DuskTrollStudios_ DTSController_1015

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1. Dusk Troll Studios: DTS Controller Jonathan Furnas Zachary Taylor Nicholas Nizinski Christopher Bradley Francis Gregorin October 11, 2015 2. Abstract Our objective was…
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  • 1. Dusk Troll Studios: DTS Controller Jonathan Furnas Zachary Taylor Nicholas Nizinski Christopher Bradley Francis Gregorin October 11, 2015
  • 2. Abstract Our objective was to create a product accessible by people with one hand while being something comfortable for other players. We began with our individual assignments, and using them, constructed a single entity. We began testing it encompassed all of the necessary components for today’s industry standards. After several iterations, a final product was developed. We went through three different game ideas, ensuring we could still have the full experience. It was tested and results were taken; all of which are located at the end of this presentation. In conclusion we feel like we have created a product, that once refined, could be brought into the real world and be used to offer more people the opportunities that many of us take for granted.
  • 3. Introduction The controller that we’ve come up with uses the original designs that each person developed for their controllers. The controller is meant for those with the access of only one arm but also those who have only one leg. The controller is lightweight and features a way for the player to control how they would like the play their beloved games. This should open up the target audience to a wide variety of players and removing limitations normally applied to people with disabilities.
  • 4. Design Purpose The purpose of our design is to combine the strongest aspects of our individual designs into a single product aimed at making games more accessible for those who have lost the use of one of their arms. The design will incorporate the use of the player’s feet to place less stress on the individual arm and hand.
  • 5. Inspiration: Christopher I was inspired to create a “controller that uses the player's palm on a trackpad with a joystick.”(Bradley, 2015). I am person who always wants to lend a helping hand to others who need it. Given the chance to create a controller for people who have only one armis right up my alley. I am a versatile video gamer, meaning I do not just play console games; I also play PC games also. So when it came to designing my controller the first thing I wanted to do was have the controller on a flat surface because I think it would betiring to hold a controller in their hand. The trackpad was what I came up with so players can just rest their hand and move around. The joystick was a late addition because my initial design left out controlling the in game camera. I decided to put it between the four buttons that way the middle finger can control and players still have the full control over the trackpad. I want one handed players to be ableto relax and enjoy playing the game that they are playing. <--Top flat view Side view --> ght (Bradley, 2015)
  • 6. Inspiration: Jonathan My inspiration was to create “A controller with complete customization to be used by people who cannot use standard industry controllers.” (Furnas, 2015). I have had a desire to help people with disabilities for years, and the ability to do so with an assignment excites me. I am in this program because of my passion for gaming and bluntly to make money. Those with these needs are being fulfilled by attempting to create something that offers as much freedom as possible. Many people are unable to enjoy things I care deeply about, and I feel there should be no reason for that. I attempted to design a controller that would accommodate them, as well as have practical use for those who desire more flexibility in their gaming experience. Being a PC gamer most of my life, this ability to customize the controls of a game is something I’ve grown to take for granted. I want something that opens the doors for people, while still being beneficial to others. (Furnas, 2015)
  • 7. Inspiration: Zachary My original inspiration came from a video I saw a few years ago. There was this guy who had to play using his face and feet with a standard controller. As I researched for this video to further boost my inspiration I came across another that would later serve as inspiration for my controller. The video is of a player with cerebral palsy and his brother playing the game Destiny. He uses a standard controller and his feet to play the game. This goes to show that the design doesn’t have to be perfect because there will be someone determined enough to make it happen regardless. We just need to make it more accessible for them. Video: https://www.youtube.com/watch?v=9XCuMxMz_IE (Taylor, 2015)
  • 8. Inspiration: Francis My inspiration was to create “ A controller that uses both arm and hand to control it.” (Gregorin, 2015). I wanted my controller to be used by most people including those who can only use one hand to play. The challenge in making a controller like this is it needs to really make people want to use it. I didn’t want people to feel like they had to use it or they were at a disadvantage while using it. I choose the orb shape by looking at my dog’s plastic lightweight toy. The toy had holes in it that allowed fingers to easily move around in. So I decided what if I put buttons inside the holes for the player to press. This I believe would help with fatigue and stress on the hands of trying to push buttons that aren’t already near your fingers. This alone doesn’t make the controller unique though. For the movement I didn’t want to use analog sticks because I wanted fingers to be used for buttons. I decided to incorporate a motion sensor and a gyroscope. This came from how phones work. Phones have a gyroscope and sensors that tell them how the person is holding the phone and which way it is facing. Using this in the controller will make the player feel like they are more in control. In a first person game players will be able to use their hand to look around and then they can use their arm to move about the world. (Gregorin, 2015)
  • 9. Inspiration: Nicholas My inspiration came from a couple of things: the original arcade joysticks, flight simulation, and being a drummer. The original arcade joysticks and the flight simulation pretty much go hand in hand for my inspiration. They both provide movement for the user and allow for buttons to be on the front of the control stick. The difference with my idea is that the movement would be dictated by the motion of the stick but the aiming would be done on the top portion. Very similar to the motions found on most flight simulation controllers. The other inspiration comes from being a drummer. What I mean by this is, the ease of access to move from one part of the drum set to the next without fumbling movement. I took this into consideration and that is how I came up with the top portion of the controller. The traditional stick found on most current consoles, I felt, needed a way for a player with one hand to access the D-pad. I decided to put the D-pad buttons around the top stick. In doing this I took what I knew about drum set access and elevated the buttons on the D-pad. This should provide an ease of access to the user from moving their thumb from the control stick to either of the four D-pad buttons. The rest of the controller I wanted to provide every single button, the max being what the Xbox and PS4 controllers have, to give the user full access. The full access allows the user to play any game they want, on any console they want. (Nizinski, 2015)
  • 10. Design Method The design method started with the base concept of Nicholas’ core design. We feel that the initial layout of his controller fits the needs of people with one arm but felt it could really use the help of the rest of our core designs. We introduced Zachary’s foot board which opens up the accessibility to the amount of buttons needed to play most of the games on the market. This aided the design by spreading out buttons on the controller. This will reduce the weight of the hand component as well as the amount of stress that will be placed on the hand and arm. The next part comes from Francis’ motion control and we feel this is something that can help the design.
  • 11. Design Method (cont.) Next we added Christopher’s desire to have a palm based controller (easily added through the use of Francis’ and Nick’s idea), and focused on comfort of the palm. This led us to direct the controller to a more rounded object. Once this was done, we began more detailed creation of the project. Figure 11-1 Figure 11-2 Jonathan’s desire for complete customization materialized in the form of the controller’s charger port. A standard mini-USB charger, it contains three different possible plugs on the other end. Each one contained specialized drivers; one for PS4, one for Xbox One, and one for PC/Mac. While the controller comes with a preset configuration of controls for each console, the PC adapter allows you to adjust these.
  • 12. Design Method (cont). The final adjustment made in the design process was the adjustment of the foot controller. After some testing, we realized our design could be improved with regards to comfort, and went with a more traditional “brake and pedal” system. This allowed us the additional ability of adding a new button comfortably to the controller. In the end we feel we have designed a product that will provide benefits to those who are unable to play video games easily due to the loss of a hand. We are also confident enough to say we have designed a product that those who use industry standard devices will find comfortable as well. Finally it was decided that the hand and foot controller, as well as the system, would all interact with each other through Bluetooth.
  • 13. Design Method (cont.) Nicholas’ original design that would serve as our base: We kept the idea of this original design but removed a few buttons. Each of the programmable buttons in Figure 13-1 was moved to the footboard. The right stick in Figure 13-1, found at the bottom of his controller, was removed to incorporate Francis’ motion control instead. Figure 13-2 serves as an example and the core size and shape of the controller. This is a multi-purpose screwdriver and the picture was taken by Nicholas. Figure 13-1 Figure 13-2
  • 14. Design Method (cont.) Using Jonathan’s engineering skills, he was able to come up with this diagram for us to use as a base. This took into consideration all of our ideas and simplified Nicholas’ original idea. This diagram shows each of the four trigger buttons (found at the front of the controller) and the top analog stick with the standard D-Pad buttons (the top part of the controller). Figure 14. Early Prototype
  • 15. Design Method (cont.) This is Zachary’s original design. Features a considerably stronger focus on the foot portion of the controller. Would later be downsized to 4 and then 5 buttons as the process went on. Designed to be used by either left or right handed players. The hand controller only featured 3 actually gameplay buttons and the only analog stick. The other two buttons were home and start. Figure 15. Zachary’s Original Design
  • 16. Design Method (cont.) This is a photo of the first adaption of Zachary’s design for the DTS Controller being playtested by Zachary himself. This helped us to get a better understanding of the exact measurements it would need. Specifically in this screenshot, Zachary is testing the length of the two primary buttons from the edge of the board. Downsized from 20 buttons to 4. No rounded buttons. Two were half crescents and placed in the middle with a separator between them. Featured two pedal-like buttons on each edge. Bilaterally symmetrical. The user could rest their foot in the middle and press either button by rotating heel. Figure 16. DST Foot Controller Testing
  • 17. Schematic Diagrams Figure 17. DST Hand Controller (Top View) Thumbrest D-Pad Down D-Pad Right D-Pad Up Analog Stick/Click In D-Pad Left
  • 18. Schematic Diagrams (cont.) Figure 18. DST Hand Controller (Right Side View) Start Button Left Trigger Right Bumper Select Button Right Trigger Left Bumper Analog Stick/Click In Thumbrest D-Pad Up D-Pad Down Elastic Strap Charging Port
  • 19. Schematic Diagrams (cont.) Figure 19. DST Hand Controller (Front View) Right Trigger Right Bumper Left Bumper Left Trigger This is a 3-D view of the front part of the controller. It shows the opposite back side of the controller. D-Pad Up Thumbrest D-Pad Down Analog Stick/Click In D-Pad LeftD-Pad Right Charging Port
  • 20. Schematic Diagrams (cont.) Thumbrest Figure 20. DST Foot Controller (Top View) Button 5 Button 1 Button 3 Button 4 Button 2
  • 21. Schematic Diagrams (cont.) Figure 21. DST Foot Controller (Front View) Button 1 Button 5 Button 2Button 3 Button 4
  • 22. Schematic Diagrams (cont.) Figure 22. DST Foot Controller (Side View) Button 2 Button 5
  • 23. State and Defend Design Assumptions - Christopher “When video game players play games, they get immersed in them. What helps players get immersed in the game? Some say the story, others will say the mechanics, but a huge part that gets players immersed is the controller. ‘The nature of natural mapping motion capturing controllers embodies the concept of spatial presence by transferring real-world movements and behaviors of gamers directly into the virtual environment’ (McGloin,2011). Players who do not feel immersed in a game tend to not enjoy the game. We want to give players who cannot fully enjoy a controller in their hands the feeling of being immersed in the video games they play. We at Dusk Troll Studios created the DTS controller with idea of giving people who have one arm the opportunity to play games without struggling to play with controllers designed to be played with two hands.“ - Christopher Bradley
  • 24. State and Defend Design Assumptions - Jonathan “According to a study, just over 12% of the population face some form of mobility disability (Bierre, Chetwynd, Ellis, Hinn, Ludi, Westin, 2005). I feel that our controller is capable of helping a reasonable portion of that population. While our controller does feature both a hand and feet controller, it was designed to be easy to learn and adapt to. The customization feature ensures that gamers from the most popular gaming markets are able to become comfortable with it as soon as possible. While this is obviously designed for those who have lost use of one hand, this is also beneficial for those with negative effects of other upper body issues. The slant of the foot controller is designed to be functional without causing unnecessary strain on the user. This product was designed to accommodate as many people as possible, and I feel it does just that. The supplied grip as well as the thumb rest is designed to let the user play for longer periods of time with less feelings of fatigue. The “motion pause” button was added for times when people wish to reposition themselves and they do not want to be punished by performing such a simple action. All these features make me feel that we as a team have created a product which with some refinement could be manufactured, sold, and maybe even make an impact on someone’s gaming experience.” - Jonathan Furnas
  • 25. State and Defend Design Assumptions - Zachary “I believe that video games are a form of art and I believe in accessibility to art is paramount in our society today. According to Nancy Milligan, Els Nieuwenhuijsen, and Carolyn Grawi, ‘Research shows accessibility is the main environmental barrier to participation in arts and cultural events. Individuals with disabilities are disconnected from managers of cultural organizations and city leaders.’ (Milligan, Nieuwenhuijsen, Grawi, 2014). I believe this barrier needs to be breached on every front and with the DTS Controller we intend to do that. Sometimes this requires us to think outside the box, or in this case the hand. I feel like we’ve accomplished that here by not restricting players to just their hand. A constraint fosters creativity and with the DTS Controller we’re encouraging that creativity by giving them a substantial amount of control with their hand without overburdening them. We’ve expanded the control options to their feet allowing them to use more than one limb for input while removing stress from the arm and hand area. Our goal is to open the art form of games to a wider audience and enabling those playing under constraints to extend their playing time using a more accessible device.“ - Zachary Taylor
  • 26. State and Defend Design Assumptions - Francis “’After completing a 16-session program playing the Nintendo Wii with one hand; 10 chronic phase post-stroke participants showed significant improvement in motor skills.’ (Paquin, 2015, p.2184). This article is an example of how helpful a controller like mine can be. My core accessibility design states ‘A controller that uses both arm and hand to control it.’ (Gregorin, 2015). My controller design can do even more than other controllers because it allows the player to control two different movements at the same time with just one of their hand and arms. This is very beneficial because it allows players to use all their fingers on one hand to for all the buttons. In a first person game especially this helps provides a more natural feeling to the game. The player can aim moving their hand around and then move their character using their arm. This allows the player to feel more in control of the movements and viewing in a game. I found for some people using a regular controller provided restricts them from being able to do certain tasks in a game that someone can do in real life. My controller allows for more lifelike reaction times. Once players give my controller a try, I’m sure they will enjoy the experience.” - Francis Gregorin
  • 27. State and Defend Design Assumptions - Nicholas “‘Cross platform technology could have terrific accessibility benefits due to the alternative modes that games would introduce’ (Glinert, 2008, p. 38). This quote directly links the relationship of how I feel about games in general and how controllers should be multi-platform capable. My core accessibility design statement states, “A controller that meets the needs of ANY GAME.” (Nizinski, 2015). Not only does my passion for games bring me here but it also helps me understand the importance of making games and controllers accessible for everyone. When I say, “ANY GAME”, I mean that any game on any console can benefit from the use of this controller. I am personally a hardcore PC gamer and have stayed away from certain games from consoles due to the lack of the precision a mouse delivers. This controller completely demonstrates how my core accessibility design statement can be used for anybody. For someone like myself, I would use this controller to gain access to play games with my friends that I normally cannot do. This is due to the motion sensor acting like a mouse for me. The importance is to focus on those with only one hand but, this also acts as a device for anybody. With that said, I feel this helps the target audience grow in a way that, one hand accessible players and PC gamers have a way to play games in general on consoles.” - Nicholas Nizinski
  • 28. Descriptions of Three Games and Control Layouts In this part of our presentation we will talk about three different games on three different consoles. We will go over each of the game's controls on the different controllers they all use and convert the layout for our controller. Each of the three games is from a different genre and the layout can be converted to games of the same type.
  • 29. Counter-Strike: Global Offensive (PC) Valve’s Counter Strike: Global Offensive is a very popular first-person shooter on the PC. The game features a very standard layout
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