The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore
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of Ergo al no rn m u ic o s J Bhardwaj, J Ergonomics 2017, 7:4 Journal of Ergonomics DOI: 10.4172/2165-7556.1000209 ISSN: 2165-7556 Research Article Article Open Access The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore Abstract Video game controllers are often the primary input devices when playing video games on a myriad of consoles and systems. Many games are sometimes entirely shaped around a controller which makes the controllers paramount to a user’s gameplay experience. Due to the growth of the gaming industry and, by consequence, an increase in the variety of consumers, there has been an increased emphasis on the development of the ergonomics of modern video game controllers. These controllers now have to cater to a wider range of user anthropometrics and therefore manufacturers have to design their controllers in a manner that meets the anthropometric requirements for most of their potential users. This study aimed to analyse the evolution of video game controller ergonomics due to increased focus on user anthropometric data and to validate the hypothesis that these ergonomics have improved with successive generations of video game hardware. It has analysed and compared the key ergonomic features of the SEGA Genesis, Xbox, Xbox 360, and PS4 controllers to observe trends in their development, covering a range of 25 years of controller development. This study compared the dimensions of the key ergonomic features of the four controllers to ideal anthropometric values that have been standardised for use in other handheld devices such as TV remotes or machinery controls. Based on the findings, it arrived at a conclusion about the ergonomic viability of video game controllers as input devices for other purposes apart from being specialised for the niche purpose of gaming. Keywords: Ergonomics; Anthropometrics; Video game controllers; This paper has tested the hypothesis through an analysis of the Gaming; Input devices ergonomic development of a variety of video game controllers over the years. Introduction Literature Review The video game industry is considered one of the fastest developing industries, growing four times faster than the US economy [1]. The Although previous research related to video game controllers controller is one of the most essential products in the video game acknowledged their development and the key tenets of their design, industry as it acts as the primary input device for a variety of gaming little has been done to analyse exactly how user anthropometrics were consoles. used to design the shapes of these controllers to achieve improved ergonomic soundness. In its infancy, the video game industry produced some very Heatherly et al. [3] conducted research that acted as a summary of uncomfortable controllers between the 80s to the early 2000s, which the history of video game controllers throughout the years, and also of were infamous for their awkward designs (Figure 1). The Original Xbox the different areas of importance in controller design. It highlights that controller in particular was designed to be too large for the average in the past controllers were specially designed for individual games and user, making it difficult to reach certain buttons [2]. could not be adapted to play other games. The research refers to the It can be hypothesised that, in the past, controller manufacturers ‘Magnavox Odyssey 100’, the controller used to play the classic ‘pong’ did not fully take the anthropometrics of their users into account. game, to illustrate this issue. In contrast, modern controllers such as However, due to the video game industry becoming more mainstream, the Xbox One, also referenced by the research, have evolved to be able to play an increased variety of games with significantly varied control it became essential for manufacturers to appeal to larger consumer schemes. bases by creating controllers with improved ergonomics by adhering to industry standard dimensions used in typical handheld devices to meet Heatherly et al. [3] research recognises the size of the controllers their users’ varied anthropometrics. as one of the major challenges that manufacturers have to face to make their controllers more accessible and adaptable to allow them to be *Corresponding author: Raghav Bhardwaj, Department of Design and Technology, United World College of South East Asia, East Campus, 1 Tampines Street 73, Singapore, Tel: +65 63055344; E-mail: [email protected] Received June 21, 2017; Accepted July 18, 2017; Published July 26, 2017 Citation: Bhardwaj R (2017) The Ergonomic Development of Video Game Controllers. J Ergonomics 7: 209. doi: 10.4182/2165-7556.1000209 Copyright: © 2017 Bhardwaj R. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted Figure 1: The Sega Saturn controller (Left) and the original Xbox controller use, distribution, and reproduction in any medium, provided the original author and (Right). source are credited. J Ergonomics, an open access journal ISSN: 2165-7556 Volume 7 • Issue 4 • 1000209 Citation: Bhardwaj R (2017) The Ergonomic Development of Video Game Controllers. J Ergonomics 7: 209. doi: 10.4182/2165-7556.1000209 Page 2 of 10 used for an increased variety of games. The research states that “the such as the Xbox 360, and PS3 controllers. This is important to physical properties of the controller give it shape and mass, dictating note as there have undoubtedly been improvements in the designs how the user controls the controller. Different masses and styles of game controllers since this previous generation, which are not can lead to different uses for the controllers.” In other words, the fairly highlighted by this research. In addition, Brown et al.’s research highlighted the importance of the ergonomics of video game research focuses on how user hand sizes affect controller usability controllers and how these enable controllers to be used by a larger rather than discussing how the usability is affected by the size variety of users in more versatile ways for a vast number of distinct and shape of the controllers. The present study brought the focus games. However, this research was purely qualitative in nature and away from the user and onto the controller itself, and showcased did not look into exactly how the manufacturers chose the size and quantitative improvements in the fixed design of controllers from shape of their controllers. My study explored the quantitative aspect of older generations to the latest one. controller ergonomics and how these ergonomics lent them to improve With the growth of the gaming industry comes an increase in the aforementioned versatility of modern controllers. the size of the consumer base. Due to this growth of consumers Brown and MacKenzie [4] found that a user’s hand size affects with such varied anthropometrics, it is of utmost importance for the usability of the controller in question. This is because presently controller manufacturers to focus on ergonomically sound designs for controllers are not designed to be adjustable, and must rely on their their controllers. Therefore, the aim of this study was to analyse how fixed design to accommodate as many users as possible. This leaves increased focus on user anthropometric data improved the ergonomics groups of users with difficulties operating certain controllers-one of of successive controller generations [5,6]. the major difficulties being the ability to reach certain buttons from the natural holding position of the controller. As compared to the Research Plan research by Heatherly et al., this research quantitatively analyses how Firstly, a variety of distinct controllers manufactured over different user hand sizes can affect the extra movements users have to make time periods throughout the growth of the gaming industry were to operate buttons that are out of their reach. Through this analysis, selected for testing. Specification criteria that the controllers must Brown and MacKenzie research concludes that users with large hand meet were then developed using stipulated dimensions for certain key sizes carry out fewer hand movements and thus experience improved components of handheld devices from the anthropometric guide, ‘The usability for the controller while the opposite stands for users with Measure of Man and Woman’ by Tilley (Figure 2) [7]. It was planned smaller hand sizes. This discrepancy in the usability of controllers that the criteria would be used for the purpose of comparing these key with users of different hand sizes is what controller manufacturers are components of the controllers effectively. minimising by designing modern controllers with ergonomics and user anthropometrics in mind. They are developing the fixed design of Next, in order to test how well the controllers met the specification their controllers in a manner that allows the controllers to comfortably criteria, methods of measuring the key dimensions of the controllers accommodate more users. were devised (Figure 3). The data collected using these methods was then compared to the specification criteria to judge the successes of the It should be noted that Brown et al.’s research only looks at components of each controller. controllers from the previous video game hardware generation, Figure 2: An excerpt from the anthropometric guide used. J Ergonomics, an open access journal ISSN: 2165-7556 Volume 7 • Issue 4 • 1000209 Citation: Bhardwaj R (2017) The Ergonomic Development of Video Game Controllers. J Ergonomics 7: 209. doi: 10.4182/2165-7556.1000209 Page 3 of 10 The successes of each controller were analysed to observe any trends or patterns that might support the hypothesis. To further test the hypothesis, a prototype controller (Figure 4) was designed and 3D printed that meets every specification criterion perfectly. This prototype controller was also tested using the same methods used with the other controllers. Based on the combined results of the prototype and other controllers, a conclusion was drawn with regard to the accuracy of the initial hypothesis.