top of page
One Hand, Unlimited Possibilities
Accessibility in Gaming
how could 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
Key Insights
Of a poll sent to disabled students at RIT,
53% feel that accessibility was an afterthought in their games
79% say their disabliity affects how they enjoy games
100% think that accessible hardware is too expensive
Many disabled gamers don't see video games as valuable enough of a hobby to warrant investing this much into, but would still want something more personalized
What can design do to solve these problems?
Adapt existing technology
Lower barriers to entry
Solve a new problem
Exploring the options
Reducing Market Cost
I could theoretically lower the COGS by:
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
Inclusive and Sustainable Packaging
Collaboration with Engineering Team P21310(PaBlo)
Working for 32 weeks with RIT Engineers, the electronics, manufacturing, and code were established for a functioning prototype.
Only a delay on proper button components and printed circuit boards prevented this from materializing.
PaBlo
One-handed video game controller that puts affordability and accessibility first
Ambidextrous Design to help left and right handed players adopt the form and reduce production costs
Easily Injection Molded components to reduce production costs and retail price
Disconnecting Wired Connection to manage storage, reparability, and keep costs low
One-Handed Packaging for One-Handed Users
bottom of page