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GAME USABILITY Week 2 Ian Henderson, Quinton Maza, Dante Odorico, Brian Pisarczyk, and David Sabre 1 “Recurve” controller

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GAME USABILITY Week 2

Ian Henderson, Quinton Maza, Dante Odorico, Brian Pisarczyk, and David Sabre

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“Recurve” controller

Brian Pisarczyk
Example:Delete when done.
Brian Pisarczyk
Example:Delete when done.

ABSTRACT

In this presentation, we at Mercurial Studios will be presenting the concept of our very own one-handed controller. Our controller, the “Recurve”, is the child of five different controller ideas stitched together. We compiled examples of control mapping for three different kinds of games, and controls (as well as notes on comfort) that will ultimately go tested in the form of a controller prototype. We also took note of what went well and what did not, as well as our assumptions and thoughts towards our concept as it is now.

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INTRODUCTION AND DESIGN PURPOSE

Mercurial Studios presents the “Recurve”, a one-handed controller with all the functionality of a standard, two-handed controller. It has six conventional buttons, a trigger for the pinky finger (found inside of the “clamshell” part of the controller), a scroll ball, a touchpad that registers gestures, and a Joystick.

The Recurve is to be designed to have extra support for the player with an archery bracer-like arm strap so the player can be more comfortable and be provided better support upon their arm. The player also has the option of using the Recurve ambidextrously by repositioning the clamshell section.

By mapping the controls in different ways, and even swapping the joystick and trackball controls, the Recurve can be used for a wide variety of games. We’ve mapped the controller for Shovel Knight, Amnesia: Dark Descent, and Civilization Revolution.

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INSPIRATION: TRACKBALL

Inspiration for the trackball came from a design based on the practice droid from Star Wars Episode IV: A New Hope. In the current design, it was chopped down into just a trackball attached to the tip of the Joystick, but the trackball still glides for a while after the player lets go.

—David Sabre

4Chang, (2007).

A Trackball PS2 Controller

INSPIRATION: FINGER SENSORS

The finger sensors aspect of our controller came primarily from the 1989 product by Nintendo, the Power Glove. Unlike the Power Glove, which employs a full-on glove for your hand, our controller only employs covering and sensors for the player’s fingertips (sans the thumb finger). I thought that there were elements of the Power Glove that could’ve gone better employed into working, and so I sought to achieve that with this contribution to our controller’s design.

—Ian Henderson

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The Power Glove. (Snapshot). http://www.zero1gaming.com/features/gaming-fail-powerglove/

INSPIRATION: JOYSTICK

The inspiration for the Joystick aspect of the controller came from the classic Atari design. “On September 11, 1977, the Atari 2600 was released with a Joystick controller” (Atari Age, 1998). Our Joystick has more sensitive motion detection so that the player does not have to move the stick far to achieve motion.

—Dante Odorico

The Atari 2600 Joystick. (Snapshot). http://atariage.com//2600/controllers/con_AtariJoystick.jpg 6

INSPIRATION: WRIST BRACE

My initial inspiration for the Wrist Brace mechanism was based off of an archery bracer. I’ve placed a picture in the lower right hand corner of this slide, (KaurJmeb, 2008) and it’s used to protect the archer from damaging his forearm when he releases a fully drawn bowstring. It’s not typically used to support or hold any thing in place, but for this design I imagined it would work for just that. I was hoping it would support the device by holding the controller securely in place, and allow the user to let go of the controller freeing up his hand for other uses.

—Quinton Maza

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Archery arm guard. (Screenshot). http://commons.wikimedia.org/wiki/File:Archery_arm_guard.JPG

The Knuckle/Clamshell design doesn’t have a specific game controller that it’s inspired from, but the design was drawn from a version of brass knuckles. The knuckles provide a simple button and joystick layout. “Game controllers are typically condemned for having too many joysticks and too many buttons—in short for being too confusing.” (Fortugno, 2008, p. 108). The main inspiration behind this feature is support and better control for the player. The player will have all of the buttons available to them and they are easily accessible to them.

—Brian Pisarczyk

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INSPIRATION: KNUCKLE/CLAMSHELL

Plastic Knuckles. (Screenshot). http://plasticknuckles.com/

DESIGN METHOD● Developmental concept

○ Incorporation of Dave’s trackball concept.○ Incorporation of Ian’s finger sensor concept.○ Incorporation of Dante’s Joystick concept.○ Incorporation of Quinton’s wrist brace concept.○ Incorporation of Brian’s knuckle/clamshell

concept.○ Each component was originally intended for a

separate controller with specific functions.

● Intended concept○ Was designed to be usable with only a single

hand○ Was designed with ambidexterity in mind○ Utilized a seven button design○ Utilized an adjustable “clamshell” of which

conceals a trigger and can be moved to accommodate left-handed players.

○ Utilized a scroll ball, as well as a Joystick. ○ Utilized touch pad functionality to provide

additional options in game control.

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10Figure 1. The “Recurve” controller (Side view)

SCHEMATIC DIAGRAMS

Arm Strap

Arm Brace

Scroll Ball

Clamshell

Joystick Support

Battery Pack

Switch Clamshell Side

Finger Entrance

Switch Joystick

Joystick.

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Figure 2. The “Recurve” controller (Top view)

Scroll Ball

Touch Pad

Clamshell Support

Back Buttons

Front Buttons

Knuckle Support

Finger Entrance

Switch Clamshell Side

SCHEMATIC DIAGRAMS (CONT.)

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Figure 3. The “Recurve” controller’s “touch pad” (Front view)

SCHEMATIC DIAGRAMS (CONT.)

DESIGN ASSUMPTIONS: DAVIDThe benefit of a trackball over other types of controllers, such as Joysticks, is the ability for the ball to “Spin freely by itself for several revolutions. That allows you to quickly move a cursor from one part of the screen to another using the inertia of the ball” (Spiwak, 1995, Para 3). In gaming this means that a trackball allows the player to move the camera further with a quicker motion. In the Recurve controller, the trackball and Joystick work together and their functionality can be switched based on user preference.

—David Sabre

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DESIGN ASSUMPTIONS: IANBack in 1989, consumers who purchased their very own Power Glove came to an immediate realization: that what the Power Glove had was “—extremely imprecise detection and a hideously awkward controller position…” (Izod, 2013, Para 6). The primary idea behind the finger sensors is to take the concept the Power Glove initially provided, but actually make it work. They would be capable of offering new options to the player, sensors focused on their fingertips alone rather than their whole hand or even arm. With detection solely for the player’s fingertips, these sensors will provide optimal precision, and ultimately a working gameplay experience.

—Ian Henderson

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DESIGN ASSUMPTIONS: DANTEThe benefit of the Joystick is firstly for comfort. The design allows you to grip the controller and go about your gaming by gesturing in the direction you’d like to go. Another benefit is familiarity. Most notably, the players would know of the Atari Joystick. “The Atari Joystick was an eight-direction joystick with a single button” (The Verge, 2015). Gamers everywhere know a Joystick and can use that as the first thing that draws them in to this new-age design. By modifying the Joystick so that the player does not have to use a large range of motion, the players will not put strain on themselves, which was common of Joystick predecessors. Lastly, the overall size of the Joystick is perfect for supporting the modifications we have made to create our controller. There is plenty of room to add things like buttons, a trackball, a “clamshell”, as well as attach a brace to it without it becoming clunky or unappealing.

—Dante Odorico

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DESIGN ASSUMPTIONS: QUINTONThe wrist brace was originally designed to protect the bow arm from the release of the string. “The best arm guard for you will be the one that fits properly and offers protection in the area where the bow string tends to hit you the most” (Sutton, 2013, Para 1). However, my originally assumption for this design was meant for support. I think that the wrist brace will allow the user to free up his hand for other tasks while using the controller. These tasks could include: Pointing in explanation for a viewer’s benefit, answering a phone call, eating a game snack, or just simply stretching his hand for those extended gameplay sessions. I feel that it would be better to have the controller supported for you, rather than forcing the player to constantly hold the controller, or place the controller on a surface at all times during gameplay.

—Quinton Maza

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DESIGN ASSUMPTIONS: BRIANThe Plastic Knuckles controller was originally designed to help the player have more control over how they play a game. The buttons are placed at the bottom of plastic knuckles right where the fingertips meet the controller while the player is making a fist, the joystick is located at the end of the controller pointing outward making it easily accessible to the players thumb allowing the player to use the joystick in any motion the player has to do for any game. “Casual games, regardless of platform, require users to be familiar with relatively simple controls” (Fortugno, 2008, p. 108). By placing your fingers through the holes the player will be able to have a better grip, the controller is can easily be used for either hand with little confusion, and the buttons will be easily accessible.

—Brian Pisarczyk

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CONTROL MAPPING: GAME ONEGame: Shovel KnightGenre: Action Platformer

Yacht Club Games. (Snapshot). http://yachtclubgames.com/instruction-manual/

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CONTROL MAPPING: GAME ONE (CONT.)Shovel Knight is a side scrolling platform adventure game. Players must

navigate the map by running, jumping, and killing enemies.

With the Recurve controller, players would control the character’s movement by tilting the Joystick or manipulating the trackball.

Index Finger Down — JumpIndex Finger Up — Shovel dropMiddle Finger Down — Dig slashMiddle Finger Up — Use equipped relicRing Finger Down — TalkRing Finger Up — Inventory / Sub menuPinky Trigger — Pause

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CONTROL MAPPING: GAME TWO

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Game: Amnesia: The Dark DescentType: Puzzle

Amnesia: The Dark Descent. (Screenshot). http://www.giantbomb.com/articles/the-next-dark-descent-is-space/1100-4763/

CONTROL MAPPING: GAME TWO (CONT.)Amnesia: The Dark Descent is a first-person puzzle/ horror game. Players need

to perform gestures with a mouse to perform actions like opening doors and interacting with objects.

With the Recurve controller, players would control the character’s horizontal movement (walking) by tilting the Joystick. The trackball controls the cursor and camera, and is used to perform actions.

Index Finger Down — InteractIndex Finger Up — Release objectIndex Finger Touchpad — Rotate objects your holding Middle Finger Up — LanternMiddle Finger Down — JumpRing Finger Down — Inventory / Health and insanity statusRing Finger Up — JournalMiddle Finger Touchpad — Scroll through mementos / Last read noteRing Finger Touchpad — Lean left / Lean rightPinky Trigger — Run

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CONTROL MAPPING: GAME THREEGame: Civilization RevolutionType: Turn-Based Strategy

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Civilization Revolutions. (Screenshot). http://download.gamezone.com/assets/old/gamezone/32/9/18/s32918_ps3_29.jpg

CONTROL MAPPING: GAME THREE (CONT.)Civilization: Revolutions is a turn-based strategy game where players make choices to lead a nation from the birth of civilization to world domination. Players control military, exploratory, and worker units around a game map, as well as the government of their culture in specific menus.

Joystick — Control movement for selected unitTrackball — Move cursorIndex Finger Down — Select unitIndex Finger Up — Move unitIndex Finger Touchpad Up — City screenIndex Finger Touchpad Down — Diplomacy screenIndex Finger Touchpad Left — Info screenIndex Finger Touchpad Right — OptionsMiddle Finger Up — Form armyMiddle Finger Down — Set unit to defendMiddle Finger Touchpad — Cycle all unitsRing Finger Down — Skip unit’s turnRing Finger Up — End / Skip turnRing Finger Touchpad — Cycle units in the stackPinky Trigger — Hold to zoom with trackball

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PROTOTYPE AND CONCEPT

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PROTOTYPE AND CONCEPT (CONT.)

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PROTOTYPE AND CONCEPT (CONT.)

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PROTOTYPE AND CONCEPT (CONT.)

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PROTOTYPE AND CONCEPT (CONT.)

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PLAY TEST RESULTS

Tester’s Thoughts (from Dave)I tested the prototype by mimicking someone playing Oblivion, using a few test

control mappings. For example, when the camera moved, I would mime spinning the trackball. After about a half hour of playing with the controller like this, I found a few things:

• The controller is more comfortable held vertically, rather than horizontally.

• The trackball is easy to reach while tilting the controller.

• The buttons could stand to have some sort of tactile identifiers to help players find a good home position on the controller. While moving the Joystick rapidly, it’s easy to move your fingers off the buttons.

• The buttons on the upper side of the clamshell are easy to use with the index and middle finger, but the ring finger gets tired after repeatedly pressing up. This button would be useful for menus.

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POST MORTEM

• What went correctly?

Goals were set collaboratively and met within our allotted time frame. We were able to effectively combine parts from our personal designs to solve the problems at hand and create one cohesive product. Teamwork was handled efficiently and clearly, and as a team we took all ideas into consideration.

• What went incorrectly?We struggled to finalize the initial design of our prototype because we kept

coming up with issues it might have had and attempted to reconcile them then and there. Although we effectively merged our personal designs into one, we feel that had we physically been in the same room it could’ve gone much quicker. At first, some of our time had gone expended by us facing confusion with some of the assignment’s requirements.

• What did we learn from this activity and improve?We learned how to compromise. Almost all of us had to rework a

concept from our original design in order to properly incorporate it into the design of the “Recurve”. We found that meeting over cyberspace had its limitations, and we learned how to adapt to those limitations as a team. 30

REFERENCESAtari Age. (1998). Atari 2600 History.

Retrieved from: https://atariage.com/2600/

Chen, J. (2007). The Trackball PS2 Controller.

Retrieved from: http://gizmodo.com/246607/paradox-trackball-ps2-controller-now-available-for-pre-order

Gamezone. (2008). Civilization Revolution - Gameplay Screenshot.

Retrieved from: http://download.gamezone.com/assets/old/gamezone/32/9/18/s32918_ps3_29.jpg

Isbister, K. Schaffer, N. (August, 2008). Game Usability, “Advice from the Experts for Advancing the Player

Experience”. Retrieved from: https://www.google.com/patents/US4456002

Izod, P. (January, 2013). Gaming Fail - The Powerglove.

Retrieved from: http://www.zero1gaming.com/features/gaming-fail-powerglove/

KaurJmeb. (March, 2008) File:Archery_arm_guard.JPG

Retrieved from: http://commons.wikimedia.org/wiki/File:Archery_arm_guard.JPG

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REFERENCES (CONT.)

Klepek, P. (October, 2013). The Next Dark Descent Is Space.

Retrieved from: http://www.giantbomb.com/articles/the-next-dark-descent-is-space/1100-4763/

Plastic Knuckles. (2010). Plastic Knuckles.

Retrieved from: http://plasticknuckles.com/

Spiwak, M. (1995). Game controllers, and more. Popular Electronics, 12(6), 23. Accessed from Ebsco Host

Database.

Sutton, A. (October, 2013) What Kind of Arm Guard Is Best for Archery? Livestrong. Retrieved from:

http://www.livestrong.com/article/460946-what-kind-of-arm-guard-is-best-for-archery/

The Verge. (2015). Atari 2600 Joystick. Retrieved from:

http://www.theverge.com/products/atari-2600-joystick/1766

Yacht Club Games. (June, 2014). Shovel Knight Instruction Manual.

Retrieved from: http://yachtclubgames.com/instruction-manual/

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