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Team MMEGAโ€™s All-Hander
The only time one hand is better than two.
Abstract
The following presentation details our creative process, the goal of which being
to create a dynamic, one-handed, capable next-gen controller. we started with
a base model of one of our memberโ€™s discussion post and, as a team,
improved upon it to create the model available in this presentation. with the All-
Hander, a player can expect to have all the full functionality of a next-gen
controller available for the Steam Machine console while sporting a sleek,
dynamic design, catering to both dexterities.
Creative and Design Credits: Eric Andrews, Michael Krakowiak, Gilbert
Lawrence, Alex Murchison, Matthew Nevin
Dates of execution: 5/13/15 to 5/17/15
Date of prototype testing: 5/16/15
Introduction and Design Purpose
All players are different; some choose to play in different styles, and some
players are, unfortunately, limited in playstyle choice. Our team has created a
one-handed controller concept for players who wish for an alternative to a
standard controller. The controller is called the All-Hander.
Inspiration - Alex
While coming up with ideas for the controller derived from michaelโ€™s base design,
keeping in mind right and left handed users was helpful. to make this happen I
thought of Mirroring the buttons on Both sides of the controller. This inspiration
came from the Razer Ouroboros Mouse, this mouse is designed for use with both
right and left handed users. Picture taken from (http://www.gizmag.com/razer-
ouroboros-adjustable-mouse/23466/)
Inspiration - Michael
The design feature that I contributed is the original base design for the โ€œAll-Handerโ€ from my discussion post. The concept for having
a spherically shaped controller was actually derived from watching how โ€œfightersโ€ in Gundam Build Fighters would operate their
โ€œgunplaโ€ using a particle simulator. They would place their hands on two digital holographic spheres that would be responsible for all
aspects of the machineโ€™s functionality, including movement, weapon implementation, weapon selection, sight, and mechanical
transformation. As for the button layout, the original concept was forged from ensuring that the controller would be able to meet the
highest demanding game that I knew of at the time, Armored Core 4Answer. Demanding refers to the fast-paced nature of the game
combined with the necessity to use all the buttons on a playstation 3 controller in order to effectively play the game and be relevant in
a combat setting, either against the CPU or against other human players. These two inspirations combined to form the All-Hander, a
spherical controller that could meet the performance demands of even the most technically complex games, all while being able to
play with one hand.
Reference: Gundam Build Fighters. TXN TV Tokyo. October 7, 2013 โ€“March 31, 2014. Television.
Inspiration - Gilbert
I came up with the exclusive LED lighting for the controller. Thinking of buttons we all look at consoles controllers. While
some games you play you may want to have the lights off. Well if the buttons have no lighting how can you see them?
This way you can have your lights off and enjoy the game you may be playing.
Inspiration - Matt
I came up with the idea of the hand strap on the All-Hander. I wanted to make sure player
didnโ€™t lose grip around the sphere while using it. The inspiration derived from the velcro
ball toss game. (https://www.hartsport.com.au/products/16-150) Although the strap will
not be velcro (for one-handed reasons) the idea derived from this game.
Inspiration - Eric
The original concept for the All-hander came from Michaelโ€™s discussion post from week one. We are
all working to polish the design, each giving unique suggestions to improve the functionality and feel of
the controller. My main contribution was analog pad on the side of the sphere, for easy thumb access,
to add more usability. The idea is similar to the D-pad or diamond button configuration on a standard
Xbox or Playstation controller layout shown in the images below.
Design Method
The reason we designed a One handed controller was to give an option to those who do not have the capability to use both hands
to play a game or for those that would like to use just one hand. Keeping that in mind there were a lot of steps that went into
coming up with the design of the All Hander Controller. First we needed to come up with a design that would fit comfortably into
the player's hand without much stress to them. After deliberating over different design types, we came to an agreement that a ball
design was the best overall for everything a player is looking for. The steps for designing the controller can be seen below.
Step 1: Movability - One of the toughest challenges we had when designing the controller was how exactly the player would make
it move. Basic movements (Forward, Back, Side-to-Side, and Diagonal) where easy to incorporate into the design. It just takes the
basic functionality of a joystick. To get your player to move in those directions you would simply push the ball in the direction you
wanted to move. The challenging part came from deciding how a player would look Up, Down, and Side-to-Side. The good thing
about the controller having a ball design is the fact that all balls do the same thing; they can spin. With the All Hander, if the player
wants to look up or down they would simply tilt the ball forward or backward. If they wanted to look left or right, they would simply
rotate the ball in that direction.
Step 2: Buttons - Coming up with the right amount of buttons was crucial to the overall design of the controller. While looking at
other controllers we felt that the right amount of buttons for a player to use with one hand was fifteen.
- Start: This button would have the general function of pausing the game or pulling up the menu screen.
- Select: This button is used less than all the others. This button would be used for when you need to skip a cutscene.
- System: This button is used to access the menu of the console.
- Main Buttons: These buttons will control your primary functions e.g. Accept, Decline, Fire etc.
- Secondary Buttons: These buttons will control your secondary functions e.g. Crouch, Run, Throw etc.
Design Method cont.
Step 3: Strap - After deliberating over how the player would keep his hand stationary on the ball, we decided that a
strap across the top would help keep the player's hand in place.
Step 4: L/R Handers - One problem we solved was how to allow both right and left handed player or even disabled
players to use the controller comfortably was to have the same buttons on both sides of the controller. In the system
settings (using the system button) the player chooses what hand they are using to operate the controller.
Step 5: Mini Analog Stick - After many discussions we came to the conclusion that a Analog Stick was needed for
some games to function properly. After looking over the design and layout of the buttons we felt the easiest place to put
the Analog Stick was near the thumb on the side of the controller. This analog stick would also work as a navigator for
the main menu and game menu.
Step 6: Illumination - The last thing we thought about was, what if someone wanted to play a game in the dark. How
would they be able to see the buttons. This was easily solved by adding LED lights under each of the buttons so as to
illuminate them.
Schematic Diagrams
Design Assumptions - Alex
Left and Right-handed functionality is needed for more than just one reason.
The first is so you don't alienate people who are either right or left handed by
giving them the option to use the same controller. Imagine having to buy two of
these controllers, one for you (Left Hander) and one for your significant other
(Right Hander). That would be too inconvenient. The other reason is for people
who are handicapped, some people don't have the ability to use a standard
controller. This functionality is perfect for everyone looking to use the controller
that works best for them.
Design Assumptions - Michael
Some might argue that a spherical shape for an all-encompassing, high demand
controller might be too simplistic and, due to the need for rotation, too cumbersome to
work. The fact is, a spherical design allows the player to experience movement on an
intuitive level like never before. Due to the spherical design, the player can move in
space and move perspective all at the same time with the same physical device--the
sphere itself. Likewise, due to the sensitivity available in programming for the rotation of
the spherical controller, the sphere can be both swivelled and moved in space along an
X and Y axis without having to swivel more than a few degrees in any direction, thus
minimizing strain on the hand, wrist, and arm, while also ensuring that the buttons will
never have to collide with any other portion of the physical design.
Design Assumptions - Gilbert
You may ask yourself, โ€œwhy is LED lighting special for this controller or any
controller?โ€ Well, it allows the player to signify where the button is. This is
something that we donโ€™t realize how much we love because of its familiarity.
Since our controller pushes the boundaries of any controller created before,
why would we stop at LEDโ€™S. We didnโ€™t. We pushed the LED to increase the
gameplay. Something that you havenโ€™t experienced before.
Design Assumptions - Matt
I believe the hand strap is relevant to the controller because it allows the player
to maintain control of the All-Hander while playing. With the many different
motions the ball can perform, it is important to be able to hold on while turning
the ball in any direction.
Design Assumptions - Eric
A lot of games today utilize most if not all of a standard controllerโ€™s functionality
and the base design of the All-hander was a little lacking in that department.
The directional analog stick placed at the thumb area on the sphere adds a little
more functionality in terms of in-game controls. It is more than just a directional
pad in terms of button mapping and functionality. It provides eight more actions
so that the All-handers versatility can match the standard 2 handed controller.
Each direction serves as a โ€˜buttonโ€™ to utilize during play. It is easier to move the
thumb along a slider instead of using individual buttons.
Description of three games
Skyrim - The Elder Scrolls V: Skyrim is a Single Player Action Role Playing
Game set in the world of Tamriel. The player may roam freely over the land of
Skyrim and explore many of its environments.
Since Skyrim is a role playing game the controls are pretty basic. The player at
any given time will only use two to three controls (Attack, Block, Quick Spell)
the player can quickly switch weapons at the touch of a button. The All Hander
is the perfect controller for Skyrim because of the simplicity of the controls at
hand. The sphere has full range of motion allowing you to control the 360
degree range of vision and the joystick base provides a full range of movement;
back, forward, strafing, and diagonal movement.
Description of three games (cont.)
Shovel Knight - Shovel Knight is a sweeping classic action adventure game with a 2D 8-
bit retro aesthetic. The board is laid out into a variety of levels with platforming challenges
with a unique combat system.
The platforming and 2D movement is easily handled by the joystick functioning base and
the button layout handles the attack, jump, and item usage functions.
CS Go - Counter Strike is a multiplayer-focused, competitive first person shooter with a
variety of game types and levels to choose from. It has all of the general functions of an
FPS when it comes to movement and combat.
The sphereโ€™s full range of motion handles the aiming mechanics with the joystick base
handling all of the movement. Each of the gameโ€™s functions from firing your weapon to
throwing a grenade has a corresponding button on the All-hander that can be configured
to the playerโ€™s playstyle. The All-Hander allows for a perfect 360 No-Scope.
Create a Simple Prototype
Playtest
After completion of the prototype, we playtested for functionality. We decided to
move/change some buttons after playtesting the controller.
-The controller needs to be raised up a little bit to allow for the controller to be
pushed forward, back and side-to-side.
-Moved the start/select/system buttons to the backside of the thumb instead of
below the thumb to allow for comfortable play for the player.
-Switched the thumb buttons to a flat analog stick to allow easier
maneuverability and comfort for the thumb. This analog stick will be used for
the same reason the buttons were, but will add an easier โ€˜pressโ€™ feature by
sliding.
-We removed the โ€˜Left/Rightโ€™ switch on the controller to switch between left and
right handed functionality. We moved this option to the system settings using
the System Button.
Post Mortem
What went right?
The controller we created serves the purpose of its intentions; this controller works for players who
want to, or can only, play with one hand. The controller is comfortable and has multiple settings in the
system for players to make their unique experience to them.
What went wrong?
Nothing went wrong during the design of the controller; every time someone had an idea to add to the
controller the team would listen and deliberate whether it was needed or not.
During the construction of the prototype, there was a challenge of making the sphere turn and spin the
way we wanted it to. The ideas used sounded good on paper, but recreating them physically posed a
challenge.
During the playtest, however, we moved a few buttons around to allow more comfortability for the
user.
What would you do differently?
When constructing the prototype, we should have drawn out a diagram before constructing the
prototype from scratch. Using a guide would have saved time and made it easier to put together.
References
HART Velcro Paddle Ball Set. (n.d.). Retrieved May 13, 2015, from https://www.hartsport.com.au/products/16-150
Wood, Chris. July 2012. Razer Ouroboros adjustable mouse for right and left handed gamers.
http://www.gizmag.com/razer-ouroboros-adjustable-mouse/23466/
Gundam Build Fighters. TXN TV Tokyo. October 7, 2013 โ€“March 31, 2014. Television.
PS3 Controller Creator. (n.d.). Retrieved May 17, 2015, from https://www.evilcontrollers.com/ps3-controller-
creator.html
Xbox 360 Controller Creator. (n.d.). Retrieved May 17, 2015, from https://www.evilcontrollers.com/xbox-360-controller-
creator.html

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All Hander Design Presentation

  • 1. Team MMEGAโ€™s All-Hander The only time one hand is better than two.
  • 2. Abstract The following presentation details our creative process, the goal of which being to create a dynamic, one-handed, capable next-gen controller. we started with a base model of one of our memberโ€™s discussion post and, as a team, improved upon it to create the model available in this presentation. with the All- Hander, a player can expect to have all the full functionality of a next-gen controller available for the Steam Machine console while sporting a sleek, dynamic design, catering to both dexterities. Creative and Design Credits: Eric Andrews, Michael Krakowiak, Gilbert Lawrence, Alex Murchison, Matthew Nevin Dates of execution: 5/13/15 to 5/17/15 Date of prototype testing: 5/16/15
  • 3. Introduction and Design Purpose All players are different; some choose to play in different styles, and some players are, unfortunately, limited in playstyle choice. Our team has created a one-handed controller concept for players who wish for an alternative to a standard controller. The controller is called the All-Hander.
  • 4. Inspiration - Alex While coming up with ideas for the controller derived from michaelโ€™s base design, keeping in mind right and left handed users was helpful. to make this happen I thought of Mirroring the buttons on Both sides of the controller. This inspiration came from the Razer Ouroboros Mouse, this mouse is designed for use with both right and left handed users. Picture taken from (http://www.gizmag.com/razer- ouroboros-adjustable-mouse/23466/)
  • 5. Inspiration - Michael The design feature that I contributed is the original base design for the โ€œAll-Handerโ€ from my discussion post. The concept for having a spherically shaped controller was actually derived from watching how โ€œfightersโ€ in Gundam Build Fighters would operate their โ€œgunplaโ€ using a particle simulator. They would place their hands on two digital holographic spheres that would be responsible for all aspects of the machineโ€™s functionality, including movement, weapon implementation, weapon selection, sight, and mechanical transformation. As for the button layout, the original concept was forged from ensuring that the controller would be able to meet the highest demanding game that I knew of at the time, Armored Core 4Answer. Demanding refers to the fast-paced nature of the game combined with the necessity to use all the buttons on a playstation 3 controller in order to effectively play the game and be relevant in a combat setting, either against the CPU or against other human players. These two inspirations combined to form the All-Hander, a spherical controller that could meet the performance demands of even the most technically complex games, all while being able to play with one hand. Reference: Gundam Build Fighters. TXN TV Tokyo. October 7, 2013 โ€“March 31, 2014. Television.
  • 6. Inspiration - Gilbert I came up with the exclusive LED lighting for the controller. Thinking of buttons we all look at consoles controllers. While some games you play you may want to have the lights off. Well if the buttons have no lighting how can you see them? This way you can have your lights off and enjoy the game you may be playing.
  • 7. Inspiration - Matt I came up with the idea of the hand strap on the All-Hander. I wanted to make sure player didnโ€™t lose grip around the sphere while using it. The inspiration derived from the velcro ball toss game. (https://www.hartsport.com.au/products/16-150) Although the strap will not be velcro (for one-handed reasons) the idea derived from this game.
  • 8. Inspiration - Eric The original concept for the All-hander came from Michaelโ€™s discussion post from week one. We are all working to polish the design, each giving unique suggestions to improve the functionality and feel of the controller. My main contribution was analog pad on the side of the sphere, for easy thumb access, to add more usability. The idea is similar to the D-pad or diamond button configuration on a standard Xbox or Playstation controller layout shown in the images below.
  • 9. Design Method The reason we designed a One handed controller was to give an option to those who do not have the capability to use both hands to play a game or for those that would like to use just one hand. Keeping that in mind there were a lot of steps that went into coming up with the design of the All Hander Controller. First we needed to come up with a design that would fit comfortably into the player's hand without much stress to them. After deliberating over different design types, we came to an agreement that a ball design was the best overall for everything a player is looking for. The steps for designing the controller can be seen below. Step 1: Movability - One of the toughest challenges we had when designing the controller was how exactly the player would make it move. Basic movements (Forward, Back, Side-to-Side, and Diagonal) where easy to incorporate into the design. It just takes the basic functionality of a joystick. To get your player to move in those directions you would simply push the ball in the direction you wanted to move. The challenging part came from deciding how a player would look Up, Down, and Side-to-Side. The good thing about the controller having a ball design is the fact that all balls do the same thing; they can spin. With the All Hander, if the player wants to look up or down they would simply tilt the ball forward or backward. If they wanted to look left or right, they would simply rotate the ball in that direction. Step 2: Buttons - Coming up with the right amount of buttons was crucial to the overall design of the controller. While looking at other controllers we felt that the right amount of buttons for a player to use with one hand was fifteen. - Start: This button would have the general function of pausing the game or pulling up the menu screen. - Select: This button is used less than all the others. This button would be used for when you need to skip a cutscene. - System: This button is used to access the menu of the console. - Main Buttons: These buttons will control your primary functions e.g. Accept, Decline, Fire etc. - Secondary Buttons: These buttons will control your secondary functions e.g. Crouch, Run, Throw etc.
  • 10. Design Method cont. Step 3: Strap - After deliberating over how the player would keep his hand stationary on the ball, we decided that a strap across the top would help keep the player's hand in place. Step 4: L/R Handers - One problem we solved was how to allow both right and left handed player or even disabled players to use the controller comfortably was to have the same buttons on both sides of the controller. In the system settings (using the system button) the player chooses what hand they are using to operate the controller. Step 5: Mini Analog Stick - After many discussions we came to the conclusion that a Analog Stick was needed for some games to function properly. After looking over the design and layout of the buttons we felt the easiest place to put the Analog Stick was near the thumb on the side of the controller. This analog stick would also work as a navigator for the main menu and game menu. Step 6: Illumination - The last thing we thought about was, what if someone wanted to play a game in the dark. How would they be able to see the buttons. This was easily solved by adding LED lights under each of the buttons so as to illuminate them.
  • 12. Design Assumptions - Alex Left and Right-handed functionality is needed for more than just one reason. The first is so you don't alienate people who are either right or left handed by giving them the option to use the same controller. Imagine having to buy two of these controllers, one for you (Left Hander) and one for your significant other (Right Hander). That would be too inconvenient. The other reason is for people who are handicapped, some people don't have the ability to use a standard controller. This functionality is perfect for everyone looking to use the controller that works best for them.
  • 13. Design Assumptions - Michael Some might argue that a spherical shape for an all-encompassing, high demand controller might be too simplistic and, due to the need for rotation, too cumbersome to work. The fact is, a spherical design allows the player to experience movement on an intuitive level like never before. Due to the spherical design, the player can move in space and move perspective all at the same time with the same physical device--the sphere itself. Likewise, due to the sensitivity available in programming for the rotation of the spherical controller, the sphere can be both swivelled and moved in space along an X and Y axis without having to swivel more than a few degrees in any direction, thus minimizing strain on the hand, wrist, and arm, while also ensuring that the buttons will never have to collide with any other portion of the physical design.
  • 14. Design Assumptions - Gilbert You may ask yourself, โ€œwhy is LED lighting special for this controller or any controller?โ€ Well, it allows the player to signify where the button is. This is something that we donโ€™t realize how much we love because of its familiarity. Since our controller pushes the boundaries of any controller created before, why would we stop at LEDโ€™S. We didnโ€™t. We pushed the LED to increase the gameplay. Something that you havenโ€™t experienced before.
  • 15. Design Assumptions - Matt I believe the hand strap is relevant to the controller because it allows the player to maintain control of the All-Hander while playing. With the many different motions the ball can perform, it is important to be able to hold on while turning the ball in any direction.
  • 16. Design Assumptions - Eric A lot of games today utilize most if not all of a standard controllerโ€™s functionality and the base design of the All-hander was a little lacking in that department. The directional analog stick placed at the thumb area on the sphere adds a little more functionality in terms of in-game controls. It is more than just a directional pad in terms of button mapping and functionality. It provides eight more actions so that the All-handers versatility can match the standard 2 handed controller. Each direction serves as a โ€˜buttonโ€™ to utilize during play. It is easier to move the thumb along a slider instead of using individual buttons.
  • 17. Description of three games Skyrim - The Elder Scrolls V: Skyrim is a Single Player Action Role Playing Game set in the world of Tamriel. The player may roam freely over the land of Skyrim and explore many of its environments. Since Skyrim is a role playing game the controls are pretty basic. The player at any given time will only use two to three controls (Attack, Block, Quick Spell) the player can quickly switch weapons at the touch of a button. The All Hander is the perfect controller for Skyrim because of the simplicity of the controls at hand. The sphere has full range of motion allowing you to control the 360 degree range of vision and the joystick base provides a full range of movement; back, forward, strafing, and diagonal movement.
  • 18. Description of three games (cont.) Shovel Knight - Shovel Knight is a sweeping classic action adventure game with a 2D 8- bit retro aesthetic. The board is laid out into a variety of levels with platforming challenges with a unique combat system. The platforming and 2D movement is easily handled by the joystick functioning base and the button layout handles the attack, jump, and item usage functions. CS Go - Counter Strike is a multiplayer-focused, competitive first person shooter with a variety of game types and levels to choose from. It has all of the general functions of an FPS when it comes to movement and combat. The sphereโ€™s full range of motion handles the aiming mechanics with the joystick base handling all of the movement. Each of the gameโ€™s functions from firing your weapon to throwing a grenade has a corresponding button on the All-hander that can be configured to the playerโ€™s playstyle. The All-Hander allows for a perfect 360 No-Scope.
  • 19. Create a Simple Prototype
  • 20. Playtest After completion of the prototype, we playtested for functionality. We decided to move/change some buttons after playtesting the controller. -The controller needs to be raised up a little bit to allow for the controller to be pushed forward, back and side-to-side. -Moved the start/select/system buttons to the backside of the thumb instead of below the thumb to allow for comfortable play for the player. -Switched the thumb buttons to a flat analog stick to allow easier maneuverability and comfort for the thumb. This analog stick will be used for the same reason the buttons were, but will add an easier โ€˜pressโ€™ feature by sliding. -We removed the โ€˜Left/Rightโ€™ switch on the controller to switch between left and right handed functionality. We moved this option to the system settings using the System Button.
  • 21. Post Mortem What went right? The controller we created serves the purpose of its intentions; this controller works for players who want to, or can only, play with one hand. The controller is comfortable and has multiple settings in the system for players to make their unique experience to them. What went wrong? Nothing went wrong during the design of the controller; every time someone had an idea to add to the controller the team would listen and deliberate whether it was needed or not. During the construction of the prototype, there was a challenge of making the sphere turn and spin the way we wanted it to. The ideas used sounded good on paper, but recreating them physically posed a challenge. During the playtest, however, we moved a few buttons around to allow more comfortability for the user. What would you do differently? When constructing the prototype, we should have drawn out a diagram before constructing the prototype from scratch. Using a guide would have saved time and made it easier to put together.
  • 22. References HART Velcro Paddle Ball Set. (n.d.). Retrieved May 13, 2015, from https://www.hartsport.com.au/products/16-150 Wood, Chris. July 2012. Razer Ouroboros adjustable mouse for right and left handed gamers. http://www.gizmag.com/razer-ouroboros-adjustable-mouse/23466/ Gundam Build Fighters. TXN TV Tokyo. October 7, 2013 โ€“March 31, 2014. Television. PS3 Controller Creator. (n.d.). Retrieved May 17, 2015, from https://www.evilcontrollers.com/ps3-controller- creator.html Xbox 360 Controller Creator. (n.d.). Retrieved May 17, 2015, from https://www.evilcontrollers.com/xbox-360-controller- creator.html

Editor's Notes

  1. Summary of this assignment with concrete data (names, dates, numbers...)
  2. Introduce the topic being discussed. What is the objective?
  3. What inspired the original key design feature (Discussion Post One) with In-line citations and images. One slide per team-mate.
  4. What inspired the original key design feature (Discussion Post One) with In-line citations and images. One slide per team-mate.
  5. What inspired the original key design feature (Discussion Post One) with In-line citations and images. One slide per team-mate.
  6. What inspired the original key design feature (Discussion Post One) with In-line citations and images. One slide per team-mate.
  7. What inspired the original key design feature (Discussion Post One) with In-line citations and images. One slide per team-mate. Links: https://www.evilcontrollers.com/ps3-controller-creator.html https://www.evilcontrollers.com/xbox-360-controller-creator.html
  8. Design methodology and engineering steps the team used to incorporate your team-members key design feature into the finished controller design. Please use images to show design integration!
  9. Design methodology and engineering steps the team used to incorporate your team-members key design feature into the finished controller design. Please use images to show design integration!
  10. Use professional quality images and labels to show the layout of buttons, sticks, pads, and other controls and their mappings that are consistent across your design proposal. (labeled in PowerPoint)
  11. Defend your Design Assumptions regarding the reasoning for the design with cited research for your individual design assumptions ( key design feature from week one's Discussion Post), such as: 'Bilateral symmetry in controller design allows for left or right hand play...) One slide per team-mate.
  12. Defend your Design Assumptions regarding the reasoning for the design with cited research for your individual design assumptions ( key design feature from week one's Discussion Post), such as: 'Bilateral symmetry in controller design allows for left or right hand play...) One slide per team-mate.
  13. Defend your Design Assumptions regarding the reasoning for the design with cited research for your individual design assumptions ( key design feature from week one's Discussion Post), such as: 'Bilateral symmetry in controller design allows for left or right hand play...) One slide per team-mate.
  14. Defend your Design Assumptions regarding the reasoning for the design with cited research for your individual design assumptions ( key design feature from week one's Discussion Post), such as: 'Bilateral symmetry in controller design allows for left or right hand play...) One slide per team-mate.
  15. Defend your Design Assumptions regarding the reasoning for the design with cited research for your individual design assumptions ( key design feature from week one's Discussion Post), such as: 'Bilateral symmetry in controller design allows for left or right hand play...) One slide per team-mate.
  16. Game summary with game play control scheme that maps to your controllers design and reasons why your controller is as accessible as existing controllers for three specific games on that console. Be sure that all three games are different enough to show the adaptability of your design.
  17. Game summary with game play control scheme that maps to your controllers design and reasons why your controller is as accessible as existing controllers for three specific games on that console. Be sure that all three games are different enough to show the adaptability of your design.
  18. Proper testing requires a prototype to be created
  19. Three separate sections (what happened correctly, what happened incorrectly, and what would you do differently) about the process used to create your controller.