Every day our lives are more dependent on digital technology. Most people work and have interpersonal relations using computers and mobile phones. Others play video games. With all our great technology there are individuals that may not have the chance to experience it due to a disability; especially those that only have the use of one hand. All gaming controllers of this generation are designed to be used with both hands. In the digital era, no one can be left behind.
We believe that the creation of a new gaming controller that allows playing games with the use of one hand would include people with this issue in the gaming culture more than ever. That is why we are presenting the 4U gaming controller.
The purpose of this design is to help people with one disabled hand to have the same experience as any other player who can take full advantage of a two-handed control.
This interface is designed to work with consoles of this generation like PS4 and Xbox One. This allows the user to feel part of the same community and not be treated different, or left behind. It has also the benefit having an established games catalogue.
The design has the purpose of being precise, ergonomic and the buttons are mapped in a way so that it feels like any other controller. That is why it does not use motion controllers as a simulation of physical buttons.
As designers, we have to keep in mind that the controller has to be ergonomic to right or left handed people. For this reason some buttons can be remapped easily by the use of a button detach system.
- The prototype was built in plasticine.
- Violet is the main color
- Colorful buttons for a greater visual impact.
- Tip Button
- Classic ABXY buttons
- 2 Triggers on the Bottom
- Squeeze button (Black)
- 2 Removable side buttons to opposite side for the left-handed
- Well-balanced weight for perfect gameplay, not too light, nor too heavy
- Adjustable wristband for smaller hands.
- A thick cord from the controller to the wrist sensor for stability
Authors: 4Usability Team
Francisco Bravo: cl.linkedin.com/pub/francisco-bravo/4/72b/2ba
Gonçalo Pereira: pt.linkedin.com/pub/goncalo-pereira/74/82b/935/
Mario Kart is out for 11 days, and I have been so much fun with it. Nintendo made a great work on this Mario Kart, a perfect mix between speed, power-ups, gameplay and visuals.
This game as a lot of potential, and now that Nintendo is investing in download content I hope some flaws can be corrected:
– All bowser minions sometimes feel a bit redundant as well as the babies – We have confirmation that the figures will work on Mario Kart, let’s see if it’s the only option or if downloadable content will be an option too.
– I like to play with the Pro Controller, not having any data on screen like the mini-map is troublesome.
– Too easy to unlock all characters
– When you fall from the track, Lakitu saves you way too fast, doesn’t give the impression of punishment.
– Online modes are scarce
+ Great balance between items
+ Extremely well tuned / modified retro tracks, allowing for the new gameplay below water, gliding and anti-gravity.
+ Easy to Power-Slide, for newcomers this is a great feature.
+ Large Customization options
+ Great Moto/Kart design
+ Easy to share your Gameplay
+ Camera works perfectly when, technically you are racing upside down.
More sprint races like Mount Wario
A greater variety of characters
Here’s a video of my first win online.
I would have added some special modes to unlock features, since sliding is so important in Mario Kart games, some mini game distractions like having to try and slide the more you can to get more points and unlock features or stamps/trophies would be nice and give an overall distraction from the game. Since the tracks are quite limited this would add some variety, along with the battle mode for example.
I’d like to give a try at track creation mode in Mario Kart
Mario Kart proved, once again that remains on top of the genre, whether you want to play online, solo or with friends at home this game is extremely fun!
The Lord of the Rings: War in the North – Crash/Glitch/Bug at Mirkwood
Summary: When you beat the spider and are in Mirkwood (halfway through the game), at a certain area, full of webs, there is an autosave, after this autosave you cannot get past that area of the forest, neither forward or backward, the maps do not load.
Actual Result: I was travelling through the forest, and entered a rectangular area, I kept moving forward and when I got to the end of the area, I hit “a wall”. I tried to go back because I figure I missed something but when I arrived where I came from I hit another wall, I was stuck.
Expected Result: When travelling through that area, after defeating the spider, the map should load normally and you should be able to pursue your walk/exploration in the forest to continue the adventure, or be able to go back in case you had missed some item.
Steps to Replicate: This will happen to anyone with the autosave feature, when he enters that square/rectangular area in the forest and the autosave turns on, if the map does not load, you are stuck there forever. This can be avoided if the feature is off and you can load your game from the last save point, before the rectangular area, however it is not promised that it won’t happen again, or that it will. My suggestion would be fixing it by patching the game, or at least temporarily disabling all autosave features.
Severity: This is a high-risk bug, extremely severe because the game just becomes unplayable, due to the autosave, the game is loaded in the frozen area and you just can’t get out, a whole new adventure has to be started. It’s unfair to the players who will give up on the game because they can’t bother to start all over and play half of the game all over again, this can have a huge impact, because other players will learn about this and won’t play the game out of fear of the same happening to them, this could cause massive negative impact financially.
The League of Angels (Web Game MMORPG).
+ Positive interaction between controls and the game, it’s easy to grasp and understand as well as customize keyboard and mouse to move, control and fight with your character.
+ Number of skills that can be added and what you choose to add to your skills adds a great amount of choice and possibilities to your strategy.
+ There is a generous map and a great amount of missions that offers players variety so that it’s never the same.
+ To those that are not used to the complexity of some MMORPG’s like World of Warcraft, the League of Angels offers a great start, it’s simple and user friendly and the introduction gets you into the action right away, it also features a good tutorial.
– Depending on your Internet speed, you can have a good or bad experience in the game, but even if you have a good one, expect some server failures from time to time.
– When playing and moving around the area, when there are a high amount of players around, the screen gets confusing and you don’t even see your player, on screen (visual players) should be limited.
– Even though it’s simple and offers some options regarding skills, for more experienced MMORPG players it will lack on this side.
– There aren’t many classes/types to choose from, which can be good if you are inexperienced, but experienced players will see this is as a great limitation on strategy.
- Entertaining introductory game for MMORPG, offering a good amount of choices and different trajectories for a webgame.
- A good first step on MMORPG for people wanting to get into this very particular genre. After getting the hand of this game, it’s a natural leap towards World of Warcraft or Starcraft.
- Fighting style and characters sometimes have great resemblance to League of Legends.
- “Tree style” skills is user friendly and explains well to the player what his options are and what impact it will have on both his character and foes.
o The ability to choose other classes or types to have a deeper sense of strategy and wider options in combat.
o More skills types, going along with the extension of types idea (above), more defensive and offensive skills with different side effects like paralysis, poisoning and so on.
o (Uncertain). Haven’t been able to configure a controller with the game, have tried two of them and it didn’t work. It’s a problem if no controllers work since there are some gamers who don’t enjoy playing with keyboard and mouse.
o Abolition of paying items, it’s debatable if it’s “unfair” or not to have someone stronger than you because he pays for it and this is just an opinion but I’m a defender of the theory that the rewards should be based on skill so either make it payable for the entire game for everyone, or free for everything.
Super Mario Bros – NES
+ Running with the press of one of the buttons making the game faster and more exciting
+ Being able to kill most of the enemies with the simple press of a button (Flower Mario – fire balls) or jump makes it simple but fun.
+ 100 Coins giving a life
+ Variety of enemies, not being able to kill them in the same way, some you can kill them with a jump, others only with Fire Ball and there are others impossible to kill.
+ Swimming was a very nice feature and it was easy to pick up
+ No instructions needed, very intuitive game, one button to run another to jump.
– Glitches or bugs that made the game beatable in an easier way.
– Shortcuts were too big; I believe that jumping from level 1 to 4 and from 4 to 8 ruins a bit of the experience, these should have been left out in my opinion.
– Points serve no purpose; I would implement a life system (even if there was already one with the coins or remove the points)
– The flag does not serve a purpose as well, it gives points, but since points are almost useless to, there’s no reason to fall at the top, bottom or middle of the flag
– Always the same boss, it became a bit too repetitive, it only added a bit of difficulty with spitting fire or sending hammers, but having Bowser at the end of each level seemed like “all seen before”.
– Final castles all looked alike, there could have been more modifications
- There was no real ending except a phrase of thank you at the end
- Small rooster of enemies, there some variations of the same enemies such as goombas or koopas, but there could have been more.
- Losing a flower by being hit by an enemy and becoming immediately small seemed a punishment too harsh.
- Shortcuts are way too rewarding, getting to the last level by only playing 4 levels is too easy.
o Double Jump feature, added in more recent games, opens up new opportunities and challenges.
o More power-ups, would bring more options regarding enemies, there could have been enemies only defeated by a certain power up.
o 3 stages of life, Power-up – Big – Small when hit by an enemy, Mario would become tiny immediately, the middle stage seems fair.
o More variety of enemies
o A scoreboard for the points earned, or lives earned after X-amount of points earned.