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Infamous Flamingo Interactive
Sabastian Williams
Alexander Weeks
J. Nigel Anderson
Brandon Trost
Michael Jowers
Assignment 2: Controller Design
Full Sail University
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.
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!
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.
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
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
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.
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.
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
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.
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.
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.
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
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.
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
Prototype Images
Prototype Images
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.)
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.
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.

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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.