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.
Infamous Flamingos Interactive Single Handed Controller DesignAlexander Weeks
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.
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.
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 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 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 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.
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.
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.
Infamous Flamingos Interactive Single Handed Controller DesignAlexander Weeks
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.
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.
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 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 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 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.
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.
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 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 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 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 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.
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 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.
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.
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.
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.
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.
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.
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 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.
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 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 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 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 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.
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 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.
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.
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.
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.
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.
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.
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 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.
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.
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 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.
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 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.
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.
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.
This document presents the design of a one-handed controller created by a team to allow people with disabilities to play video games. It discusses the inspiration from other accessible controllers. The design uses rings that can be extended and retracted as buttons, along with an accelerometer, joystick, and other buttons. The design is intended to be comfortable, usable with either hand, and allow similar gameplay to standard controllers. Three games are mapped to the controller's buttons as examples.
- The document describes an experiment that evaluated the performance and preferences of gamers and non-gamers using two different video game controller designs: a traditional fixed-hand gamepad controller and a free-handed controller where the hands can move independently.
- For gamers, there was no significant difference in performance between the two controllers. Gamers completed the tasks on average 49% faster than non-gamers and preferred the traditional controller.
- For non-gamers, performance improved by about 26% from the first to second controller used. About 3/4 of non-gamers preferred the free-handed controller.
5 Common Mistakes to Avoid During the Job Application Process.pdfAlliance Jobs
The journey toward landing your dream job can be both exhilarating and nerve-wracking. As you navigate through the intricate web of job applications, interviews, and follow-ups, it’s crucial to steer clear of common pitfalls that could hinder your chances. Let’s delve into some of the most frequent mistakes applicants make during the job application process and explore how you can sidestep them. Plus, we’ll highlight how Alliance Job Search can enhance your local job hunt.
Resumes, Cover Letters, and Applying OnlineBruce Bennett
This webinar showcases resume styles and the elements that go into building your resume. Every job application requires unique skills, and this session will show you how to improve your resume to match the jobs to which you are applying. Additionally, we will discuss cover letters and learn about ideas to include. Every job application requires unique skills so learn ways to give you the best chance of success when applying for a new position. Learn how to take advantage of all the features when uploading a job application to a company’s applicant tracking system.
Job Finding Apps Everything You Need to Know in 2024SnapJob
SnapJob is revolutionizing the way people connect with work opportunities and find talented professionals for their projects. Find your dream job with ease using the best job finding apps. Discover top-rated apps that connect you with employers, provide personalized job recommendations, and streamline the application process. Explore features, ratings, and reviews to find the app that suits your needs and helps you land your next opportunity.
Jill Pizzola's Tenure as Senior Talent Acquisition Partner at THOMSON REUTERS...dsnow9802
Jill Pizzola's tenure as Senior Talent Acquisition Partner at THOMSON REUTERS in Marlton, New Jersey, from 2018 to 2023, was marked by innovation and excellence.
2. Abstract
The focus of this design process is to create a fully functional, ambidextrous, and comfortable one handed controller for use with
the Wii U gaming entertainment system. Our team has realized the need for more nontraditional gaming peripherals, and we think
that we have designed something truly special that can fill that need for anyone of any disposition to use.
(May 2015)
This design was created, inspired, and built by:
The Only Team
Clinton Huish
Sonny Liu
Mike Miller
Nicholas Zoshak
3. Introduction and Design Purpose
As video games become an ever more popular hobby for people, there are constantly
arising needs for those players. One of which is ease of play for anyone who might be
disabled or otherwise inclined. We have decided to focus our efforts on designing a one
handed controller option for the Wii U gaming system. We feel that because of the built-
in motion sensor and extreme adaptability that the Wii U already has, that we could
implement our design most effectively with this system. There are many genres and types
of games available on the Wii U and we wanted to give our controller the best chance to
succeed with the established titles of the Wii and Nintendo in general. We have designed
our controller in a way that will be comfortable for the wearer, whether left or right
handed, while still being fully functional for the games they want to play.
4. Sonny’s Inspirations
What inspired my idea for a portable controller is the world we live in today. Everything has been made easier and more accessible
thanks to the internet and the portability of the devices that are able to connect to the internet. If it were possible I could have
attempted to think of a realistic design for a portable console but I do not think that is possible at the moment. Sooner or later I
think portability be in everything we see and do. I think gaming controllers or consoles are no exception to that.
5. Michael’s Inspiration
My inspiration for a lap based design came when trying to
play Counter Strike on Xbox360.
The controls felt so sluggish and clunky that after only 5
minutes I put the controller down and wished for a better
design. My first thought was obvious, I need my mouse. The
mouse and keyboard combination are a tried and true way of
getting precise movement out of a control design. That is
why we use a mouse for AUTOCAD and not an Xbox
controller. Well thats not why, but that is why we haven't
switched. It’s just more precise and concise than a
thumbstick configuration.
“On a control pad, my Titanfall scores are unimpressive. I
typically land somewhere in the middle of the pack with a
kill-to-death ratio that hovers around 1:1. But with a
keyboard and mouse under my fingers, my Xbox One is
transformed into a killing machine. Headshots come easy,
and my ratio climbs into the double digits.” - John Engen
6. Sonny’s Inspiration
My main inspiration for my personal controller design, and
what I brought for my team’s design, was to have the controller
made especially for the Wii U entertainment system. I have
always regarding the Wii as the most adaptable and easy to use
system of the current generation and thought this platform
would be a perfect fit for our design. While the Wii has titles
from nearly every genre of gaming, I felt the general family
friendliness of the specific Nintendo titles (Mario, Zelda,
Metroid, etc.) would be a great avenue of approach for our team
to design this controller around.
“For people who like to play games with their kids or non-gamer
friends, the Wii U is the obvious choice. It’s easy for anyone to
join in thanks to its pick-up-and-play controls…” - Justin Dennis,
2014
7. Clinton's Inspiration
Whether it is the past, future, or present science
fiction controllers have one thing in common
they all use hands. Now, I don’t mean that oh yes
a controller fits in your hand so I must use my
hands I mean there actual hands, for example the
entire system from the movie Gamer (Gamer,
2009) is based on how the player moves his hand
as well as voice controls. However, we can’t ship
a gaming room to every player so how do we
allow the game to be played by hand and not by
learning the layout of buttons, from a glove. It is
as simple as moving your fingers forward and
back.
8. Jose’s Inspiration
When I started looking for Inspiration to design a controller I
started looking to the past and to the present. Generation after
generation of controllers have gotten more complicated due to
how the video game industry has grown, our games have grown
to need more than just a single joystick with a few buttons to
having touch pads, cameras and much more. While searching for
that one perfect controller I must have went through every single
controller I’ve ever used, but I kept coming back to the Wii
remote. Its easy to use, has can be used in multiple ways and
what I found that was really unique is the fact that the Wii
remote is natively ambidextrous. For any person who uses this
controller in their right or left hands the button layout will be the
same. David M. Ewalt describes the Wii mote in another way,
he states “It’s connected to the console wirelessly, and
more important, it’s equipped with an innovative motion
sensor that detects movement and rotation in three
dimensions.” (David M. Ewalt, PP 3). So this also got me
thinking of how to make an ambidextrous controller with
easy to use button layout, easy for people to past to their
friends that have a different dominant hand, or easy to use if
the player only has one hand. So the Wii remote grew over
time to become my inspiration.
9. Design Method
Our Design process as a team took us through three distinct steps, as seen by our pictures. The first of these steps was the
rough draft of a lap based system. Simple, yet a strong base. From here we began to pick and chose the functions or ideas
from our various controllers. This process created the device we see in our second picture. In which we can see the
various intricate parts that we brought together from each individual design and how they fit together. From there we
attempted to make a rough prototype for the controller so that we can see how people would react and how well the
system works.
10. Schematic Diagrams
B Button
Left Trigger
X Button
Right Bump
Right Trigger
Y Button
A Button
Motion Sensor
Analog Stick
Left Bump
Hand Strap
Hand Strap
12. Schematic Diagrams
B Button
Left Trigger
X Button Right Bump
Right Trigger
Y Button
A Button
Motion Sensor
Analog Stick
Left Bump
Hand Strap
Hand Strap
Adjustment System Adjustment System
13. Schematic Diagrams
Hand Strap
Motion Sensor
Modular Buttons
Hand Strap
Adjustment System Adjustment System
Modular Buttons
Modular Buttons
Modular Station
Modular Station
Modular Buttons
14. Clinton’s Design Assumptions
The main and almost sole aspect from my controller that I transferred over was the glove aspect. I
transferred this aspect over because it allows for ease and comfort. Setting the controller up in this
format that allows for the user to keep a hold of the device and not require the player to worry about
h0lding and reaching all of the buttons. All in all I feel that because of the glove like attachment to the
controller we were also able to implement the motion tracking for the Wii U.
15. Michael’s Design Assumptions
From my design I brought over the “lap based” controller theme. The reasoning for a lap based
controller in my original design was for the ability to fit all of the needed components as well as
provide a stable base. This still holds true the one handed controller design. I believe we still need a
solid base to work from and with the many features we will be including the base works as the center
hub of this design.
16. Nick’s Design Assumptions
My main aspect of design I brought to the team’s design was that the platform we would be working
for was the Wii U. That being said I focused on making sure that we brought nearly every functional
part of the Wii U controllers into our design, besides the touch screen to keep the controller compact.
The three biggest ideas I gave the team for the controller were the side by side A, B, X, Y, right trigger
and left trigger buttons, the movable joystick to accommodate left or right handed players, and the left
and right bumper buttons that are on the side of the movement joystick.
17. Sonny’s Design Assumptions
The design assumption that I brought to the table is portability and conventionality. While SONY and
Microsoft has the more powerful console system compared to the Wii U, I believe Nintendo separates
itself from the big 3 through it’s portability and immersiveness. Nintendo has always dominated the
handheld department and I thought it was only fitting that the same kind of handheld feature should
be kept in our controller design. Every button is easily accessible and should not require too much
adaptation. We tried to keep everything about the controller as conventional as possible by retaining
similar features of controllers existing today as well as incorporating new ideas that will not turn away
players because it seems too out of this world.
18. Jose’s Design Assumptions
The Wii remote influenced my design for an ambidextrous controller. The Wii remote is easy to use
and it has multiple ways of using the controller to play. It doesn’t matter what hand your dominate
with because the Wii remote is perfectly symmetrical. By making our controller symmetrical or at least
having the ability to change positions we are enabling anyone who uses our controllers to have the
option of using it in either hand. This controller design would be more beneficial to people who don’t
have full control of both of their hands, or people who are missing limb. This controller design will
provide full functionality while being compatible with the Wii U.
19. Shovel Knight
Genre: Side Scrolling/Platforming
Shovel Knight is a retro style action adventure platformer
that is unique by challenging the player to fight enemies while
being able to leap from platform to platform. As the Shovel Knight
you are able to use various items, and special moves to fight
enemies and find secret areas. the inspiration for this games comes
from other classic games such as Mega Man, Super Metroid, and
Castlevania. With Shovel Knight’s easy controls we believe that it is
possible for our controller to be compatible with this game.
Since our controller has a D-pad module included
(directional pad), and Shovel Knight has simple controls it is very
easy to create a controller layout for this game. We can have the A
and B buttons as jump, the Y and X button as attack. From this
simple layout the player can move the character with the D-pad
and be able to fight and jump where they need to go. And if the
player simply pushes up on the D-pad while pressing Y or X they
can activate their one of there many items they have equipped. Our
Start and Select buttons will function as normal to pause and save
your game with the Start button, and to pick out what item you will
like to use using the Select button. The left bumper button next to
the joystick is used to switch between different suit visors, and the
right bumper is to cast Hypermode. Lastly the start/select/home
buttons will serve the same function as intended, notably to pause
the game and return to the home screen.
20. Mario Kart 8
Genre: Racing
Mario Kart is a go kart style racing game. It’s uniqueness that
separates it from other racing games is it’s use of Nintendo’s
iconic characters and the use of many tools and weapons in
order to stop their opponents during races. Over the years
each iteration of the game has been highly successful. Mario
Kart 8 for the Wii U is the latest iteration of the franchise and
it comes with several new features such as anti gravity racing.
However, even with it’s new features we believe the controller
that we have come up with is playable with Mario Kart.
Our controller has a joystick that is 100% playable with Mario
Kart. The joystick is placed so that it can be used to it’s fullest
potential whether the player is left handed or right handed.
The two buttons on the sides of the joystick can be used to drift
and the A button can be used to accelerate and the B button
can be used to activate items you pick up. There is no need for
camera control since most racing games take care of the
camera on it’s own by simply turning the car/go kart. UI
navigation is done through the use of the joystick and the
start/select/home buttons.
21. Metroid Prime 3: Corruption
Genre: First Person Shooter
Metroid Prime 3: Corruption is Samus Aran’s third and final
foray into the Prime universe. She finds herself pit against
Dark Samus, a supposedly dead Metroid, and must travel to
the planet Phazon to stop her evil twin’s plans. This is a pretty
standard First Person Shooter game with the player controlling
Samus Aran. The game features many platforming levels that
include jumping, shooting enemies with lasers and missiles,
grapple hook swinging, turning into a small ball with your suit
to navigate tiny corridors, and puzzles. Throughout the game
the player receives many upgrades to types of laser beams and
missiles, can upgrade the armor, health, and functionality of
their suit, and more.
The control scheme from our controller to a more standard Wii
controller is not really different at all, besides a couple key
factors. Our movement is still controlled by the thumb joystick
but our camera movement is attached to the motion sensor on
the front of our controller. The A button will still be used to
fire the main cannon, confirm menu selections and interact
with objects. The B button will make Samus jump, as well as
exit menus. Since we do not have a C or Z button, instead our
left trigger will lock on to targets, and the right trigger will fire
missiles. The Y button will activate Morph Ball mode and the X
button will handle the grapple lasso, grabbing and pulling
objects/targets.
22. Create a Simple Prototype
B Button Left Trigger
X Button
Right Bump - Button
Right Trigger
+ Button
Home Button
Y Button
A Button
Motion Sensor
Left Bump
Analog Stick
23. Conduct a play testing session
Through out the play test we were able to find that
while on the player's lap the controller functioned
easily with the exception of the size of a player's hand,
which brings up making the controller so that it is
adjustable. However, the controller became nearly
impossible to use even with a glove when trying to
move the system around. after realizing how big of an
issue this was we began to look for a solution, which
resulted in adjustable straps. This easily fixed the
problem. All in all the pay test showed us our design
flaws when it comes to one size fits all, but also
revealed that the user finds it easy and comfortable to
use no matter the age.
24. Post Mortem
What happened correctly:
- In one relatively short meeting the team was able to decide upon the platform the controller would be used on
- Everyone had the same sense of the basic design the controller would be
- Ideas were constantly arising from all team members; all ideas were received openly with no whining/complaining if a
certain person’s idea wasn’t chosen
- Team members worked seamlessly on assigned areas of interest, as well as helping anyone that required assistance
What happened incorrectly:
- There was some confusion on the specifics of the design as team members were not always at every meeting
- The team did struggle at first to come up with a design that incorporated every member’s design aspects
- Slight problems in communicating as a whole; mostly due to scheduling concerns
What we would do differently:
- Set finite times and dates for meeting that everyone can attend
- Be more clear on what exactly is required from each specific team member
25. References
● David M. Ewalt (November 13, 2006) Nintendo’s Wii is a Revolution was retrieved on June 10, 2015 from http://www.
forbes.com/2006/11/13/wii-review-ps3-tech-media-cx_de_1113wii.html
● Daveynin (December 8, 2007) Three generations of Wii Wrist Straps was retrieved on June 10, 2015 from https://www.
flickr.com/photos/daveynin/2095333483/in/photolist-4ca8Dn-d9zMY5-aGZK7Z-bhaBst-263NJ9-3VqDKo-yaNh2-3SCC8Y-
5ehJup-DTL7Z-sEe5i-5TBcBy-7utRNH-3SCyrf-4ojL5j-4Zu3S2-6A1LMx-6A5QW1-6A5QSW-p3dyBq-5AFi1x-4U8NC7-
G2f33-uZP6t-2hEaLD-3kbgfL-gV1wqf-3kbgDS-3k6NhD-3kbf43-3kbdmG-4h1Hvs-3k6Prr-3kbfrC-3kbdLh-adcjSJ-3hDSRW-
344Z4K-3zUXRJ-4gM7X5-7iz6aT-349Ca2-4Vbbic-4PLoqs-KupqR-4U4zsX-4U4z36-4U4zfx-4U8NoJ-4U4yNZ
● 7 Ways The Wii U Is Better Than The Xbox One And PS4. (n.d.). Retrieved June 14, 2015, from http://www.makeuseof.
com/tag/x-ways-wii-u-better-xbox-one-ps4/
● Super Smash Bros for Wii U: Nintendo Wants You to Forget the 3DS Version. (n.d.). Retrieved June 14, 2015, from http:
//www.usgamer.net/articles/super-smash-bros-for-wii-u-nintendo-wants-you-to-forget-the-3ds-version
● Explore more beautiful alien worlds, now with extra cheese | Metroid Prime 3: Corruption | VideoGameGeek. (n.d.).
Retrieved June 14, 2015, from https://videogamegeek.com/thread/1044283/explore-more-beautiful-alien-worlds-now-
extra-chee
● Mario Kart 8. (n.d.). Retrieved June 14, 2015, from http://www.gamespot.com/mario-kart-8/
● Shovel Knight Review Roundup. (n.d.). Retrieved June 14, 2015, from http://www.gamespot.com/articles/shovel-knight-
review-roundup/1100-6420761/
26. References Cont.
● (n.d.). Retrieved June 14, 2015, from https://lh4.googleusercontent.com/-
UrD9ZSCgAME/TXfKnD1ogaI/AAAAAAAAAhM/8rKawlREzxc/s1600/screenshot-lrg-12.png
● Gamer. (n.d.). Retrieved June 14, 2015, from http://www.imdb.com/title/tt1034032/
● Turn Your Android Phone Into a Gaming Console With PhoneJoy Play. (n.d.). Retrieved June 14, 2015, from http:
//drippler.com/drip/turn-your-android-phone-gaming-console-phonejoy-play
● The ergonomics of the controller is the main reason console is better than PC. where is your god now? (n.d.). Retrieved
June 14, 2015, from http://9gag.com/gag/aDwK4KG/the-ergonomics-of-the-controller-is-the-main-reason-console-is-
better-than-pc-where-is-your-god-now
● Is Using a Keyboard and Mouse on a Console Cheating? (n.d.). Retrieved June 14, 2015, from http://geekparty.com/is-
using-a-keyboard-and-mouse-on-a-console-cheating/