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Controller Design
Camerron ScottSaxon Niewoehner
Jerald Mariano
James Cartwright
Travis Grady
Team Assignment 2
Full Sail University
Abstract
In this assignment, our goal was to find a way to
create a controller that a one-handed person could
use to the same effectiveness. We decided to solve
this by removing the need for an analog stick by
using a touchscreen and accelerometer as inputs.
However, players can still use an analog if they
would like, as our controller, by default, comes with
multiple modular components that players can switch
out.
Introduction and Design Purpose
Plenty of people in the world do not have the use of
both hands. For them, playing modern-day video
games is difficult, or impossible, with modern
controllers. Using current technology, we wish to
develop a controller that re-imagines the way we look
at game interaction. We want to break from
conventional controller methods and create something
unique, comfortable, and easy to use while also
providing support and stability.
Inspiration - Travis
“My inspiration came from the Wii
Remote and Nunchuck’s simple and
usable design. Despite my like of the
Wii Remote, I’ve always felt that the
Nunchuck feels better from a grip
standpoint. As such, I used the
Nunchuck as the base for my
controller.” -Travis Grady
Wii Remote and Nunchuck. (n.d.). Retrieved July 18,
2015, from
http://www.gaminggenerations.com/store/images/wii_rem
ote_and_nunchuck_combo.jpg
Inspiration - Camerron
“My inspiration came from the PS4 console’s remote control and the Wii
console’s nunchuck. The nunchuck was simple in design and easy to use due to its
size, handling, and the very limited number of controls it offered. The PS4 controller
offered a variety of buttons which offered the player far more control over what they
did in whatever game they were playing and the remote was comfortable to hold
with both hands. I wanted to think of a way to combine the simplistic level of
usability of the nunchuck with the PS4 controller’s level of functionality, all without
overwhelming the player. I also wanted the remote to be accessible to those who
only have one hand. This way, people could play any game without the need of
using both of their hands.” - Camerron Niewoehner
DualShock®4 Wireless Controller | New Colors. (n.d.). Retrieved July 7, 2015, from https://www.playstation.com/en-
us/explore/accessories/dualshock-4-wireless-controller/#shopcolors
Inspiration - Jerald
“The inspiration behind my design
came from flight sticks. Its resemblance
can be seen, but the incorporation of the
standard joypad analog, D-pad, and
triggers make it a whole new beast. I
wanted to give the player a feel of retro-
style gaming, but with modern day
functionality and capability. This particular
joystick strives to insure that button
accessibility and player skill is retained
while using the one-handed joystick. The
device is meant to rest comfortably on a
stable platform but can also sit on the palm
of the left hand.” - Jerald Mariano
Thrustmaster [Image]. (n.d.). Retrieved from
http://www.tweaktown.com/reviews/6533/thrustma
ster-hotas-warthog-flight-stick-review/index.html
Inspiration - James
“My biggest inspiration came from my programmable MMO mouse (“Star
Wars,” 2015). While looking at its design I quickly realized that the majority of
buttons on this mouse were pressed by the thumb, often in rapid succession,
during gameplay (12 buttons). The index finger had the second most utilized
buttons (4 plus scrolling) while the middle finger only had one button. The ring
and pinky fingers are only used for stabilization. Console controller design
seemed to use this same philosophy. I felt my controller design had to take this
into account in order to be effective” – James Cartwright
Design Method - Accelerometer
The accelerometer component comes from Travis’
controller and is used to effectively replace one of the
analog sticks. By incorporating an accelerometer, the
device is able to detect all directions of movement
and the speed at which it moves. To function as an
analog stick that is held in one direction, the player
must quickly move the controller in the desired
direction, hold it in place for the desired amount of
time, and then return to their previous position. In first
person shooters, this feature would be highly capable
of substituting for stick used for looking. Not only
this, accelerometer can be used to increase the
player’s overall level of activity during the game
(Haag, 2015).
= 4 core buttons
= Direction D-pad
= Start &
Select/Options/Share
= Analog Stick
= Thumb Trigger 1 & 2
Design Method - Modularity
The modular component was provided by James. This modular component greatly increases
the controller’s customization ability. This allows the controller to be much more flexible to a player’s
prefered playstyle without compensating skill. The controller contains 10 USB ports for mods. One of
the ports may be used for charging the device. For ports not in use, port covers are available to keep
dust and debri from entering the device. The following mods are available:
- Thumb Trigger 1 & 2
- Port covers
- Device charger
- 4 buttons (square, triangle, etc…)
- Start and Select
- Analog
- D-pad
= Modular USB Port
= Straps
= Stability Handle
= Forearm Padding
= USB Modular Plugin
= Touchpad
The touch screen comes from Cameron’s design and is the most versatile feature of
the controller. By adjusting its function, the touch screen can be used for the player’s
movement within the game or as buttons. It is placed on the side of the controller for
the player to comfortably reach with their index finger.
Movement: The touch screen can be programmed to act as a D-pad or analog stick.
By tapping and dragging, movement can be simulated.
Buttons: The player can map 1-4 buttons onto the touchscreen and may function as
an existing PS4 button/trigger
Design Method - Touch Screen
Rotating Touch Screen for
Ambidextrous Use
Design Method - Arm Brace
This particular design came from the need of the controller requiring additional stability
and security. Due to the way the controller is held, players may or may not drop the
controller. Fortunately, the arm brace handles this issue and is adjustable with the
following various features:
â—Ź Straps securely attach and tighten with velcro for comfortability
â—Ź Rod extender can lengthen or shorten for any arm size
â—Ź Double axis ball-in-socket joints allow for free range movement, twists, and turns in
any direction
â—Ź May be unattached from the controller for transportation if needed
Schematic Diagram- Top Down & Side View
= Modular USB Port
= Straps
= Stability Handle
= Forearm Padding
= USB Modular Plugin
= 4 core buttons
= Direction D-pad
= Start &
Select/Options/Share
= Analog Stick
= Thumb Trigger 1 & 2Trigger 1
Trigger 2
Rotating
Touchscreen
-USB Charging
Port
Schematic Diagram- Back View
Rotating
Touchscreen
USB Charging
Port
Arm Brace
Connector
Modular USB
Ports
State Design Assumptions - Jerald
â—Ź Modular buttons allow for players to customize the
controller to their comfortability and gaming needs
o Buttons can be replaced with analog sticks and D-
pads via USB
o Depending on which hand is in use, port covers are
available for unused ports
o http://www.tomsguide.com/us/xbox-one-elite-
controller,news-21123.html
State Design Assumptions - Travis
â—Ź Vertical symmetry allows for
ambidextrous play.
â—Ź Biofeedback increases design options for
games and allows the console to explore
innovative ways to utilize this input
(Ambinder, 2011)
State Design Assumptions - Camerron
â—Ź Any console should be able to utilize this controller by simply remapping
the modular buttons.
â—Ź Simple rotations or removal and re-addition of certain parts allow for the
controller to become ambidextrous, allowing for either hand of the player to
use efficiently.
â—Ź A touch-screen or touch-pad allows for the use of additional buttons or
directional controls without actually adding in more buttons.
(The PlayStation 4 controller: A close look at the touchpad, light bar,
design, and everything else (part 4, exclusive). (n.d.). Retrieved July 19,
2015, from http://venturebeat.com/2013/10/24/the-playstation-4-controller-
a-close-look-at-the-touchpad-light-bar-design-and-everything-else-part-4-
exclusive/)
State Design Assumptions - James
â—Ź The majority of buttons should be accessible by the thumb because it is
used more often in current controls.
â—Ź Haptic feedback motion controls should be an acceptable substitute for
camera look functions normally assigned to a second analog stick (Fenlon,
2010).
â—Ź Ring and pinky fingers should be used only for stability. Ring finger may
be an exception for limited button use, but should be avoided.
â—Ź Motion controls should be able to be turned off and on to prevent fatigue.
Control Mapping - Street Fighter IV
Street Fighter IV is a 2D-style fighting game For SF IV to work correctly, 6 buttons will
need to be accessible while movement is executed through the player’s choice of the D-
pad, analog stick, touch screen, or motion control. To optimally meet the needs of the
game, the touch screen, 4-button, and trigger mods will be mapped. The touch screen
will be used as a D-pad while the button mods sit at the top of the device. Buttons will be
mapped as the following:
Touch Screen (D-pad)
Up: Jump
Down: Crouch
Back: Block/Step Back
Forward: Step Fwd
Primary Button Module
Square: Light Punch
Triangle: Medium Punch
X: Light Kick
Circle: Medium Kick
Secondary Button Module
L1: Heavy Punch
R1: Heavy Kick
System Button Module
Start: Pause
Select: N/A
Control Mapping - Mass Effect
For Mass Effect 3, the tilting of the controller would move the camera in that direction using
the accelerometer. Settings could be adjusted to invert that movement. The touchpad
would be used to perform character movement. Tap and drag in any direction to move the
character in that direction as related to the player. For example, tap and drag away from
you and the player will move forward. Tap and drag up, and the player moves left.
Diagonal movement is also possible. Pull Trigger 1 to shoot, press the Trigger 2 to
perform a Tight Aim. Press both simultaneously to shoot while aiming. With the modular
system being used for button placement, the rest of the controls are mapped to the
following buttons:
D-Pad Module
D-Pad Up – Squad Attack
D-Pad Down – Rally
D-Pad Left – Squadmate 1 Move/Attack
D-Pad Right – Squadmate 2 Move/Attack
Primary Button Module
X – Interact, Take Cover (Tap Once), Quick Vault (Tap Twice), Storm
(Hold)
O – Melee (Tap), Heavy Melee (Hold)
Square – Reload (Tap), Switch to previous weapon (Hold)
Triangle – Mapped Power (Tap)
Secondary Button Module
RB1 – Mapped Power (Tap), Power Wheel Menu (Hold)
LB1 – Mapped Power (Tap), Weapon Wheel Menu (Hold)
System Button Module
Start – Quick Save
Select – Mission Computer (Menu)
Control Mapping - Naruto Shippuden:
Ultimate Ninja Storm 3
Naruto Shippuden: Ultimate Ninja Storm 3 uses
a wide range of buttons during gameplay.
Players would use the touchpad to control their
moment around the 3-D space. The triggers
would act as they would normally. The players
would use the controller’s modular button and d-
pad components for the A, B, X, Y and D-Pad.
Primary Button Module
Circle: Melee Attack
Triangle: Charge Chakra
X: Jump
Square: Ranged Attack
System Button Module
Start: Open Pause Menu D-Pad Module
D-Pad Up: Ninja Tool 1
D-Pad Down: Ninja Tool 2
D-Pad Left: Ninja Tool 3
D-Pad Right: Ninja Tool 4
Secondary Button Module
RB1: Block
RB2: Substitution Jutsu
Prototype
Playtest Session 1
1. Ivory Boyd ITT Instructor- Moderate Gamer
a. I presented the clay remote prototype with a makeshift bracer made out of wire and a
powerhub. Hooking the clay prototype up with the power script hub was a little awkward
but we managed. I played a game and had him pretend as if he were controlling the
actions occurring on the game using his one handed remote. The game I played and had
him pretend to play was Rocket League, a battle-car soccer-like game for the PS4. I had
Ivory explain where he preferred to have certain controls on the prototype. He claimed that
he would have the controller's accelerometer control the vehicle's turning while the
touchpad would control the camera. Due to the unreliable brace we had constructed,
Ivory's grasp of the remote was more strict and did not allow for him to utilize the remote
from any significant angle, which would have given him more control. The one thing he
said that he was worried about was the player's arm fatigue. Players may have a difficult
time holding the heavy remote up for lengthy periods of time. I believe building the remote
of a lighter material than clay would help minimize this issue.
Playtest Session 2
1. Jason Wannamaker ITT Student- Hardcore Gamer
a. As the makeshift handle proved awkward to equip, it was decided that the remote would
be tested with the testers using their free hand to hold the base of the remote to simulate
the stability and freedom of the remote which would not require the player to actually hold it
with the hand that used it. During the test with Jason, he had the touch-screen pad work as
the directional D-pad and he had the analog stick and four core buttons on the side of the
remote that was facing him. The game that we tested him with was the game BlazBlue, a
Japanese side scrolling fighting game for the PS4, similar to Street Fighter. He claimed
that having the D-pad within reach of his index finger, while the thumb of the same hand
had access to the four core buttons, made committing combos faster than if he were
holding a regular PS4 remote. It should be noted that he held the remote differently than
Ivory to an extreme degree due to his other hand adding more reliable support to the
remote.
Playtest Session 3
1. Dwayne Debarr- Novice Gamer
a. For this test, we used the game Halo 4. He used the analog stick to
move and the touch-screen pad to move the camera. All of his main
buttons such as the thumb triggers and four core buttons were on the
side of the remote facing him. He said the remote was neat and that it
was an experience similar to but not superior to his experience with
the Xbox 360 remote. He noted that he was worried that players may
end up breaking the brace meant to hold the remote in place. If
players get angry or excited, they may end up trying to place their arm
or smash their arm on a couch arm or something, which may break
the arm brace. A stronger material such as pure metal may be needed
to enhance the arm brace.
Post Mortem: What Happened
Correctly
â—Ź We collaborated on multiple designs from the week one discussion post and agreed upon the
best parts of those designs. By working together on the design idea as a team we did not waste
time building multiple prototypes individually. Designing together meant that we could
immediately start the creation process.
â—Ź Camerron had a willing and easily accessible group of playtesters lined up almost immediately.
We did not have to spend time searching for players.
â—Ź During playtesting, the subjects were more than willing to try out the prototype, as it offered them
a chance to see where controllers of the future were headed. The test subjects reacted positively
to the prototype, often commenting how much they liked certain features. The test subjects were
clear in communicating their likes and their concerns, making it easier to understand where
certain parts of our remote could see some improvement.
Post Mortem: What Happened Incorrectly
Our brainstorming portion of the assignment took too long and as such, we could have
been working on the controller’s design much earlier if we had not spent a large amount
of time on the brainstorming step in the design process. In particular, we spent a large
amount of time working on comparing our designs and determining features.
During the design process and prototype building process, not enough time was allotted
for the chance that something could go wrong and hold us back. The prototype, while
baking in an oven, malformed, making part of it unusable, specifically the tail end of the
remote. There was not enough time to properly fix this and to actually make an arm brace
to combine with the controller. During testing, testers were inevitably told to ignore it.
Another thing that happened incorrectly was that, during testing, there were background
distractions in the immediate area, causing one or two of the testers to feel somewhat
rushed during the testing process.
Post Mortem: What To Do Differently
● While brainstorming can be very important to a team’s design quality, there
comes a point when the team spent too much time on the theory behind
the design. To fix this, we will be more decisive. As such, we will add
checkpoints where we take a step back and determine whether the current
conversation is productive, effective, necessary, and isn’t using up
unnecessary time.
â—Ź More time needs to be allotted for possible errors and contingency plans.
â—Ź Testing needs to occur in an environment with fewer distractions.
References
Fenlon, Wesley. (2010, September 29). How Playstation Move works. Retrieved on July 18, 2015, from
https://scholar.google.com/scholar?hl=en&q=game+controller+design&btnG=&as_sdt=1%2C14&as_sdtp=
GDC Vault - Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience. (n.d.). Retrieved July
18, 2015, from http://www.gdcvault.com/play/1014734/Biofeedback-in-Gameplay-How-Valve
Haag, Tyra. (2015, June 10). Study compares active video gaming to unstructured outdoor play. Retrieved on July 18, 2015, from
http://tntoday.utk.edu/2015/06/10/study-compares-active-video-gaming-unstructured-outdoor-play/
Star Wars: the old republic gaming mouse. (2015). Retrieved on July 14, 2015, from http://www.razerzone.com/ca-en/licensed-
and-team-peripherals/star-wars-the-old-republic-gaming-mouse
Wii Remote Accelerometer. (n.d.). Retrieved July 18, 2015, from http://wiiphysics.site88.net/images/pry-wiimote.gif
Wii Remote and Nunchuck. (n.d.). Retrieved July 18, 2015, from
http://www.gaminggenerations.com/store/images/wii_remote_and_nunchuck_combo.jpg
DualShock®4 Wireless Controller | New Colors. (n.d.). Retrieved July 7, 2015, from https://www.playstation.com/en-
us/explore/accessories/dualshock-4-wireless-controller/#shopcolors

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Usability - One-handed Controller Design

  • 1. Controller Design Camerron ScottSaxon Niewoehner Jerald Mariano James Cartwright Travis Grady Team Assignment 2 Full Sail University
  • 2. Abstract In this assignment, our goal was to find a way to create a controller that a one-handed person could use to the same effectiveness. We decided to solve this by removing the need for an analog stick by using a touchscreen and accelerometer as inputs. However, players can still use an analog if they would like, as our controller, by default, comes with multiple modular components that players can switch out.
  • 3. Introduction and Design Purpose Plenty of people in the world do not have the use of both hands. For them, playing modern-day video games is difficult, or impossible, with modern controllers. Using current technology, we wish to develop a controller that re-imagines the way we look at game interaction. We want to break from conventional controller methods and create something unique, comfortable, and easy to use while also providing support and stability.
  • 4. Inspiration - Travis “My inspiration came from the Wii Remote and Nunchuck’s simple and usable design. Despite my like of the Wii Remote, I’ve always felt that the Nunchuck feels better from a grip standpoint. As such, I used the Nunchuck as the base for my controller.” -Travis Grady Wii Remote and Nunchuck. (n.d.). Retrieved July 18, 2015, from http://www.gaminggenerations.com/store/images/wii_rem ote_and_nunchuck_combo.jpg
  • 5. Inspiration - Camerron “My inspiration came from the PS4 console’s remote control and the Wii console’s nunchuck. The nunchuck was simple in design and easy to use due to its size, handling, and the very limited number of controls it offered. The PS4 controller offered a variety of buttons which offered the player far more control over what they did in whatever game they were playing and the remote was comfortable to hold with both hands. I wanted to think of a way to combine the simplistic level of usability of the nunchuck with the PS4 controller’s level of functionality, all without overwhelming the player. I also wanted the remote to be accessible to those who only have one hand. This way, people could play any game without the need of using both of their hands.” - Camerron Niewoehner DualShock®4 Wireless Controller | New Colors. (n.d.). Retrieved July 7, 2015, from https://www.playstation.com/en- us/explore/accessories/dualshock-4-wireless-controller/#shopcolors
  • 6. Inspiration - Jerald “The inspiration behind my design came from flight sticks. Its resemblance can be seen, but the incorporation of the standard joypad analog, D-pad, and triggers make it a whole new beast. I wanted to give the player a feel of retro- style gaming, but with modern day functionality and capability. This particular joystick strives to insure that button accessibility and player skill is retained while using the one-handed joystick. The device is meant to rest comfortably on a stable platform but can also sit on the palm of the left hand.” - Jerald Mariano Thrustmaster [Image]. (n.d.). Retrieved from http://www.tweaktown.com/reviews/6533/thrustma ster-hotas-warthog-flight-stick-review/index.html
  • 7. Inspiration - James “My biggest inspiration came from my programmable MMO mouse (“Star Wars,” 2015). While looking at its design I quickly realized that the majority of buttons on this mouse were pressed by the thumb, often in rapid succession, during gameplay (12 buttons). The index finger had the second most utilized buttons (4 plus scrolling) while the middle finger only had one button. The ring and pinky fingers are only used for stabilization. Console controller design seemed to use this same philosophy. I felt my controller design had to take this into account in order to be effective” – James Cartwright
  • 8. Design Method - Accelerometer The accelerometer component comes from Travis’ controller and is used to effectively replace one of the analog sticks. By incorporating an accelerometer, the device is able to detect all directions of movement and the speed at which it moves. To function as an analog stick that is held in one direction, the player must quickly move the controller in the desired direction, hold it in place for the desired amount of time, and then return to their previous position. In first person shooters, this feature would be highly capable of substituting for stick used for looking. Not only this, accelerometer can be used to increase the player’s overall level of activity during the game (Haag, 2015).
  • 9. = 4 core buttons = Direction D-pad = Start & Select/Options/Share = Analog Stick = Thumb Trigger 1 & 2 Design Method - Modularity The modular component was provided by James. This modular component greatly increases the controller’s customization ability. This allows the controller to be much more flexible to a player’s prefered playstyle without compensating skill. The controller contains 10 USB ports for mods. One of the ports may be used for charging the device. For ports not in use, port covers are available to keep dust and debri from entering the device. The following mods are available: - Thumb Trigger 1 & 2 - Port covers - Device charger - 4 buttons (square, triangle, etc…) - Start and Select - Analog - D-pad = Modular USB Port = Straps = Stability Handle = Forearm Padding = USB Modular Plugin = Touchpad
  • 10. The touch screen comes from Cameron’s design and is the most versatile feature of the controller. By adjusting its function, the touch screen can be used for the player’s movement within the game or as buttons. It is placed on the side of the controller for the player to comfortably reach with their index finger. Movement: The touch screen can be programmed to act as a D-pad or analog stick. By tapping and dragging, movement can be simulated. Buttons: The player can map 1-4 buttons onto the touchscreen and may function as an existing PS4 button/trigger Design Method - Touch Screen Rotating Touch Screen for Ambidextrous Use
  • 11. Design Method - Arm Brace This particular design came from the need of the controller requiring additional stability and security. Due to the way the controller is held, players may or may not drop the controller. Fortunately, the arm brace handles this issue and is adjustable with the following various features: â—Ź Straps securely attach and tighten with velcro for comfortability â—Ź Rod extender can lengthen or shorten for any arm size â—Ź Double axis ball-in-socket joints allow for free range movement, twists, and turns in any direction â—Ź May be unattached from the controller for transportation if needed
  • 12. Schematic Diagram- Top Down & Side View = Modular USB Port = Straps = Stability Handle = Forearm Padding = USB Modular Plugin = 4 core buttons = Direction D-pad = Start & Select/Options/Share = Analog Stick = Thumb Trigger 1 & 2Trigger 1 Trigger 2 Rotating Touchscreen -USB Charging Port
  • 13. Schematic Diagram- Back View Rotating Touchscreen USB Charging Port Arm Brace Connector Modular USB Ports
  • 14. State Design Assumptions - Jerald â—Ź Modular buttons allow for players to customize the controller to their comfortability and gaming needs o Buttons can be replaced with analog sticks and D- pads via USB o Depending on which hand is in use, port covers are available for unused ports o http://www.tomsguide.com/us/xbox-one-elite- controller,news-21123.html
  • 15. State Design Assumptions - Travis â—Ź Vertical symmetry allows for ambidextrous play. â—Ź Biofeedback increases design options for games and allows the console to explore innovative ways to utilize this input (Ambinder, 2011)
  • 16. State Design Assumptions - Camerron â—Ź Any console should be able to utilize this controller by simply remapping the modular buttons. â—Ź Simple rotations or removal and re-addition of certain parts allow for the controller to become ambidextrous, allowing for either hand of the player to use efficiently. â—Ź A touch-screen or touch-pad allows for the use of additional buttons or directional controls without actually adding in more buttons. (The PlayStation 4 controller: A close look at the touchpad, light bar, design, and everything else (part 4, exclusive). (n.d.). Retrieved July 19, 2015, from http://venturebeat.com/2013/10/24/the-playstation-4-controller- a-close-look-at-the-touchpad-light-bar-design-and-everything-else-part-4- exclusive/)
  • 17. State Design Assumptions - James â—Ź The majority of buttons should be accessible by the thumb because it is used more often in current controls. â—Ź Haptic feedback motion controls should be an acceptable substitute for camera look functions normally assigned to a second analog stick (Fenlon, 2010). â—Ź Ring and pinky fingers should be used only for stability. Ring finger may be an exception for limited button use, but should be avoided. â—Ź Motion controls should be able to be turned off and on to prevent fatigue.
  • 18. Control Mapping - Street Fighter IV Street Fighter IV is a 2D-style fighting game For SF IV to work correctly, 6 buttons will need to be accessible while movement is executed through the player’s choice of the D- pad, analog stick, touch screen, or motion control. To optimally meet the needs of the game, the touch screen, 4-button, and trigger mods will be mapped. The touch screen will be used as a D-pad while the button mods sit at the top of the device. Buttons will be mapped as the following: Touch Screen (D-pad) Up: Jump Down: Crouch Back: Block/Step Back Forward: Step Fwd Primary Button Module Square: Light Punch Triangle: Medium Punch X: Light Kick Circle: Medium Kick Secondary Button Module L1: Heavy Punch R1: Heavy Kick System Button Module Start: Pause Select: N/A
  • 19. Control Mapping - Mass Effect For Mass Effect 3, the tilting of the controller would move the camera in that direction using the accelerometer. Settings could be adjusted to invert that movement. The touchpad would be used to perform character movement. Tap and drag in any direction to move the character in that direction as related to the player. For example, tap and drag away from you and the player will move forward. Tap and drag up, and the player moves left. Diagonal movement is also possible. Pull Trigger 1 to shoot, press the Trigger 2 to perform a Tight Aim. Press both simultaneously to shoot while aiming. With the modular system being used for button placement, the rest of the controls are mapped to the following buttons: D-Pad Module D-Pad Up – Squad Attack D-Pad Down – Rally D-Pad Left – Squadmate 1 Move/Attack D-Pad Right – Squadmate 2 Move/Attack Primary Button Module X – Interact, Take Cover (Tap Once), Quick Vault (Tap Twice), Storm (Hold) O – Melee (Tap), Heavy Melee (Hold) Square – Reload (Tap), Switch to previous weapon (Hold) Triangle – Mapped Power (Tap) Secondary Button Module RB1 – Mapped Power (Tap), Power Wheel Menu (Hold) LB1 – Mapped Power (Tap), Weapon Wheel Menu (Hold) System Button Module Start – Quick Save Select – Mission Computer (Menu)
  • 20. Control Mapping - Naruto Shippuden: Ultimate Ninja Storm 3 Naruto Shippuden: Ultimate Ninja Storm 3 uses a wide range of buttons during gameplay. Players would use the touchpad to control their moment around the 3-D space. The triggers would act as they would normally. The players would use the controller’s modular button and d- pad components for the A, B, X, Y and D-Pad. Primary Button Module Circle: Melee Attack Triangle: Charge Chakra X: Jump Square: Ranged Attack System Button Module Start: Open Pause Menu D-Pad Module D-Pad Up: Ninja Tool 1 D-Pad Down: Ninja Tool 2 D-Pad Left: Ninja Tool 3 D-Pad Right: Ninja Tool 4 Secondary Button Module RB1: Block RB2: Substitution Jutsu
  • 22. Playtest Session 1 1. Ivory Boyd ITT Instructor- Moderate Gamer a. I presented the clay remote prototype with a makeshift bracer made out of wire and a powerhub. Hooking the clay prototype up with the power script hub was a little awkward but we managed. I played a game and had him pretend as if he were controlling the actions occurring on the game using his one handed remote. The game I played and had him pretend to play was Rocket League, a battle-car soccer-like game for the PS4. I had Ivory explain where he preferred to have certain controls on the prototype. He claimed that he would have the controller's accelerometer control the vehicle's turning while the touchpad would control the camera. Due to the unreliable brace we had constructed, Ivory's grasp of the remote was more strict and did not allow for him to utilize the remote from any significant angle, which would have given him more control. The one thing he said that he was worried about was the player's arm fatigue. Players may have a difficult time holding the heavy remote up for lengthy periods of time. I believe building the remote of a lighter material than clay would help minimize this issue.
  • 23. Playtest Session 2 1. Jason Wannamaker ITT Student- Hardcore Gamer a. As the makeshift handle proved awkward to equip, it was decided that the remote would be tested with the testers using their free hand to hold the base of the remote to simulate the stability and freedom of the remote which would not require the player to actually hold it with the hand that used it. During the test with Jason, he had the touch-screen pad work as the directional D-pad and he had the analog stick and four core buttons on the side of the remote that was facing him. The game that we tested him with was the game BlazBlue, a Japanese side scrolling fighting game for the PS4, similar to Street Fighter. He claimed that having the D-pad within reach of his index finger, while the thumb of the same hand had access to the four core buttons, made committing combos faster than if he were holding a regular PS4 remote. It should be noted that he held the remote differently than Ivory to an extreme degree due to his other hand adding more reliable support to the remote.
  • 24. Playtest Session 3 1. Dwayne Debarr- Novice Gamer a. For this test, we used the game Halo 4. He used the analog stick to move and the touch-screen pad to move the camera. All of his main buttons such as the thumb triggers and four core buttons were on the side of the remote facing him. He said the remote was neat and that it was an experience similar to but not superior to his experience with the Xbox 360 remote. He noted that he was worried that players may end up breaking the brace meant to hold the remote in place. If players get angry or excited, they may end up trying to place their arm or smash their arm on a couch arm or something, which may break the arm brace. A stronger material such as pure metal may be needed to enhance the arm brace.
  • 25. Post Mortem: What Happened Correctly â—Ź We collaborated on multiple designs from the week one discussion post and agreed upon the best parts of those designs. By working together on the design idea as a team we did not waste time building multiple prototypes individually. Designing together meant that we could immediately start the creation process. â—Ź Camerron had a willing and easily accessible group of playtesters lined up almost immediately. We did not have to spend time searching for players. â—Ź During playtesting, the subjects were more than willing to try out the prototype, as it offered them a chance to see where controllers of the future were headed. The test subjects reacted positively to the prototype, often commenting how much they liked certain features. The test subjects were clear in communicating their likes and their concerns, making it easier to understand where certain parts of our remote could see some improvement.
  • 26. Post Mortem: What Happened Incorrectly Our brainstorming portion of the assignment took too long and as such, we could have been working on the controller’s design much earlier if we had not spent a large amount of time on the brainstorming step in the design process. In particular, we spent a large amount of time working on comparing our designs and determining features. During the design process and prototype building process, not enough time was allotted for the chance that something could go wrong and hold us back. The prototype, while baking in an oven, malformed, making part of it unusable, specifically the tail end of the remote. There was not enough time to properly fix this and to actually make an arm brace to combine with the controller. During testing, testers were inevitably told to ignore it. Another thing that happened incorrectly was that, during testing, there were background distractions in the immediate area, causing one or two of the testers to feel somewhat rushed during the testing process.
  • 27. Post Mortem: What To Do Differently â—Ź While brainstorming can be very important to a team’s design quality, there comes a point when the team spent too much time on the theory behind the design. To fix this, we will be more decisive. As such, we will add checkpoints where we take a step back and determine whether the current conversation is productive, effective, necessary, and isn’t using up unnecessary time. â—Ź More time needs to be allotted for possible errors and contingency plans. â—Ź Testing needs to occur in an environment with fewer distractions.
  • 28. References Fenlon, Wesley. (2010, September 29). How Playstation Move works. Retrieved on July 18, 2015, from https://scholar.google.com/scholar?hl=en&q=game+controller+design&btnG=&as_sdt=1%2C14&as_sdtp= GDC Vault - Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience. (n.d.). Retrieved July 18, 2015, from http://www.gdcvault.com/play/1014734/Biofeedback-in-Gameplay-How-Valve Haag, Tyra. (2015, June 10). Study compares active video gaming to unstructured outdoor play. Retrieved on July 18, 2015, from http://tntoday.utk.edu/2015/06/10/study-compares-active-video-gaming-unstructured-outdoor-play/ Star Wars: the old republic gaming mouse. (2015). Retrieved on July 14, 2015, from http://www.razerzone.com/ca-en/licensed- and-team-peripherals/star-wars-the-old-republic-gaming-mouse Wii Remote Accelerometer. (n.d.). Retrieved July 18, 2015, from http://wiiphysics.site88.net/images/pry-wiimote.gif Wii Remote and Nunchuck. (n.d.). Retrieved July 18, 2015, from http://www.gaminggenerations.com/store/images/wii_remote_and_nunchuck_combo.jpg DualShock®4 Wireless Controller | New Colors. (n.d.). Retrieved July 7, 2015, from https://www.playstation.com/en- us/explore/accessories/dualshock-4-wireless-controller/#shopcolors