A Step-in-Control toward a more inclusive and accessible gaming experienceI was part of a cross-disciplinary team tasked with designing a working prototype to help pediatric stroke patients play Xbox video games independently. Working closely to address the needs of our client, the Shirley Ryan AbilityLab, my team and I designed an adaptive video game controller that allows pre-teens and teenagers with limited mobility to play Xbox without co-pilot gameplay. Our team employed a user-centered design process to create several working mock-ups before deciding on the final prototype design, Step-in-Control.
|
Key Skills
|
Design ChallengeOur client's pediatric patients with limited mobility could not independently play Xbox games that require the use of two joysticks. Our challenge was to create an adaptive video game controller design that allowed users to comfortably play Xbox games independently using one foot, while operating in tandem with a hand-controlled joystick.
We adopted a user-centered design approach, focusing on ensuring our final prototype met the requirements shown on the left. |
Design ProcessAfter getting a good understanding of the needs of our client, we ideated different designs and built various iterations of mockups.
Through user-testing sessions with our clients, we obtained feedback and assessed the feasibility and effectiveness of our mockups. I then led the team in making several modifications and iterations of mockups for further testing. We also conducted a Failure Modes and Effects Analysis (FMEA) for our various mockups options to decide on our final prototype design. |
|
|
Final PrototypeLearning from the drawbacks of previous mockup iterations, our team finalized our user-friendly prototype design. Gamers simply open the durable plastic housing and fix in the Xbox joystick controller. We designed two usage modes - one with a slipper foot module and one without - for gamers to choose to best suit their comfort level.
|