Department of Electrical and Computer Engineering
Ergonomic Game Controller
Alejandro J. Vanga Guzman, Nicholas Istre, Lei Xu
Fernando Rios-Gutierrez
Project Design and Implementation
References & Acknowledgements
- First Design:
- Full functionality with 2D video games.
- Buttons have fixed key/controller bindings.
- USB compatibility to connect to gaming consoles or computers.
- Components consist of 4 buttons and a single joystick.
- Limitations in this design:
- Only one joystick prevented access to play high-end 3D video games.
- Side-by-Side button arrangement increased product size.
- Only considered one non-interchangeable joystick design.
- Final Design:
- Full Functionality with current 3D video games.
- Buttons have customizable key bindings that can be changed with controller software.
- Easy interchangeable ergonomic joystick designs.
- Components consists of 9 buttons and 2 joysticks.
- Design Issues:
- Several of the 3D printing parts ended up being too brittle or not completing.
- Fixed by investing on higher quality PLA filament and downsizing the prints.
- Delay issues when pressing buttons and joystick drift.
- Fixed by debugging code and resoldering several components to ensure connection.
- Create an accessible game controller that ensure the comfortability of individuals that have physical or neurological disabilities that affect hand dexterity.
- Project Description:
- An accessible controller kit that has the same functionality as most current non-accessible console controllers.
- Optimize a device that is available to use the same amount of buttons used on a original console controller.
- Ensure customizability to allow users to fit their needs.
- Product should be made up of durable yet low cost materials to keep its price range lower than current competitors.
[1] Web Accessibility in Mind. “Motor Disabilities.” WebAIM.org. https://webaim.org/articles/motor/motordisabilities (accessed Aug. 26, 2023)
[2] Kids Brain Health Network. “The Benefits of Active Video Games for Youth with Cerebral Palsy.” KidsBrainHealth.ca. https://kidsbrainhealth.ca/portfolio-items/the-benefits-of-active-video-games-for-youth-
- We would like to to give a special thanks to these individuals who helped us in the implementation of our project.
Liam Porter, ARJ 11th grade
Samuel Tornow, ARJ 7th grade
- Reaching Our Goals:
- Full implementation of accessible controller, where individuals are able to play older 2D video games as well and more modern high-end 3D games.
- Project budget benchmark was lower than expected. Which ensures the device would be able to be sold cheaply.
- Access to configurations and customization so that consumers can change buttons to their liking.
- Future Implementations:
- Creating a device that reads facial expressions to open up video game accessibility for individuals with disabilities that restrict their lower body movement.
- Components and Purposes:
- 3 Small Buttons: The menu, pause and start buttons.
- 2 Foot Pedals: Used as the R1 and L1 buttons.
- Small Joystick: Controls the 3D camera view in game.
- Ergonomic Joystick: These controls the movement of ingame character.
- 4 Large Buttons: Control the main actions (Usually the X,Y,A,B seen in modern controllers)
- Designing our Product:
- Research video game accessibility projects that are currently being sold by different companies.
- What are the approach these companies are taking?
- Comparing generalized designs v.s. specialized designs.
- Talk with individuals who would benefit from an accessibility game controller and receive their feedback.
- Get their opinion about products currently in the market that aid them.
- Set a standard for comfortability and practicality.
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