Abstract
Within this article we will delve into the functionality and usability of the C.O.M.B.O. controller design. We will explain why the C.O.M.B.O. will be a great improvement from the industry standards of today, outline the game genres for which the C.O.M.B.O. will be applicable, and a give examples of few games that the C.O.M.B.O. will improve gameplay with. The following will explain in detail how the dual controllers function together with greater ease then the current Xbox 360 controller. Because of the in-depth detail of the C.O.M.B.O., there will be no working model to test, though this article shall make the design clear enough for an able-bodied team to create such a model for testing. The C.O.M.B.O. will maintain ease of usability and sleek design of the Wii's Nunchuk, while providing players the same buttons from the Xbox 360 controller, except in what we believe to be an improved layout.
Introduction and Design Purpose
The overall design purpose of the C.O.M.B.O is to offer a more comfortable and interactive experience while gaming. The simple pistol grip design allows for the main hand and off hand controllers to fit comfortably into each of the player's hands. C.O.M.B.O's ergonomically designed button layout ensures the player will not have to move their fingers very much while gaming, thus reducing hand and figure fatigue and granting faster reaction time. During the initial design phase, C.O.M.B.O was aimed solely at the FPS market and shaped like a real pistol due to the motion sensor installed into the main hand controller. The design team found this design to be too narrowly marketable and decided to make the barrel removable, add a motion enabling switch and main hand analog stick to the controller, granting the C.O.M.B.O more marketability and flexibility of gameplay to all known gaming genres on the market today. Today's gamers do not have many choices when it comes to console controllers, and the C.O.M.B.O. will be the controller Xbox 360 fans have been waiting for. The C.O.M.B.O. will also allow gamers to enjoy all game genres with the ease and usability of its dual controller functionality.
Literature Review
The Wii's Nunchuk controller inspired the design of the C.O.M.B.O., as did a cordless handheld power drill. The grip from the power drill was the initial innovation for the design of the C.O.M.B.O., whereas the lightweight ergonomic design of the Wii Nunchuk was a big influence of its own. When we reviewed the controllers of today, it came to mind that many gamers of today's industry are those that have a deep passion for the FPS genre, which is why we chose the current design of the C.O.M.B.O. The C.O.M.B.O. combines the comfort and features from some of the most successful controllers of previous consoles. Research into what gamers enjoy and would like to see has led to the creation of the C.O.M.B.O., as many gamers favor the motion control of the Wii's controllers.
Design Assumptions
Comfort, usability, and reaction time are a must when playing games, according to most players. The pistol grip design of the main-hand and off-hand controllers offer the gamer a very comfortable hand position while using the C.O.M.B.O. The C.O.M.B.O also features a few materials that ensure the comfort and usability while gaming. First, the rear of the controller is wrapped in soft durable latex foam to give the player better grip and comfort. The second design feature is the large rubber Y,A,B,X button on the main hand controller. This button is actually a rubber button cover made of soft latex rubber, yet again offering comfort and grip to the player. Being that the buttons are on the grip of the controller, the design team found the button cover vital to the usability of the controller.
The cover prevents the player from accidentally sliding their fingers across a button, thus a slight squeeze or press is needed to operate the buttons since they are behind the comfortable button cover afforded by the C.O.M.B.O. The offhand controller is designed with the same large latex buttons on the grip -- these buttons are the up, down, left and right buttons found on the d-pad of a standard controller and are designed to match the main hand controller functionality. The button covers on the front of both controllers also allow for very fast reaction time for the user of the C.O.M.B.O. On a normal Xbox 360 controller, the player had to move their finger from the analog sticks to press any of the Y,A,B,X or d-pad buttons. On the C.O.M.B.O., there is no need to move away from the analog sticks, proving the increase in a players reaction time.
The main hand controller has a motion switch and a barrel attachment for FPS gaming. This feature is made to work with the Kinect to map the screen to the controller, allowing the player to point at their target rather than use the analog stick to aim. The Y button is also vital to the use for in the FPS market as in most games it is the change weapon button and as it is shown in the diagram, the Y button is strategically placed below the trigger to allow for faster access to the button. Referring back to the diagram, two blue buttons are also shown, representing the X button. This is in fact true both of these buttons are mapped together for better playability. The one on the bottom of the controller is for faster reloading times. Players can keep aim on target and just tap the button on the opposing wrist or whatever they choose to tap it on to perform the same function as the X button would. The standard X button was also place on the grip to allow for greater usability as the player may not be playing a FPS game and would just rather press the X button instead. As a side note, it is important add that when the motion switch is in the off position, the controller works just like a standard controller and the use of the main hand analog stick is enabled.