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Ergomancers ’ Controller Pitch. Bradley Bailey Chris Crawford Josh Davis Jason Hanes Daniel Langel. Class: Usability Assignment 4. Abstract. A R evolution i n gaming.
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Ergomancers’ Controller Pitch Bradley Bailey Chris Crawford Josh Davis Jason Hanes Daniel Langel Class: Usability Assignment 4
Abstract A Revolutionin gaming It is our intent to present you with our new controller design for the future Xbox console; “Titan.” Though we have decided to map the buttons for the future Xbox console, Titan could easily conform to any current, or future, console. Within this presentation we will cover the inspiration for our design, and how we have taken some of the best features from previous controllers and married them into a single device. While outlining the versatility of our controller, we will discuss the placement and functions of its features, as well as several features that promote its longevity. Focusing on the practical use of Titan, we will go over our prototype, testing, and results. We will reveal our testing procedures and compare our data to our assumptions. This will allow us to formulate a plan for further development and iterations, as well as speak to some of its strengths. By doing this, you will walk away from this presentation with a better understanding of why Titan is the future of console gaming.
Introduction The Future Has Arrived In the world of gaming, hardly anything remains constant. Nearly every year we are treated with new goodies from different companies trying to tell you why their specific console or specific controller is better than the other. The battle for superiority is the driving force behind the industry, and is the major reason why the industry is always pushing the limits of what can be done. There has always been a new idea to look forward to or new ideas to try and dazzle gamers with. Today, the search for something better ends… for good! THE FUTURE HAS ARRIVED! Today, you have the good fortune to witness perfection in controller design. Titan is the next big thing that all game companies push for. The design offers the ability for optimal gameplay across any console and any genre, yet we would like package Titan with the Xbox 360 first. The great thing about this controller is that it offers the gamer everything they have ever dreamed of in a controller, while also giving them what they have come to accept as the standard for console gaming. Never before has anyone had the opportunity to own a controller with the ability and lifespan that this controller has. It will literally be used for DECADES to come, and on every current and future console. Let us show you every gamer’s dream, a dream created for gamers, by gamers. Let us give you, “Titan.”
Objectives Superiority = Domination • Add functionality through more convenient and comfortable button mapping. • Redefine comfort and ease of access for users of all ages. • Further immerse players into the simulated user experience. • Remove unnecessary on-screen clutter. • Integrate new technologies to enhance user friendliness. • Give our controller a more natural feel. • Create a more customizable, individual, experience. • Afford developers a m0re diverse tool for their games. • Create an HCI device that exceeds flexibility expectations for designers of all gaming genres. • Provide developers the ability to use a template of items available to be used for touch screen display and usage, while also allowing them to create their own interactive elements. “The Future Has Arrived...”
Design Inspirationand Purpose Different Done Right For our controller concept we drew on our prior knowledge of successful controller design. This allowed us to create a great base design to improve upon. Our primary source of inspiration for this controller’s form factor was the Dreamcast controller. We felt that the bigger, boxier design would help fill the players hand out and make the device itself feel more like a tool than a toy. The integrated touch screen draws its inspiration from smart phones and tablets. With this technology expanding at an infinitesimal rate, we decided to give the player and other game designers an adaptable platform to use. Highlighted by small raised touch buttons on either side of the screen the player is provided with a tactile point of reference from which they can input additional commands. Since our target console for Titan is the Xbox, our natural inspiration for button layout comes directly from the S-Controller. This conscious design decision is an attempt at not deviating from the player’s prior experiences with Xbox controllers. Due to the generic nature of the Xbox controller’s button layout, Titan could be used with any console. “The Future Has Arrived...”
Design Inspirationand Purpose Cont. Different Done Right With person to person communication becoming the standard in today’s culture of gaming, and the advent of the Kinect, we decided to place a microphone and a camera on the front portion of the controller. These devices, located directly above the screen, can be used in tandem with the touch screen and communication. On the reverse side of the Titan, we decided to place a rear facing camera, the battery pack, and the LS and RS buttons that were previously associated with the analogue sticks. Again, our inspiration for the rear facing camera comes from the world of cell phones and tablets. Moving the previous clickable joystick buttons to the newly created LS and RS buttons on the back of the controller was a decision made in an effort to help fully engage the player. “The Future Has Arrived...”
Schematics (Front View) “The Future Has Arrived...”
Schematics Cont. (Back View) “The Future Has Arrived...”
Schematics Cont. (Side View) “The Future Has Arrived...”
Schematics Cont. (Top View) “The Future Has Arrived...”
Design Assumptions Our controller, Titan, should increase performance over traditional controllers by allowing the player constant access to two buttons that are normally used by pressing down on the thumb sticks. Steve Swink considers game feel to be, “…where action flows from hands to the controller and into the game transparently and the eyes, ears, and hands perceive the results, process them, and respond within a few milliseconds.” (Isbister & Schaffer, 2008). The problem with the stick buttons on controllers is that players don't put constant force on the sticks. This allows the player to accidentally push down or let off of the button unintentionally while moving the stick, thus, breaking the flow of action aforementioned by Swink. Moving these two buttons to unused fingers on the back gives the same functionality as the sticks had but with less margin for error. Due to the position of the new LS and RS buttons, having a regular grip setup would hinder movement of the middle fingers to the buttons. The grips on Titan allow the hands to sit comfortably while still giving users the ability to use the two buttons unrestricted. In, The Design of Everyday Things, Donald Norman states "The value of physical constraints is that they rely upon properties of the physical world for their operation; no special training is necessary," (Norman, 2002). Our design utilizes this since the hands would normally rest so that the player can feel the back buttons next to their middle fingers; awareness to these buttons is then achieved with no sight needed. “The Future Has Arrived...”
Design Assumptions Cont. In following Akihiro Saito's idea of, “Gamers are better served if they are not aware of the controller, which should exist in their hands as much as possible like air,” (Isbister & Schaffer, 2008), the touch screen on the controller has raised bumps on all four corners. Due to them being raised, it is far less likely for users to overshoot them like you could a normal beveled edge and forcing players to look at the controller. These bumps help give the user a sense of where the screen is and also give developers hot spots to utilize. They could be used as regular buttons or be used in conjunction of what is showing on the touch screen itself. In addition, the buttons should be easily correlated to a TV screen's four quadrants if designers want to utilize the TV more than the screen. Sixaxis motion control allows the controller's rotation and velocity to be taken into account from a game. This motion control will be able to provide more natural mapping to some games better than a regular controller would due to the controller's ability to be turned like a wheel or be controlled like an analog for an aircraft. The natural mapping will help players understand the actions immediately. (Norman, 2002) Build-in microphone will not only let players voice chat without a headset but will also be allow the use of voice commands from it. Being able to use voice commands makes doing tasks that are not bound to any specific button a lot easier. This sort of technology is already used in fighter aircraft such as the F-35. (Howard, 2007) Image (Above) (David Gross, 2012) “The Future Has Arrived...”
In-Game Usage Halo 4 - Button Mapping A - Jump B – Crouch/ Previous Screen X – Reload/Action Button Y – Switch Active Button LS –Use Ability RS - Aim Left Trigger – Cycle Grenades (short press)/Throw Grenade (Long press) Right Trigger - Fire Left Bumper – Sprint Right Bumper - Melee Directional Pad Up Directional Pad Down – Select Ordinance Directional Pad Left – Select Ordinance Directional Pad Right – Select Ordinance Left Stick - Move Right Stick - Aim Start – Setting/Pause Menu Back – Score “The Future Has Arrived...”
In-Game Usage Cont. Halo 4 Titan will revolutionize gameplay for first person shooters, even in the greatest games of the genre. Take Halo 4, for example. Currently, 343 Industries have an amazing game that, simply put, is heads and tails above the competition. How, then, to improve from the current iteration? The answer is simple; redesign the HCI device to cater to both the player and the game. Fortunately, Titan is perfect for any player and every game. Titan has many features that improve playability, and create a more user friendly experience, while utilizing the objectives and principles of Gamenics to reduce the stress to the player by creating a more natural feeling controller, that also takes the player further into the game experience and further out of the real world. The big addition to the controller that is obvious is the touch screen. What is great about the touch screen is what it encourages for designers. With other systems that also house a touch screen, the screen is used for all visual gameplay. Our HCI device allows the screen to have multiple uses. You are the Master Chief. When Cortana talks to you, she doesn’t have to obscure your vision or just be a voice in the back of your head. Cortana can actually be seen on the touch screen interface, completely animated, and talking to YOU, the gamer. This pulls you further out of the real word and into the game. Another way the touch screen can be used is in the Xbox Guide menu. Instead of having those menus take up your television screen space, you can now navigate them with the four touch screen, raised-gel buttons, right on the touch screen of your controller, allowing the user to experience an uninterrupted, seamless experience. Imagine having the ability to see your friend, or friends, on the touch screen while playing a game and video chatting at the same time. For matchmaking, the experience shifts to one that is fun in-game, and engaging in the real world. This refers back to the principle of gamenics that suggests the need for real world and game world interconnectivity. Even things like seeing your inventory could help a player see vital information in one area and assist in useabilty. The addition of the two back buttons (LS and RS) allow for a change in button mapping that feels more natural and revolutionizes matchmaking. One of the most solid features of the controller is that it keeps the feel and mapping scheme of previous controller iterations, to build off of the familiarity that players have come to know. This creates a situation in which players are experiencing a controller upgrade rather than a change in the entire controller. “The Future Has Arrived...”
In-Game Usage NBA 2k13 – Button Mapping A – Pass/Player Swap B – Hop Step/Take Charge X – Pump Fake/Shoot/Steal Y – Post-Up/Block/Rebound LS - Unmapped RS – Hard/Wrap Foul Left Trigger – Switch Between Dribble & Shot Stick/Intense D Right Trigger - Sprint Left Bumper – Positional Plays/Pick Control/Double Team Right Bumper – Icon Pass/Icon Swap Directional Pad Up – Signature Skills HUD Directional Pad Down - OTFC Substitutions Directional Pad Left – OTFC Offense Strategy/OTFC Defense Strategy Directional Pad Right – OTFC Quick Plays/OTFC Defensive Sets Left Stick – Move Player Right Stick – Dribble Moves/Shooting/Hands Up/Lunge/Hard Foul (+Sprint) Start – Pause Menu Back – Timeout/Intentional Foul “The Future Has Arrived...”
In-Game Usage Cont. NBA 2k13 NBA 2k13 is a great game created by a great company. The NBA 2k franchise rose from the bottom of the basketball game genre to become the number one basketball franchise in the genre, and it did so by being precise and innovative. This is why we believe games like this can benefit from Titan so much; because Titan itself is the most precise and innovative HCI device to date, and it will wear that badge for years to come. The control scheme offers players with, literally, hundreds of command options featured on very few buttons. Because Titan is so easy to operate, and because it removes the need for clickable joysticks, the players hands are free to use their controller to input commands to the game much more quickly and accurately. Simply removing the restrictive nature of clickable joysticks to the LS/RS buttons allows the player to concentrate positioning of the thumb to a more suitable position for stick controls. This is especially favorable in the end of quarter/game moments when a player needs to be able to use that clickable command, yet also needs the most accurate joystick movements possible. Execution becomes easier with a less restrictive controller. Although the comfort offered by our controller, coupled with the precision offered by button placement and our new LS/RS feature, is impactful, there is a feature that amplifies the innovation that this franchise normally brings; the touch screen. This is something the team was excited about since the inception; applying our LCD touch screen to sports games. The reality is, the possibilities seem virtually endless when viewed from this lens. Many sports games offer the user the ability to create a player and follow them throughout their career. Because much of the gameplay milestones are achieved through statistical goals, it is important that the user be ever aware of where they stand. Although the on-screen information allows the user a fair amount of statistical data to view, much of it is displayed based on recent input. In other words, if I just shot free throws I may see my free throw percentage and my attempts/made ratio. With our touch screen, all stats could be displayed at all times, or even shuffled through, with the use of the touch screen and it’s four raised gel buttons.This information could be displayed for individual players and/or teams. You could view and/or set plays, make substitutions, view stamina of bench players, view foul warnings, get coach input, and basically do MANY things that aren’t done well currently. The best part is, the features the controller could bring to the game alone would revolutionize the series, and there are still the innovations the development team cold bring to the table to consider. This further emphasizes our desire to bring individual templates of displayable information for our touch screen to development teams based on the game’s genre, while also leaving the development team the possibility to fully create their own individual touch screen design if desired. “The Future Has Arrived...”
In-Game Usage Need For Speed: Most Wanted – Button Mapping A - Nitrous B - Horn X - Handbrake Y – Swap Car LS – Unmapped RS - Unmapped Left Trigger - Brake Right Trigger - Accelerate Left Bumper – Change Camera Right Bumper – Change Track Directional Pad Up - Unmapped Directional Pad Down - Unmapped Directional Pad Left - Unmapped Directional Pad Right - Unmapped Left Stick – Steer Left/Right Right Stick - Rotate Camera Start – Pause Menu Back - Map “The Future Has Arrived...”
In-Game Usage Cont. Need For Speed: Most Wanted Some games require a lot of complexity to be enjoyable, and even more so, they require better controller mapping to house the features that continuously get added with each iteration, giving the user more options while further complicating the control scheme. While, if done well, this isn’t always a bad thing, some genres are starting to see the value of “trimming the fat,” and eliminating unnecessary features that muddy up the features that are core to the game and truly offer a great experience. Enter, Need For Speed: Most Wanted. With the latest installment to the NFS franchise, Criterion Games has found value in the latter strategy. With this new wave of “simpler” games, users find themselves with an option not seen on many console games; the ability to truly map out their own button schemes. Much like many PC games, in NFS: Most Wanted, players can go into a settings menu and directly select the desired action and map any controller button to it. This truly speaks to what Titan is all about; a fully customizable player experience. This speaks to yet another design intention of moving the clickable stick buttons to the newly created LS/RS buttons on the rear of the controller. With these buttons, we intend to provide developers with a controller that would allow them to give users such options. While it is true that less controls inherently give players more options, we believe that many games will be able to keep the same amount of controls they are accustomed to because of the freeing of mobility offered by the LS/RS buttons. The touch screen feature also gives us one of the most exciting features we can think of for games across all genres. In racing games, it is often frustrating to have to use a button to enable the rear view mirror function. Even more frustrating is that this changes the players entire screen view in a genre of games that requires many minute, to major, movement adjustments in a quick succession of “fraction of a second,” adjustment windows. Unfortunately, many development teams find themselves eliminating this feature altogether, as is the case in NFS: Most Wanted. While this does not majorly alter gameplay for users racing in a third person view, racers that play in first person view have no chance of seeing the action behind them, and positioning themselves in a way that prevents another racer from overtaking them. This is when Titan’s LCD Touch Screen display shines. Developers now have a place where they can not only show the rearview mirror without removing the straight on view and/or taking up on-screen real estate, but they can also display this view in a constant fashion via Titans Touch Screen. We are very excited to be able to promote this feature in all racing games, but especially excited to bring it to franchises like NFS, where developers seem to have all but given up on successfully implementing this feature. “The Future Has Arrived...”
The Prototype “The Future Has Arrived...”
The Prototype Cont. “The Future Has Arrived...”
Playtest For the playtesting procedure, we first had the tester hold a normal Xbox 360 controller for reference as to how the normal controller feels. I then had him hold Titan just to see how it feels in his hand. After he held it, moved it around, and made some comments about it, I told him what each button did and what it would be used for in gaming. He tested the buttons out and made some comments about them, saying, “this is too far,” or, “I like the feel of this,” type of comments. After a while he tried messing with the buttons on the screen, imagining what the touch screen could be capable of and tested the size of it and tried using it. His hands always went back to the main position of the original 360 controller because it felt normal, but he liked the new changes. He tried out each button to see how it would feel in his hands and identify any problems. After he had finished trying out and testing out the controller, including every single button that was on it, I had him fill out a questionnaire about his thoughts and ideas of Titan. “The Future Has Arrived...”
Questionnaire Demographics 1. Name of Student doing interview/testing: Jason Hanes 2. Sex: Male 3. Age: 21 4. How do you play games? (Highlight all that apply)A. Xbox 360B. PS3C. WiiD. PCE. Mobile DeviceF. HandheldG. Other 5.Time Spent With Controller: 45 Minutes (Approx.) “The Future Has Arrived...”
Questionnaire Cont. Survey 1) How does the joystick and button placement feel in your hand? A) Good B) Ok C) Horrible 2) How does the weight of the controller feel? A) Normal B) Too Heavy C) Too Light 3) How accessible is the touch screen? A) Very Accessible B) Accessible C)Not Accessible 4) Rate the following controller elements on a scale from 1 – 10, 1 being the worst and 10 being the best: A) Left stick and D-pad placement : 10 B) Right stick and A, B, X, Y button placement: 10 C) Rear button accessibility: 9 D) Touch screen placement: 5 E) Camera and microphone placement: 9 F) Start, select, and Xbox button placement: 5 “The Future Has Arrived...”
Questionnaire Cont. Interview 1) What do you like about the controller? Comfortable for the most part. 2) What do you dislike about the controller? Too many buttons and certain button placement like the ones on the touch screen and Xbox button. 3) What is one thing you would change about the controller to improve it and why? Fewer buttons to decrease complications. 4) Does the controller cause hand fatigue? If so, what would you change to prevent this? Depending on what you are trying to press yes. It can be prevented by removing certain buttons. “The Future Has Arrived...”
Playtest Findings and Results In figure 25-1, the test taker holds Titan for the first time and asks what each button is and mentions that it is a little bigger than a normal controller and slightly heavier. He said that it felt good in his hands and was very comfortable overall. In figure 25-2, he is testing out the buttons at the bottom of the controller and says that it’s somewhat far from his hands so it may be difficult to actually reach during gameplay. He also said there is little to no way to reach the XBox button while holding the controller normally. Fig. 25-2 Fig. 25-1 “The Future Has Arrived...”
Playtest Cont. Findings and Results In figure 26-1, he is testing out the D-Pad and action buttons, and says they are in a good position but the D-pad could be slightly higher up. You will notice in figure 26-2, the tester is trying out the triggers and bumper buttons. He says it feels completely normal, comfortable and easy to use. Also the rest of the buttons are easily accessed while using them. Fig. 26-2 Fig. 26-1 “The Future Has Arrived...”
Playtest Cont. Findings and Results In the image above, the tester is trying to use the RS and LS buttons. He believes them to be comfortable and easily accessed, but he could see complications arising if someone gets angry and squeezes the controller, causing them to accidently press the buttons. “The Future Has Arrived...”
Conclusion Recommendations • Tester Recommendations • Some of the buttons should be removed just to make it easier to use and handle for people. • Use the camera for video communication • Use the touch screen for the Xbox guide menu • Team Recommendations • Josh DavisJason Hanes • Add a hide away keyboard under the touch screen with a screen that slides up, modeled after many smart phones with a keyboard • Consider moving right control stick higher and more to the direct right of the touch screen to allow for easier access to the on screen buttons. • Raise the guide, select, and start buttons while at the same time narrowing the vertical size of the controller. This will make the controller smaller and, as a result, make all buttons more easily accessible. • Remove the rear facing camera to lower cost of production and eliminate issues related to limited use. • Create buttons that are around the screen rather than on it, and remove the touch screen capability, instead using an LCD screen like a GameBoy Color. This will lower production cost and make for more efficient use. • Keep the touch screen but get rid of the buttons on it since the touch screen will have the capability of pushing buttons. This will also limit confusion from the amount of buttons for the consumers. Too many buttons scare people sometimes. • Create a small spot for the middle finger to rest in near the back button so the user will squeeze in the small indentation instead of the button. “The Future Has Arrived...”
Conclusion Cont. The End of the Beginning We feel that Titan would make a great addition to the upcoming Xbox console. True, we had mixed responses to the button placement and the touch screen. This can be attributed to deviating from the normal conventions that gamers have come to accept. This feedback wasn’t inherently negative and it was also conceded that the adaptations would be easy to become accustomed to. This only points to the flexibility and user friendly design that we feel is this controller’s biggest strength. Offering a myriad of features and options, Titan sets itself apart with its touch screen and revolutionary placement of the RS/LS buttons. The touch screen’s options for usage are boundless and will only help to ensure the longevity of any console that is attached to it. Titan also places communication and player engagement very high in its priorities. This is evident with the built in dual cameras and microphone; making it an all around power house for gaming and user engagement. “The Future Has Arrived...”
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