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One Hand, Unlimited Possibilities

Accessible Gaming Tech

How might we make the traditional gaming experience more inclusive?

“Accessibility is often an afterthought rather than built into the game in the beginning . . . even when they are accessible it is added later, and usually misses a lot of key functionalities.”

-Madison, Disabled Gamer

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Research Phase

Insight was collected from industry experts at...

Of polls sent to disabled students at RIT and interviews with disabled gamers...

53% feel that accessibility was an afterthought in their games

79% say their disablity affects how they enjoy games

100% think that accessible hardware is too expensive

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Design Goals

For many casual gamers, accessible tech is not worth the investment unless it can be achieved affordably.

Making an ambidextrous design,

lowering tooling and inventory costs

Eliminating undercuts and slides in tooling,

unless where required by the design 

Reducing unnecessary features,
such as haptics, gyro, and bluetooth

Design Paths

Adapt existing technology

Lower barriers to entry

Solve a new problem

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Refinement

Developing an ambidextrous one-handed controller

Most development was in 3D so it could be tested quickly

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Working alongside engineering team to optimize for functionality and ease of manufacturing/assembly

Inclusive Packaging

One-handed users would require one-handed packaging

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PaBlo

One-handed video game controller that puts affordability and accessibility first

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Ambidextrous form

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Designed to lower manufacturing cost

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One-handed packaging

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One-handed play

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