controller trollers odin_1115

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Game Usability Controller ODIN Jeff Houchens, Dakota Daugherty, Jonathan Capps, Kyle Devlin Controller Trollers Assignment 2 Full Sail University (Omni Directional Interface Nexus)

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Page 1: Controller Trollers odin_1115

Game Usability Controller

ODIN Jeff Houchens, Dakota Daugherty,

Jonathan Capps, Kyle DevlinController Trollers Assignment 2

Full Sail University

(Omni Directional Interface Nexus)

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AbstractThis week, our four-man team was tasked with creating an innovative game controller for a user that has impaired use of one hand. Through this presentation of 25 slides, our team will showcase our combined core design concepts and introduce the ODIN controller. The ODIN’s design meets industry standards in usability and includes our own thought process inspirations, the design purpose, methodologies, and assumptions. We have also created detailed schematics and a working prototype. With this prototype we performed playtests and documented the findings in the presentation. Through our explanations and analysis we hope to give you, the reader, a better understanding of our processes and hope you will come to see the necessity of the ODIN and other accessible controllers like it.

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IntroductionOur goal for ODIN was to allow someone who has an impaired use of one hand to still be able to play modern video games with the same efficiency as someone using a standard (two handed) controller. This level of accessibility was key to our design as well as our overall design process. Through this process we came up with ODIN (Omni Directional Interface Nexus) and have designed it to accomplish the ease of use and productibility of modern game controllers.

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Design Purpose●Implement a controller design that is familiar to

the user, has a low skill requirement and as small learning curve as possible.

●The controller design is targeting someone who is one handed or has a disability that limits the use of one hand/arm.

●A ergonomic, smooth, and natural feel of both the controller and the input mechanisms using either hand.

●Our design utilizes an ten button design that simulates the major buttons of most modern controllers.

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Jeff’s Inspirations● My inspiration came from a

combination of a mouse, which I love using for games, and the Cyborg Command Unit (picture on the bottom right)

● I took those two controllers and considered how I would play a game using only one hand and while sitting on the couch (which is where most gamers play consoles)

● My conclusion was that the controller would need to be attached the the user in some way so that playing didn’t require a flat surface to stabilize the controller

(shops.cyes.nl, n.d.)

(Houchens, 2015)

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Dakota’s Inspirations●My inspiration came from

a video I watched of a man who makes modded one handed 360 controllers.

●His idea of putting the analog stick on the bottom of the controller to use with his knee was a major design concept for me.

●The last bit of inspiration was the fact that I have played games one handed before and used different methods to move the left analog stick.

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Kyle’s Inspirations●I was inspired by several

current controllers when I designed PALM. Mainly, the Steam Controller’s touchpad utility combined with the 3D area cameras similar to the Microsoft Kinect system.

●I was also inspired by the child game Simon for the button colors and configuration. This allowed for a simple, recognizable system for everyone.

●The main overarching design key was the ability to use PALM in any 3D environment by using multiple cameras to detect the player.

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Jon’s Inspirations● I really liked the

modular buttons of this controller; however, I felt it was lacking because of its flat design. It does not look comfortable to use.

● I think a modular controller with a more ergonomic design would be great!

● I wanted a controller for one handed use and to fit comfortably in a person's hand.

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Design Process

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Design MethodConceptual Design:

● The top of the controller needs to be smooth and the buttons need to be accessible by either hand.

● Movement in most games is done by using an analog stick. To have one on a single-handed controller, it would have to be modular so it can be used on either side.

● To stabilize the controller while sitting on the couch or a chair, the controller would need to be secured in some way.

● The controller needs enough buttons so that it will be consistent with standard platform controllers.

● A USB cord is a universal option to connect to different platforms.

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Schematic Diagrams

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Schematic Diagrams (cont.)

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Design Assumptions●The controller should be secured by some

method so it doesn’t require a flat surface (ease of use)

●The analog stick should be modular so it can be moved to the left or right side of the controller depending on which hand the player is using

●The controller should contain both buttons and bumpers to add functionality for complex controller games

●All the buttons and bumpers need to be symmetrical so either hand can use them the same way

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Button Mapping for Call of DutyCall of Duty is a first-person shooter where you take on the role of a soldier. You have various weapons at your disposal such as gun, grenades, knives and you can call in tactical aids such as UAV missile strikes or attack helicopter

ControlsMovement………….Modular Analog StickCamera Control……..Move the ControllerCrouch……….Push Modular Analog StickPrimary weapon………………...Bumper 1Lethals…………………………...Bumper 2Use………………………………...Button 1Reloading…………………...Hold Button 1 Melee attacks……………………..Button 2 Jump……………………………….Button 3 Switch Weapon…………...Side Bumper 1 Toggle ADS………………..Side Bumper 2Score Board.......................Side Bumper 3Objectives/Menu……….....Side Bumper 4

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Button Mapping for a Diablo 3In Diablo 3 you control a character in third person and have the use of 6 abilities at one time.

ControlsTarget Lock……………………………....Side Bumper 1Health Potion………..……..Side Bumper 2 + Bumper 1Skill 6………………………………....………...Button 3Skill 5…………………………………………...Button 2Skill 4…………………………………………....Button 1Skill 3……………………………………….....Bumper 3Skill 2……………………………………....….Bumper 2Skill 1………………………………………......Bumper 1Evade…………………………….........Click Analog StickMove…………………………..…………....Analog StickFast Equip…………………....Side Bumper 2 + Button 1Town Portal…………….........Side Bumper 2 + Button 2Map……………………..........Side Bumper 2 + Button 3Character Menu………………………....Side Bumper 3Game Menu…………....………………..Side Bumper 4

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Button Mapping for XCOMIn XCOM is a turn based strategy where you control a group of soldiers on a tiles based board.

ControlsCamera Navigation………………..Thumb Analog StickUnit Select……Side Bumper 1 + Thumb Analog StickAbility Select…...Side Bumper 2 + Thumb Analog StickRotate Camera…………………………....Tilt ControllerConfirm Action………………………………..Bumper 1Interact………………………………………..Bumper 2Swap Weapon………………………………..Bumper 3Reload/Overwatch………….Side Bumper 1 + Button 1Cancel Action………………………………….Button 3Hunker Down…………….....Side Bumper 2 + Button 2Primary Action………………………………....Button 1Move Soldier…………………………………...Button 2

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Prototype

Front View Front Left View

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Prototype (cont.)

Front Right View Top Down View

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Prototype (cont.)

Front View with forward left tilt. Modular analog stick moved to

right side for a left-handed player.

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Play Test SummaryIn order to determine the

feasibility of our design we conducted a playtest with an expert gamer named Ryan. Ryan is a Sophomore in high school and has been playing video games since he was four. He has experience using all types of controllers for various platforms including:

● PC● Xbox Original/360/One● Playstation 1, 2 & 3● Nintendo

NES/SNES/Wii/WiiU/Gameboy Advanced

● Smart PhoneThe playtest lasted

approximately 30 minutes. During the playtest, Ryan was asked about his initial reactions, the general design of the controller, its use using only the left or right hand, and its use in various game genres.

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Play Test Results / User Opinions

●His initial reaction to the controller: “It’s pretty awesome”

●“It would take a little getting used to, but once a player is used to it, it would be easy. Simple and complex.”

●“The controller could have a button by (in front and above) the side analog stick for more options.”

●When asked about the side analog stick: “The side analog stick isn’t weird at all. It’s basically the same as a normal controller.”

●When asked about its use with a side scroller game: “For Mario or Sonic, it would be weird to move the analog stick up to move right instead of right when a top analog stick, but it would be easy to get used to.”

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Play Test Results /User Opinions (cont.)

●When asked about its use with a first person shooter (FPS): “For Call of Duty, if you could program the buttons, it would be real easy. The top left bumper could be shoot, the top middle button would change weapons, the top middle bumper would be aim. X & Y aren’t really used that much. The analog stick should have a push button though like other controllers (like the Xbox One analog sticks)

●When asked about the overall usability of the ODIN: “The design is great and it could be easily patentable.”

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Post MortemWhat Worked What Didn’t

● Work load was distributed unevenly throughout the team.

● Rarely had entire team present at meetings due to schedule conflicts.

● Example template presentation had little to do with current topic, which left layout questions unanswered.

● Combining the core concepts of each team member’s week one designs.

● Having a physical prototype to run playtests and gain useful feedback.

● Meeting early on in the week to decide the game controller design.

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Post Mortem (cont.)What The Team Would Change

● With this being an unorthodox project with restrictions, more time to better understand what was needed in a one-handed controller would have been helpful.

● The ability to have more hands-on testing with physical prototypes and play testers who actually fit the project demographic.

● Have a solid work schedule and meet deadlines.

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References● Heck B. (2008) New Single-Handed Controller. BenHeck. Retrieved from:

http://www.benheck.com/new-single-handed-controller/

● Houchens, J. (2015). Controller Design Discussion. Retrieved from:

http://bit.ly/1NXeeKg

● Shops.Cyes.nl (n.d.). Saitek Pro Gamer Cyborg Command Unit (.JPG). Retrieved

from: http://bit.ly/1Qb8qAj

● Cacoo - Your ideas. Our canvas. (n.d.). Retrieved November 7, 2015. Retrieved from:

https://cacoo.com/

● Devlin, K. (2015, November 1). Controller Design Discussion. Retrieved November 8,

2015, from https://course.fso.fullsail.edu/class_sections/79943/discussions/942773