Track List

SPUD - Game Controller

The truly one-handed gaming controller

  • Role: UX Research & Product Design
  • Duration: 9 Months
  • Team: 2 Students · UX Research & Design · Coding & Firmware
  • Tools: Fusion 360. Arduino. Figma. Illustrator. Premiere.
  • Context: Undergraduate Capstone

The Problem Worth Solving

What is SPUD?

SPUD is the one-handed gaming controller that has the functionality of a traditional two-handed controller, while also staying cheaper, smaller, and more familiar than other accessibility controllers.

The Gap in the Market

Current accessibility gaming controllers are large, expensive, and difficult to use, leading to an unfair playing field for gamers with only one functioning arm.

The Inspiration

A friend of mine who loves gaming also only has one functioning arm. Playing video games and seeing how he was using the current controllers inspired me to want to create SPUD.

Potato controller prototype with purple Play-Doh grip and red, yellow, blue, and black buttons
“How might we design a one-handed controller with the full functionality of a two-handed one, without the cost and complexity?”

Research

Did You Know?

  • 2.1 million people are living with limb loss in the United States.

Competitors

Key Takeaways

  • Most competitors are large setups, not something you can just pick up and play.
  • Accessibility options stay expensive compared to a normal controller.
  • Familiar feel and full functionality are still missing in one-handed designs.

What is a game controller?

My ultimate goal was to learn as much as I could about the history of gaming controllers, why certain controllers have specific designs, and what worked and didn't work.

Pro Controllers
Third Party Controllers
Game Controllers
Adaptive Gaming Kit
Azeron
PlayStation Access

User Testing

Recruitment flyer seeking testers for a one-handed gaming controller prototype
Recruitment flyer pinned to a corkboard under a camera illustration poster
Recruitment flyer posted on a campus pillar among Astro Tours posters
Recruitment flyer on a metal wall next to AIAS signage and soccer ball models

Test 1 - Community Designing a Game Controller

We found the best way to start designing for people, is to have people design. Testers built their own one-handed controller concepts with Play-Doh, a box of buttons, and two joysticks. Every person explored a different shape, grip, and button placement that led to a lot of the final decisions of our controller.

The Goal: Understand the common wants and needs for all gamers when thinking about a one-handed controller.

Grid of Play-Doh controller prototypes with buttons and joysticks from the first in-person user test
Play-Doh testing board showing tester iterations and common themes learned from In Person Test 1

Key insights

  • Testers prefered a specialized one-handed controller over an ambidextrous controller.
  • Traditional button mapping and joystick placement were preferred over other options.
  • Bottom-facing buttons kept coming up as a way to add control without giving up the grip.

Test 2 - What Did Controllers do Well?

Through a local video game store, I was able to get a large amount of broken controllers, all different shapes and sizes.

The Goal: See what people thought about each controller’s form and button mapping. What can we implement into our controller?

Front and back views of seven gaming controllers used in the second in-person user test
Controller comparative analysis board with results and common themes from In Person Test 2

Key insights

  • Familiar layouts and clearer button mapping scored highest for comfort and confidence.
  • Texture and tactile feedback mattered as much as the overall form of the controller.
  • The PS2 controller, Playstation 5, and the Sharkpad were the most comfortable controllers to hold.

The Pivotal Decision: Go Fully One-Handed and Traditional

As a team we decided to commit to a fully one-handed gaming controller compared to a gaming mouse or other variations. We initially had worries about performance and functionality, but decided we needed to make something different.

The biggest inspiration: the Wii controller. It was made to feel like a TV remote, so it felt familiar to more audiences.

White Nintendo Wii Remote with wrist strap

Design Process

After our many rounds of user testing, we had a strong direction of what needed to be made to make this controller successful.

Early Concepts

We played with the idea that it would require two limbs, due to my friend having most of his arm, but this did not last long because it didn't make sense for our goal.

Two early 3D concepts: a ring-mounted sensor and a knuckle-style controller with A B C D buttons
Hand holding an early potato controller prototype with purple Play-Doh grip and colored buttons
Fusion 360 view of early controller shells and a separate back piece on the modeling grid
Top view of an early metallic gray one-handed controller 3D model
Left side view of an early metallic gray one-handed controller 3D model
Right side view of an early metallic gray one-handed controller 3D model

Iterations — Recooking the Potato Constantly

The best way to understand if the controller worked was to have it physically in hand. This meant that we had to 3D print the controller, and see what worked and what didn't.

Because this controller was 3D printed, we did not have endless tries at getting the design correct. This is when I learned how to make big changes in order to get big results.

Line of 3D-printed SPUD controller iterations on black fabric, from early forms to later refined shells
White bean-shaped prototype with face buttons and a small stick
White prototype with joystick, face buttons, and black button caps
White shell underside with molded tabs and circular print texture
White one-handed form with clustered face buttons and stick
White shell with refined button cutouts and stick opening
Metallic finished shell with button and stick openings
White shell with purple marker notes near the stick opening
Brown 3D-printed controller parts shown as left shell, face plate, and right shell
Silver controller shells arranged in two rows showing interior and exterior parts

Dinner is Served, SPUD is Ready!

Opened SPUD controller showing internal wiring, boards, and button hardware
Assembled white SPUD one-handed controller with black buttons and joystick
Fusion 360 cutaway of the final SPUD controller showing shell, triggers, and internal structure

What Our Audience Said

While displayed at our end of the year expo, we received a lot of feedback about the controller. One thing that stood out to me were comments about how comfortable it was to hold, especially with the hand in a resting position, without straining to use the controller.

Branding touchpoint

At the end of the day, SPUD came to life from a potato. This was honored through the logo, utlizing organic shapes while showing the transition to a gaming controller.

What I Would do Next Time

Tell Your Partner When the Potato Is Burning

In moments of high stress, it is easy to forget to communicate with your partner. This eventually led to feeling frustrated and overwhelmed. Setting up a in person weekly check-in and making sure their is a transparency throughout the project is key to avoiding friction.

Little Slices of the Potato Take Longer

Making small changes between each iteration gets you only a little farther. Big changes and multiple changes allow you to see big differences and hone in on the final design.

Thanks for looking at this my portfolio. If you are able to, I would love some feedback on how I can improve this case study. You can enter below or shoot me an email at kgfranks2003@gmail.com