As someone who has been a gamer all my life, I often don’t realize how much I take my mobility for granted. Without the use of my fingers or hands, enjoying the hobby I love would be nigh impossible. For many limited mobility gamers, this is a reality. Take Dan Bertholomey, a lifelong gamer who lost the use of his right arm and hand in a tragic hit-and-run accident.
Or what about Solomon Romney? He was born without fingers on his left hand, which made it incredibly difficult for him to enjoy gaming with his friends and family growing up. For people with these kinds of limitations, solutions often came in the form of modifications made by makers who created their solutions at high costs. Now, Microsoft is bringing us a solution that empowers not only limited mobility gamers but makers as well.
Let’s take a look at the Xbox Adaptive Controller, and how makers on Tindie can start planning their designs to complement this upcoming controller’s release. Don’t forget that the fourth Hackaday Prize 2018 module is also the Human-Computer Interface Challenge, so you may some inspiration for that here as well.
Join us as we take a look at how this controller came to be and how makers can start developing designs that make gaming accessible for everyone.
Bringing Gaming to Everyone Around The World
Microsoft’s CEO, Satya Nadella, has spoken about the concept that “inclusion drives innovation.” Microsoft is seeking to push the limits of technology to include everyone and anyone in the world of gaming and technology as a whole.
The mainstream design of modern controllers has long overlooked gamers with limited mobility in their arms or hands. Microsoft is hoping to remedy this with the Xbox Adaptive Controller for both Xbox One and Windows 10.
The concept for the controller began in 2014 when an engineer at Microsoft found a photo of a custom controller for wounded vets. The design came from a nonprofit organization called Warfighter Engaged. Upon further investigation, it became clear that wounded veterans who were triple amputees, quadriplegics, or those who suffered from brain trauma, were having an incredibly difficult time enjoying the hobby they once loved.
During the 2016 Ability Summit, a team was put together to participate in the hackathon, with the goal of creating a solution that Warfighter Engaged could use for their members. By leveraging the motion-sensing technology of Microsoft’s established Kinect camera, they created a solution that could translate movements into standard inputs on an Xbox controller.
Later that year, another hackathon produced a controller that would allow users to plug in additional buttons and switches if they weren’t able to reach them in their normal range of mobility.
All of this led to Microsoft’s Story Labs, where gamers with disabilities can come and provide feedback on how to improve their experiences. The lab is adorned with photos and personal stories that motivate the engineers and developers to push the limits of what we can do with modern technology.
In 2017, Microsoft took the next step by releasing a software feature called Copilot. This feature links together two controllers as if they were one. It allows people to play together and split the responsibilities of playing as needed.
This feature is being used in some incredible ways. One husband who played games with his wife before he lost his sight, was able to play with her again using this feature. This feature, as it turned out, would be the basis for the Xbox Adaptive Controller.
Instead of creating a single device that connects to the Xbox, like the ones produced at the hackathons, Microsoft would instead create a standalone piece of hardware that could accommodate further devices through additional ports. All of this could then connect to another controller via Copilot for a complete gaming experience.
Bringing The Dream of An Inclusive Controller to Life
While Microsoft and the engineers within have plenty of experience designing controllers, this was the first attempt to create something with accessibility in mind. To ensure it would meet the needs of limited mobility gamers, they partnered with individual gamers and organizations like AbleGamers, The Cerebral Palsy Foundation, Craig Hospital, SpecialEffect, and of course, Warfighter Engaged.
This led to several design choices that make this controller stand out from anything else on the market. The rectangular shape, for example, is for gamers who place the controller on their laps or a desk. The controller also features three threaded inserts so it can be mounted to a wheelchair or lap board.
A very exciting feature for makers is the inclusion of 19 3.5mm jacks across the top edge of the controller. These mimic the number of inputs on a standard controller. They’re spread out in a single line, with symbols embossed above each one to identify each port.
It also includes two large buttons that are mappable to any of the buttons on an Xbox One controller, a d-pad, a toggle for three custom button layouts, and two USB ports (one on each side).
The 19 jacks on the controller are the standout feature here, as it allows gamers to plug in their existing controller solutions and have it mapped to the correct function based on the labels for these jacks. This mainstream solution not only brings disabled gamers into the fold for the first time, but it also offers makers a chance to harness their skills for creating additional inputs that can work with the ports on the Xbox Adaptive Controller.
Let’s take a look at some of the additional accessibility devices that Microsoft has partnered with for the launch of the controller later in 2018 for $99.99 USD.
Custom Hardware For The Xbox Adaptive Controller
The upcoming release of the Xbox Adaptive Controller is an exciting prospect for makers. There are plenty of gamers on Tindie who have made some truly fantastic gaming equipment, but the ability to create accessible tools for limited mobility gamers is finally a reality with this new hardware from Microsoft.
To get your creative juices flowing, here is a look at some of the third-party hardware Microsoft has already partnered with for the controller:
Quadstick
The Quadstick is a hands-free way to play video games on both console and PC that is operated by blowing or sipping air from it. It comes in three models: FPS, Singleton, and Original. These vary in both their complexity and price point.
Both the original and FPS models are designed for gaming, with the ability to set various air inputs to the axis of a joystick, or to the movement of a mouse. The company also sells mounting arms in three different varieties to hold the Quadstick in front of the user’s mouth.
PDP One-Handed Joystick
Another device officially supported by the Xbox Adaptive Controller is the one-handed joystick from PDP. This ergonomic joystick solution also includes fully-mappable controls and works in tandem with other devices on the Adaptive Controller.
RAM Mounts and Jelly Bean Buttons
Another example of potential hardware is a combination of the Jelly Bean buttons from AbleNet, and RAM Mounts to create a setup that allows a gamer to control their experience with a leg placed between the two buttons.
RAM Mounts is also developing a number of other solutions, all of which are compatible with the upcoming Xbox Adaptive Controller. Everything from all-in-one kits, to wheelchair track mounts, and even universal body mounts.
An Opportunity For Makers Everywhere
Gaming has long been a culture of hackers. Modifications to controllers for all kinds of purposes has been a thriving aspect of the culture since the dawn of gaming. For too long, however, gamers with disabilities or limited mobility haven’t had options to enjoy the games they love.
While some makers and organizations have offered solutions, it is our hope that the mainstream release of Microsoft’s Adaptive Controller, with its 19 3.5mm jacks for additional hardware and two USB ports, will give makers a platform to create their add-ons that allow anyone and everyone to enjoy the incredible, inspirational, and wonderful hobby that is video games.