined design. We had to all dig down deep and brainstorm over our designs in
order to pull from them what we thought would be useful. We were all lucky enough to have thought of
similar design concepts on a usability standpoint. We also made sure that in each of our design concepts that
there was a sense of merging everyday technology with gaming technology.
We had come into a problem with the controller being uncomfortable to hold and use properly due to the
layout of the buttons on the front. In order to combat that we took Sabastian’s idea of a strap from his original
one handed controller design. With the strap in place it would be able to hold the players hand in place. This
would lead to ease of use and still stuck to the design of being ambidextrous.
With so many uses for every button on a two handed controller we came into a problem of laying out buttons
on the controller properly, without making it too confusing. By taking the idea from Alexander’s one handed
controller we were able to fix this issue. He had come up with triggers on the front of the controller being
multifunctional. The triggers would be able to move left, right and up making it possible to map out multiple
key bindings to any game.
8. Design Method Continued
We wanted to make sure that the one handed controller felt comfortable and natural when being used. In
order to keep this idea going we took an idea from Nigel’s one handed controller design. His design was simple
and looked similar to a joystick, or remote control. Since a remote control is something everyone uses, we felt
it was the perfect fit for our design. Something both Nigel and Alexander had in their one handed controller
design that we used was the use of a gyro. With the gyro in our controller it would prove more reliable and
useful when playing games with fast movements.
There are so many games coming out now with some kind of motion control connected to it. We wanted to
make sure we kept our controller up to date with the modern technology as well. To keep up to date we took
the idea from Michael’s design and implemented the motion control. This would work with the base of the
controller to send a signal back and forth from the controller. Something Nigel and Michael both thought of
was keeping the start and settings buttons close to the analog or D pad. This was implemented into our
combined design.
Not everyone likes to just play on console games, many like to play a variety of computer games as well.
Noting this we made sure to take an idea from Brandon’s one handed controller design. He had designed his
controller to have a scroll wheel button, which is something everyone is use to on a mouse when playing
computer games. Putting this above the four trigger buttons on front of our controller gave it more uses, as
well as making it familiar to PC gamers.
9. Einhänder Schematic
1: Touch Pad (P)
2: Top Button (<)
3: Top Button ({)
4: Top Button (})
5: Top Button (>)
6: Side Button (1)
7: Side Button (2)
8: Side Button (2)
9: Side Button (1)
10: Scroll Wheel (W)
11: Trigger (T1)
12: Trigger (T2)
13: Trigger (T3)
14: Trigger (T4)
15: Strap
10. Individual Design Assumptions
Michael:
My design assumption was to have a controller that stays up to date with modern technology. There are so many motion
control features in games now, so I felt our controller needed them as well. Stated from my discussion post on my one handed
controller design “I labeled where motion sensors would be, which would be replacing the second joystick that is usually
present on controllers.” We implemented this into our combined design with the base sending a signal for the sensor to the
controller.
I also wanted the start and select buttons to be in a position where the player felt they should be. Stated from my discussion
post “I decided to have the start and select buttons alongside the joystick since they are rarely used in games, unless it deals
with opening up a menu of some sort.” By having the buttons set to the side they wouldn’t interfere with common gameplay.
We implemented this on our combined design as well by placing these buttons on top and at the sides of the controller.
Sabastian:
Looking at our work and input as a team I assumed that two of the primary needs of a controller would be agility
and ease of use. This is why we kept my hand strap design as part of the single handed controller to reduce hand stress and
primarily - open up full use of a player’s dexterity with the controls. Of course we had to add in that the strap was to be
connectable so that it could swap sides of the controller if the player was right or left handed.
I know that I stressed one primary concern along with this, the controls of any game should be mapped from the top of the
controller - downwards. This is to reduce the use of the ring and pinkie finger triggers as much as possible; however if a player
wanted to use them they could.
11. Individual Design Assumptions Cont.
Nigel:
My design assumptions centered around the idea that, as a one-handed controller, the Einhänder needed to be useable
with just 5 fingers and that the user could hold it comfortably in either hand. Because the user would only be able to hold the
controller in one hand, they wouldn't be able to comfortably use two thumbsticks simultaneously, as is possible with today's
common controller designs. This assumption gave birth to the idea that the controller should have gyroscopic motion controls,
so that the controller itself functions as a second thumbstick.
This assumption also meant that the controller needed an ambidextrous design, so that both left-handed and right-handed
users could hold the controller. This meant that, not only did the controller and its buttons need to a symmetrical layout, but
that the entire controller needed the ability to be programmable to suit the user's preferences.
Brandon:
A good controller for modern games needs a method of controlling the player, a method of controlling the camera, and
at least four buttons. Because the Einhänder needed to be usable with only one hand, it couldn’t have multiple joysticks or
directional pads. In order to allow for all of these, it needed some other method of control - motion controls or a touchpad, for
example.
Scroll wheels combine the functionality of a button and one axis of a directional pad. This allows for more economical use of
space. Leaving the scroll wheel directly under the user’s finger runs the risk of accidently scrolling, so it needs to sit
somewhere accessible but not mandatory.
12. Individual Design Assumptions Cont.
Alexander:
My design assumptions was that the Einhänder when finished would be as close to perfectly ambidextrous as we could
possibly make it without having to make changes or an entirely separate controller and have as much or more functionality
than a console controller. By using the shape of a flight stick and having a symmetrical button layout I believed this to be
possible. Also by making almost all the buttons multi functional we ended up with a one handed controller that had more
functionality than the two handed controllers for consoles. To accomplish this we added a tilting function to all four triggers
and added a tilting plus button function to the scroll wheel.
13. War Thunder
War Thunder is a world war 2, pvp flight simulator. Filled with
large scale air battles as each side tries to destroy each other’s
base, ground units, and sometimes navy. As this is a flight
simulator our flight stick controller fits the game naturally and
has more than enough functionality to handle the game with
ease.
Pressing T1 will Fire
Pressing T3 will Drop Bomb
Pressing T2 will Fire missile
Scrolling the scroll wheel (W) will change guns
Pressing the scroll wheel (W) will Reload
Tilting the scroll wheel (W) will raise or lower the Landing
gear
Tilting the controller will control the Pitch and Roll
Moving on the touch pad up and down will control the
Throttle
Pressing the touch pad will Lock target
Pressing T4 will activate the Air Break
Twisting the controller will control the Yaw
Tilting T1 will control the Flaps
Pressing 1 will open game menu
14. Warframe Movement is controlled by moving around the Touch Pad.
The camera is controlled by tilting the controller
Jumping is done by pressing the Touch Pad
The { and } buttons are used for reloading and swapping
weapons, while < and > are used for placing waypoint
markers and context sensitive actions
Scrolling with the Scroll Wheel (W) switches between
Warframe Powers
Activate a Warframe power by pressing the Scroll Wheel
(W)
Tilting the Scroll Wheel (W) cycles through emotes and
inventory
Tilting T2 right will aim down the sights or block melee
attacks
Tilting T2 left will charge melee weapons
Pressing T2 will attack with melee
Pressing or holding T1 will fire/attack the current weapon
Pressing T3 will enable wall run
Pressing T4 will cause the player to crouch, roll, or slide
depending on the player’s current movement
Tilting T4 will cause the player to sprint
Pressing 1 will open game menu
Note: All controls are for the right-handed configuration. For
the left-handed configuration, the <, <, >, and > functions
are mirrored.
Warframe is a 3rd-person cooperative online shooter. Because the
game has already been released on the PlayStation 4 and Xbox One,
it is able to be played with a traditional controller. Since the Einhänder
was designed to incorporate every function of a two-handed console
controller, we believe that shooter games like Warframe would be
playable with our controller without any special keymapping or
configuration.
15. Smite
Smite is a 3rd-Person team based multiplayer battle arena
game. Normally the game is played via keyboard and
mouse, however the controls can be mapped to other
controllers. Our controller functions for this game because
Smite is not a function heavy game, it is a skill heavy one;
thus the controller is just the tool of the player. Our
controller could be a favorite option for Smite players,
since some play the game with a Mouse alone.
The player moves with the Touch Pad and looks/aims
by tilting the controller
T1 and T2 function as right and left clicking on a mouse
(since this is currently a PC title)
<, {, }, and > activate the 4 abilities
Pressing 1 and 2 will use the two active items
Pressing T3 and T4 will activate the two consumable
potions
Tilting T1 and T2 will select the four upgraded abilities
Clicking the Scroll Wheel (W) recalls to base
Clicking the Touch Pad cancels the current attack
Tilting the Scroll Wheel (W) will open the store
Pressing 1 will open game menu
18. Playtest Findings
The playtest was performed by Brandon’s brother-in-law, an avid gamer of both hardcore and casual games. He owns
a Wii and an Xbox 360 and enjoys platformers and shooters.
He found the shape and size of the controller to be comfortable, contouring to his hand nicely. Assuming the
controller weighed the same as a traditional controller (no more than a pound or two), he felt that holding it for a
game session of a few hours would not be uncomfortable.
The placement of the triggers and scroll wheel fit well. Clicking or moving the triggers was simple with either hand,
and he agreed that they would be workable as the primary controls for most games. One of the initial concerns, that
the scroll wheel would be accidently clicked or scrolled, proved unfounded; it sat far enough above his fingers that
he did not touch it unintentionally.
The touchpad was perfectly placed for his thumb, and he could scroll in any direction. He questioned what use it
would serve in the games he usually played; his opinion was that motion control and touchpad were somewhat
reduntant.
The buttons on the top were difficult to reach; he felt they would only be useful as menu buttons such as start or
select. Even then, they were too far from his thumb to be truly effective.
The extended buttons on the side were uncomfortable and blocked by his knuckles. Using them required him to shift
his hand away from the triggers on the front, making them only situationally useful.
(It should be noted this test and prototyping was done without the use or creation of the charging station. Since it
was non-essential to testing the controller’s layout.)
19. Post Mortem
Through the playtest we found that for the most part our design was functional. In the creation of the controller the
triggers and scroll wheel were very well placed. Along with the hand strap, it was a comfortable fit and the buttons
did not interfere with one another. The uniform, ambidexterity of the controller helped with this, making it easy to
understand how the hand was fit onto the controller and the hand strap helped the player keep their hand on the
controller without having to grip hard.
There was a minor issue with communication of the prototype design, which lead to two issues with our prototype
controller. One being that the side buttons were placed too far down, instead of hanging off the top of the
controller. This made it hard for the buttons to be accessed as they should have been placed within better each of
the thumb.
Secondly the top of the controller was to be made at about a 45 degree incline, which would make it so the thumb
could more easily use the trackpad and the four buttons on the top of the pad. Since this was neglected in the
prototype creation, it made it harder than we wanted to access for the player.
Overall, with corrections to these issues, the controller operates relatively well in hand, the proper placement of
buttons makes each one’s placement simple and they do not interfere with one another. It is of the team’s
understanding that the controller may be still a niche market due to the shape and design, despite this however the
team believes that it would operate effectively in the market as a reasonable controller design.
20. References
Hi-Rez Studios. (n.d.). Screenshots. Retrieved from http://www.hirezstudios.com/smite/nav/game-info/screenshots
Orry, J. (2013, Jun 5th). Free-to-Play shooter Warframe confirmed for PS4. Retrieved from
http://www.videogamer.com/ps4/warframe/news/free-to-play_shooter_warframe_confirmed_for_ps4.html
BarrelOfSwag. (2012, Dec 3rd). Just a screen to show the difference between normal and edited graphics. War Thunder
Screenshots and Videos Collection. Retrieved from http://forum.warthunder.com/index.php?/topic/4165-war-thunder-
screenshots-and-videos-collection/page-3
Gaijin Entertainment. (2013). War Thunder [Microsoft Windows, Mac OS X, Linux, and Playstation 4 video game]. Moscow,
Russia.
Digital Extremes. (2013). Warframe [Microsoft Windows, Playstation 4, and Xbox One video game]. London, ON, Canada.
Hi-Rez Studios. (2014). SMITE [Microsoft Windows and Xbox One video game]. Atlanta, GA.