2. For every gamer there is a preferred
controller, different people like using different
things. Some people are not as fortunate to
be able to have all the options others have
due to physical limitations or disabilities. We
wanted to change that.
Introduction
3. We were tasked with designing a multi
purpose controller for use with one hand, so
we wanted to try and design one that would be
easy to understand, easy to use, and most of
all, fun. We want players who can only use
one hand to be able to get into the game just
as well as any other gamer, and other gamers
may enjoy this controller as well.
Design Purpose
4. “My inspiration was derived from the fact that just about every
gamer sits down while playing their games, so why not make a
controller that lets gamers get comfortable. Another factor was that I
always liked the idea of “battle station” controller setups like Steel
Battalion, or control consoles from science fiction. A controller like
this would not only provide comfort, but immerse the player, and
look pretty awesome.” - Aaron Wuchter
Cited Inspiration with images
5. “My inspiration was simply thinking of a one handed controller. The
first thing that comes to mind is a joystick shape for me. Aside from
that, I mainly play FPS, and I believe that there is no better way to
incorporate the 2 analog stick setup for a one handed controller
than our design. I believe our design is a versatile one, and once a
player was adapted to it, they could use it in most every genre of
game.” - Mike Cook
Cited Inspiration with images (cont)
6. “My inspiration for designing a one handed controller was to give
the player the ability and mobility to be able to master any game no
matter the difficulty. As one who has worked with special needs
children and seen first-hand the struggles, I thought this assignment
was a good idea to express our creative side. I think our controller is
designed to be versatile as well as comfortable to help an
experienced gamer as well novice beginner.” – Michael Theus
Cited Inspiration with images (cont)
7. ● Have to design an ambidextrous one handed
controller.
● We originally wanted to make a motion based
controller
● Decided that we liked the idea of a joystick.
● We wanted to give the player more options by adding
in more buttons.
● We liked the idea of a “relaxed” controller.
● Decided on incorporating the controller with a chair.
Design method
11. “The Analog joystick design allows players more sensitive control over their
game, which allows the joystick to be used across a wide variety of games
that require precision movement (Buchanan 2008). Joysticks are typically
used in games where the player takes direct control of a vehicle or similar
function, such as flight simulators, racing games, and even mech combat
games. The additional buttons on the sides allow the joystick to be used in
an even wider variety of games, such as first person shooters, RPGs, and
even strategy games. The versatility offered by this controller
accommodates just about every game type save for faster pace games like
Street Fighter, Mortal Kombat, or other fighting games where both hands
are normally needed. The layout of the controller also lends itself to be
compatible with various consoles, such as Ps4, Xbox One, and even PC.” -
Aaron W
Design Assumptions
12. For years there has always been the allure of joystick
oriented games such as Hawken(top), War Thunder
(bottom), Mechwarrior, Flight simulator and many
others. Players who are familiar with these types of
games will feel right at home with our controller, as
these games were essentially the inspiration for this
controller.
The “sluggish” movement in these games is ideal for a
joystick design, as players will have to really push,
twist, and turn their joystick to make their vehicles
move, much like real life. The cockpit view that most of
these game feature, combined with the use of a
joystick, really immerses the player in the action.
We believe that our controller is most suited for these
games.
Simulation games
13. Another genre that benefits from joysticks is
the racing genre with games like Fzero-
Gx(top), Need for Speed(bottom), Mario Kart,
and others. Much like Simulation games,
racing games need precision, however they
also need something that a lot of other
controllers can’t provide, control and stability.
Thumbsticks don’t always have the sensitivity
to pull off quick turns gracefully, and don’t
even try to race with a keyboard! Joysticks
give players complete control over their
vehicle, and provide the flexibility and smooth
handling needed to pull off precise and crazy
maneuvers. When it comes to racing games
a joystick is only bested by a racing wheel.
Racing Games
14. Shooters have always lended themselves to a variety of
controllers, from keyboards, console controllers, to of
course, joysticks. For shooters like Bioshock
Infinite(top) and Wolfenstein(bottom) a joystick has it’s
place alongside all the other controller types. Shooters
typically need the use of more buttons, and the
additional buttons we added to our controller
accommodate just that. The thumbstick on top of the
joystick allows for aiming while moving, add in the fact
that you can twist and rotate the joystick, this gives the
player full mobility.
Since we raised the buttons up rather than leaving them
lay flat, this lets the player reach them easier and more
comfortably from the joystick holding position, giving
more freedom compared to traditional joystick designs.
Shooters
16. ● Players may have difficulty attaching the controller to their chairs.
● It would take some time to get properly acquainted with the design for everyday use.
● Love the incorporation of 2 analog sticks on top of each other.
● The possibilities for different types of games is really nice.
● The controller seems like it would be comfortable to use for hours on end without the player
cramping up.
● The controller was able to be used on either arm of the chair making it versatile
● The controller can have the straps removed to use on a desk or table if there is not a chair
arm to attach it to.
Discussion playtesting results
17. ● Initial planning went well, as our team had many ideas right off
the bat.
● One design was decided on, then all ideas that didn’t fit in with
it were dropped. This helped us have time to develop our main
idea.
● We took all suggestions into consideration, and learned to trim
ideas down to something everyone can agree on, then solidified
the ideas that made the cut using the concepts of usability.
Post Mortem
18. ● We do not claim to own any of the images or information from the following links, all images and
information belong to their respective owners, everything we used was solely for educational purposes.
● http://www.steelbattalion.org/controllerNew.jpg
● http://www.startrek.com/legacy_media/images/200508/tng-175-capt-riker-battle-bridge/320x240.jpg
● Buchanan Levi, 5 sep 2008, Space Harrier Retrospective, ign.com, retrieved from:
http://www.ign.com/articles/2008/09/05/space-harrier-retrospective?page=2
● http://geekshavelanded.com/wp-content/uploads/2012/05/Hawken+screenshot+1.jpg
● http://games.mxdwn.com/wp-content/uploads/2014/06/warthunder2.jpg
● http://www.gatheryourparty.com/wp-content/uploads/2014/05/1372006329859.jpg
● http://gameolio.com/wp-content/uploads/2010/12/Need-For-Speed-Carbon-04-l.jpg
● http://4.bp.blogspot.com/-8p1q-wTPYvA/UlbkXnLwFrI/AAAAAAAAHoE/6RtVGrD5n_U/s1600/bioshock-
infinite-vga-preview-handyman-4-4-2013.jpg
● http://community.us.playstation.com/t5/image/serverpage/image-id/300720i0743F42A128D8263/image-
size/original?v=mpbl-1&px=-1
● http://www.animaatjes.de/cliparts/computer/joystick/animaatjes-joysticks-06878.jpg
● http://www.gamingnexus.com/Images/Article/npefxf3603/4.jpg
● http://blogs-images.forbes.com/erikkain/files/2012/07/NES-controller.jpg
● http://www.highsnobiety.com/files/2013/03/apple-game-controller-rumor-0.jpg
References