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The Chevron
Team Fuzzychins
1
Abstract
Team Fuzzychins will introduce you to a design for the one handed controller, The Chevron. We
will take you through our process from inspiration to design. We will then present you with a
finalized diagram. Stating our design assumption and data from multiple game tests we will then
present a simple prototype. This will be summarized in the end with data from the playtest and our
references.
2
Introduction and Design Purpose
Do you know someone who has lost the use of one hand? Have you ever not wanted to play a game
with both of your hands occupied? We’ve come up with a fantastic design for a single handed
controller designed to fit your needs.
3
Inspiration - James Chapman Jr.
The inspiration for my original controller design comes from the controllers for the RC skateboards
designed by Emad Skate. The skateboards use a pistol grip wireless controller that operates by “Put
back the trigger to accelerate gradually, and the angle determines the speed and accelerating
level; put front to decelerating.” (Emad Skate) Basically, pulling the trigger backwards accelerates
the board while pushing the trigger forward acts as the brake. The overall design of the controller is
very easy to use and fits comfortably in your hands. It is also ambidextrous, meaning it can be used
with either hand, in design and makes it easy for anyone to use.
4
Inspiration - Kevin Oropeza
I got my inspiration from the Xbox One Elite/Scuf. I like the feel of the controller,it’s lightweight,
easy to use, and it has simplicity. The buttons are within easy reach, whether the player has a
bigger or smaller hand. It feels simple, the letters placed on the front buttons, so it feels not too
confusing, and it would attract both experienced and beginner gamers. The grip and buttons are
what I felt would make it better for someone with limited mobility or use with one hand.
5
Inspiration - Isaiah Corey
The inspiration for the trackball on the gun was inspired by the trackball mouses commonly used on
personal computers. When the idea was first conceived I thought of using a common joystick, like
those seen on the Xbox or Playstation controllers. But due to the position of the player's hand, it
seemed those holding it would be constrained and not have the full motion of a traditional two
handed controller. So I started to think of other ways to give players a full range of motion with the
thumb, and saw my old trackball mouse that I used to use during my Counterstrike sessions. It was
then I decided that the best way for a player with limited motion with their thumb could use a
trackball, and with very little movement get full range of a traditional joystick.
6
Inspiration - Ivan Tate
My inspirational thought process with the motion controller 6-axis was the design of the
PlayStation4 controller. Everytime I think of user mobility and control, I think of motion control. I
always thought of games such as (of course) first person shooters, role playing games, as well as,
the average casual hunting and fishing games. Being able to be part of the experience with full
range mobility and accuracy. Also I believe you can develop new types of video games for different
crowds such as, the artist who likes to perhaps run around town and spray paint/tag walls. I believe
motion control is the future of gaming and possibly the platform to brand new ideas.
7
Inspiration - Justin Carroll
My original inspiration came from the orb controllers of the past and mouse type interfaces. I
wanted something that was in between the mouse and a handheld controller that would be easy to
manipulate in either hand. I drew on concepts from the motion controls of the Wii to the Sixaxis of
the Playstation 4 and 3. I also wanted something that was easier to manipulate with one hand. I
had to see what form could hold all the components and still be ergonomic that is where the ball
form came to mind. What is more ergonomic than a ball, and what else could hold all those
components by maximizing space? A ball was my answer.
8
Design Method
Starting with the leader’s design we incorporated our designs into that design. Arriving at our
collective design. The first element was IR sensor from Justin. We took the button types from Ivan.
We then took Kevin’s design for button placement and grip design. The color and overall shape from
Isaiah.
9
Design Schematic
The sliding cover is designed to
slide all the way over the rocker
controls on either side of the
controller. This gives it the full
ambidextrous design intended. If
you need to switch hands all that
needs to be done is the cover
needs to be slid over the rocker
controls that wouldn’t be used.
For example, if you’re right
handed you would have the slider
cover the rocker buttons on the
right side.
10
Design Assumptions - Justin Carroll
My design methodology and engineering steps used were wrist controls for the other analog/ digital
pad function. The assumptions is that this will allow that function with one hand. I looked at what
worked well with other types of wrist based devices. I was able to be inspired from those designs
for our controls. I also wanted to integrate ergonomics into the design. People will play longer if
the controls are comfortable and easy to use. I think our design does that by being symmetrical and
able to adjust to either hand.
11
Design Assumptions - James Chapman Jr.
The controller’s main design feature is that it is a pistol-grip style controller that uses bilateral
symmetry to offer ambidextrous gameplay. The trigger is located at the front of the controller and
has two functions. The user will pull the trigger for one function, pushing the trigger forward for
another function. These trigger functions correspond to the R2 and L2 trigger buttons on the PS4
controller.
12
Design Assumptions - Kevin Oropeza
My design that I wanted to bring to the table was easy access to all the buttons placed on the
controller. The grip is a very good option to have in order to have the player be able to control his
movements and motion as they play and have comfort as well. We put these designs into our
controller for everyone, but especially for people with limited mobility.
13
Design Assumptions - Isaiah Corey.
Since the controller is designed in a trigger fashion, the team needed a way to allow the user the
ability one would have with a two handed controller. This meant coming up with a way to have the
same functions of two joysticks. The first is the wrist control, and the second is the track ball. The
track ball is going to be located at the very top of the controller, where the user can control it with
their thumb. If you were to hold a traditional gun it would be the location of the “hammer”, thus
giving the player the full range of motion to allow them to play games such as first person shooters.
14
Design Assumptions - Ivan Tate
My design assumptions was to implement motion sensor for ultimate versatility and possibly
advancement in gameplay. The motion sensor is located at the top front of the controller for
maximum movement, which involves impedance control for environmental interaction and object
manipulation. The glow at the bottom of the control indicates who is player 1-4 to eliminate
confusion.
15
Possible Genres
Button Input
------------------------------------
Trigger (Pull/Back) - R2
Trigger (Push/Forward) - L2
Trackball - Right Analog
Top Rocker (Up) - X
Top Rocker (Down) - ⚪
Bottom Rocker (Up) - ◻
Bottom Rocker (Down) - △
Wrist Sensor - Left Analog
IR Sensor
Start
Select
Aux. 1 - R1
Aux. 2 - R2
Trackball Click - R3
Wrist Click (Twist) - L3
1P Shooter/3P Shooter
--------------------------------------
Fire Weapon
Alternate Fire
Weapon Select
Walk Forward
Walk Backwards
Zoom
Reload
Camera Control
Aiming
Pause
Social Menus
Run
Crouch/Take Cover
Interact
Melee Attack
Action Platformer/RPG
--------------------------------------
Main Attack
Alternate Attack
Camera Control
Character Select
Inventory
Crafting
Special Ability
Dodge
Aiming
Pause
Social Menus
Walk/Run
Jump
Interact
Weapon Select
Racing/Driving
------------------------------------
Acceleration
Braking
Powerup Select
Leaderboard
Reset/Rewind/Reload
Shift Up
Shift Down
Steering
Camera Control
Pause
Social Menus
Handbrake
Look Behind
Horn
Powerup Activate
16
Prototyping
17
Play Tests
Tester’s Thoughts
Being that I am only familiar with playing video games with two hands, holding the controller and maneuvering around the button layout can be quite
challenging, but very manageable after a few practice runs.
Has the look of a gun controller but the feel of the middle portion of the Nintendo 64 controller with the analog stick in the middle. Very comfortable and
manageable.
While imagining playing the three game genres (FP Shooter/TP Shooter, Action Platformer/RPG, and Racing/Driving).
Here are my opinions:
1P Shooter/3P Shooter:
I definitely felt really comfortable using the controller in the FP Shooter/TP Shooter concept. Mobility and controller freedom is what I feel when holding
this controller for these type of games. I really feel that I could enjoy my experience and feel like I am right in the game
Action Platformer/RPG:
I felt that you could possibly relax and play. The only problem I would have to get use to this controller while playing these types of game would be the
walk/run functions. The only reason why I am saying that is because personally I am not use to having to hold a button to just walk/run, but other than
that I can see myself playing a Hitman type of game with this controller.
Racing/Driving:
This is definitely a comfortable feel. While playing a racing game I can definitely see the player having ultimate control when it comes to acceleration and
braking. You can control your speed and brakes with the finger trigger and you have the ultimate control with the motion sensor being steering.
18
Post Mortem
What happened correctly?
● The original design that was conceived came together rather well and was altered a small
amount but overall the design was solid.
What happened incorrectly?
● A groove had to be created for the button layout on the side to keep the pinky finger from
interfering with the lowest toggle switch.
What would we do differently?
● If anything could be done differently we would have made a simple reference card or a small
instruction manual that would allow everyone a quick reference to the buttons. While talking
with one another we had some difficulty communicating which buttons we were referring to.
19
References
● Bilateral Symmetry: Definition, Examples & Advantages | Study.com. (n.d.). Retrieved July
16, 2015, from http://study.com/academy/lesson/bilateral-symmetry-definition-examples-
advantages.html
● EMAD Skate - Electric Skateboards. (n.d.). Retrieved July 16, 2015, from
http://emadskate.com/Gallery.aspx
● Trackballs for PC & Mac - Logitech. (n.d.). Retrieved July 18, 2015.
http://www.logitech.com/en-us/mice-pointers/trackballs
● Playstation 4 Controller. (n.d.). Retrieved July 18, 2015.
http://ps4daily.com/2013/09/top-10-most-exciting-features-of-playstation-4/
● Best PC Game Controllers 2015 - Best PC Game Controllers. (2015, June 24). Retrieved July
17, 2015, from http://www.tomsguide.com/us/best-pc-game-controllers,review-2776.html
● Trackballs to Brainwaves: The 50 Most Notable PC Peripherals. (n.d.). Retrieved July 17, 2015,
from http://www.maximumpc.com/trackballs-to-brainwaves-the-50-most-notable-pc-
peripherals/#page-5
● (n.d.). Retrieved July 18, 2015, from http://ecx.images-amazon.com/images/I/81cTOnUYJ0L._SL1500_.jpg
20

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Team fuzzychins assignment2_0715

  • 2. Abstract Team Fuzzychins will introduce you to a design for the one handed controller, The Chevron. We will take you through our process from inspiration to design. We will then present you with a finalized diagram. Stating our design assumption and data from multiple game tests we will then present a simple prototype. This will be summarized in the end with data from the playtest and our references. 2
  • 3. Introduction and Design Purpose Do you know someone who has lost the use of one hand? Have you ever not wanted to play a game with both of your hands occupied? We’ve come up with a fantastic design for a single handed controller designed to fit your needs. 3
  • 4. Inspiration - James Chapman Jr. The inspiration for my original controller design comes from the controllers for the RC skateboards designed by Emad Skate. The skateboards use a pistol grip wireless controller that operates by “Put back the trigger to accelerate gradually, and the angle determines the speed and accelerating level; put front to decelerating.” (Emad Skate) Basically, pulling the trigger backwards accelerates the board while pushing the trigger forward acts as the brake. The overall design of the controller is very easy to use and fits comfortably in your hands. It is also ambidextrous, meaning it can be used with either hand, in design and makes it easy for anyone to use. 4
  • 5. Inspiration - Kevin Oropeza I got my inspiration from the Xbox One Elite/Scuf. I like the feel of the controller,it’s lightweight, easy to use, and it has simplicity. The buttons are within easy reach, whether the player has a bigger or smaller hand. It feels simple, the letters placed on the front buttons, so it feels not too confusing, and it would attract both experienced and beginner gamers. The grip and buttons are what I felt would make it better for someone with limited mobility or use with one hand. 5
  • 6. Inspiration - Isaiah Corey The inspiration for the trackball on the gun was inspired by the trackball mouses commonly used on personal computers. When the idea was first conceived I thought of using a common joystick, like those seen on the Xbox or Playstation controllers. But due to the position of the player's hand, it seemed those holding it would be constrained and not have the full motion of a traditional two handed controller. So I started to think of other ways to give players a full range of motion with the thumb, and saw my old trackball mouse that I used to use during my Counterstrike sessions. It was then I decided that the best way for a player with limited motion with their thumb could use a trackball, and with very little movement get full range of a traditional joystick. 6
  • 7. Inspiration - Ivan Tate My inspirational thought process with the motion controller 6-axis was the design of the PlayStation4 controller. Everytime I think of user mobility and control, I think of motion control. I always thought of games such as (of course) first person shooters, role playing games, as well as, the average casual hunting and fishing games. Being able to be part of the experience with full range mobility and accuracy. Also I believe you can develop new types of video games for different crowds such as, the artist who likes to perhaps run around town and spray paint/tag walls. I believe motion control is the future of gaming and possibly the platform to brand new ideas. 7
  • 8. Inspiration - Justin Carroll My original inspiration came from the orb controllers of the past and mouse type interfaces. I wanted something that was in between the mouse and a handheld controller that would be easy to manipulate in either hand. I drew on concepts from the motion controls of the Wii to the Sixaxis of the Playstation 4 and 3. I also wanted something that was easier to manipulate with one hand. I had to see what form could hold all the components and still be ergonomic that is where the ball form came to mind. What is more ergonomic than a ball, and what else could hold all those components by maximizing space? A ball was my answer. 8
  • 9. Design Method Starting with the leader’s design we incorporated our designs into that design. Arriving at our collective design. The first element was IR sensor from Justin. We took the button types from Ivan. We then took Kevin’s design for button placement and grip design. The color and overall shape from Isaiah. 9
  • 10. Design Schematic The sliding cover is designed to slide all the way over the rocker controls on either side of the controller. This gives it the full ambidextrous design intended. If you need to switch hands all that needs to be done is the cover needs to be slid over the rocker controls that wouldn’t be used. For example, if you’re right handed you would have the slider cover the rocker buttons on the right side. 10
  • 11. Design Assumptions - Justin Carroll My design methodology and engineering steps used were wrist controls for the other analog/ digital pad function. The assumptions is that this will allow that function with one hand. I looked at what worked well with other types of wrist based devices. I was able to be inspired from those designs for our controls. I also wanted to integrate ergonomics into the design. People will play longer if the controls are comfortable and easy to use. I think our design does that by being symmetrical and able to adjust to either hand. 11
  • 12. Design Assumptions - James Chapman Jr. The controller’s main design feature is that it is a pistol-grip style controller that uses bilateral symmetry to offer ambidextrous gameplay. The trigger is located at the front of the controller and has two functions. The user will pull the trigger for one function, pushing the trigger forward for another function. These trigger functions correspond to the R2 and L2 trigger buttons on the PS4 controller. 12
  • 13. Design Assumptions - Kevin Oropeza My design that I wanted to bring to the table was easy access to all the buttons placed on the controller. The grip is a very good option to have in order to have the player be able to control his movements and motion as they play and have comfort as well. We put these designs into our controller for everyone, but especially for people with limited mobility. 13
  • 14. Design Assumptions - Isaiah Corey. Since the controller is designed in a trigger fashion, the team needed a way to allow the user the ability one would have with a two handed controller. This meant coming up with a way to have the same functions of two joysticks. The first is the wrist control, and the second is the track ball. The track ball is going to be located at the very top of the controller, where the user can control it with their thumb. If you were to hold a traditional gun it would be the location of the “hammer”, thus giving the player the full range of motion to allow them to play games such as first person shooters. 14
  • 15. Design Assumptions - Ivan Tate My design assumptions was to implement motion sensor for ultimate versatility and possibly advancement in gameplay. The motion sensor is located at the top front of the controller for maximum movement, which involves impedance control for environmental interaction and object manipulation. The glow at the bottom of the control indicates who is player 1-4 to eliminate confusion. 15
  • 16. Possible Genres Button Input ------------------------------------ Trigger (Pull/Back) - R2 Trigger (Push/Forward) - L2 Trackball - Right Analog Top Rocker (Up) - X Top Rocker (Down) - ⚪ Bottom Rocker (Up) - ◻ Bottom Rocker (Down) - △ Wrist Sensor - Left Analog IR Sensor Start Select Aux. 1 - R1 Aux. 2 - R2 Trackball Click - R3 Wrist Click (Twist) - L3 1P Shooter/3P Shooter -------------------------------------- Fire Weapon Alternate Fire Weapon Select Walk Forward Walk Backwards Zoom Reload Camera Control Aiming Pause Social Menus Run Crouch/Take Cover Interact Melee Attack Action Platformer/RPG -------------------------------------- Main Attack Alternate Attack Camera Control Character Select Inventory Crafting Special Ability Dodge Aiming Pause Social Menus Walk/Run Jump Interact Weapon Select Racing/Driving ------------------------------------ Acceleration Braking Powerup Select Leaderboard Reset/Rewind/Reload Shift Up Shift Down Steering Camera Control Pause Social Menus Handbrake Look Behind Horn Powerup Activate 16
  • 18. Play Tests Tester’s Thoughts Being that I am only familiar with playing video games with two hands, holding the controller and maneuvering around the button layout can be quite challenging, but very manageable after a few practice runs. Has the look of a gun controller but the feel of the middle portion of the Nintendo 64 controller with the analog stick in the middle. Very comfortable and manageable. While imagining playing the three game genres (FP Shooter/TP Shooter, Action Platformer/RPG, and Racing/Driving). Here are my opinions: 1P Shooter/3P Shooter: I definitely felt really comfortable using the controller in the FP Shooter/TP Shooter concept. Mobility and controller freedom is what I feel when holding this controller for these type of games. I really feel that I could enjoy my experience and feel like I am right in the game Action Platformer/RPG: I felt that you could possibly relax and play. The only problem I would have to get use to this controller while playing these types of game would be the walk/run functions. The only reason why I am saying that is because personally I am not use to having to hold a button to just walk/run, but other than that I can see myself playing a Hitman type of game with this controller. Racing/Driving: This is definitely a comfortable feel. While playing a racing game I can definitely see the player having ultimate control when it comes to acceleration and braking. You can control your speed and brakes with the finger trigger and you have the ultimate control with the motion sensor being steering. 18
  • 19. Post Mortem What happened correctly? ● The original design that was conceived came together rather well and was altered a small amount but overall the design was solid. What happened incorrectly? ● A groove had to be created for the button layout on the side to keep the pinky finger from interfering with the lowest toggle switch. What would we do differently? ● If anything could be done differently we would have made a simple reference card or a small instruction manual that would allow everyone a quick reference to the buttons. While talking with one another we had some difficulty communicating which buttons we were referring to. 19
  • 20. References ● Bilateral Symmetry: Definition, Examples & Advantages | Study.com. (n.d.). Retrieved July 16, 2015, from http://study.com/academy/lesson/bilateral-symmetry-definition-examples- advantages.html ● EMAD Skate - Electric Skateboards. (n.d.). Retrieved July 16, 2015, from http://emadskate.com/Gallery.aspx ● Trackballs for PC & Mac - Logitech. (n.d.). Retrieved July 18, 2015. http://www.logitech.com/en-us/mice-pointers/trackballs ● Playstation 4 Controller. (n.d.). Retrieved July 18, 2015. http://ps4daily.com/2013/09/top-10-most-exciting-features-of-playstation-4/ ● Best PC Game Controllers 2015 - Best PC Game Controllers. (2015, June 24). Retrieved July 17, 2015, from http://www.tomsguide.com/us/best-pc-game-controllers,review-2776.html ● Trackballs to Brainwaves: The 50 Most Notable PC Peripherals. (n.d.). Retrieved July 17, 2015, from http://www.maximumpc.com/trackballs-to-brainwaves-the-50-most-notable-pc- peripherals/#page-5 ● (n.d.). Retrieved July 18, 2015, from http://ecx.images-amazon.com/images/I/81cTOnUYJ0L._SL1500_.jpg 20