IANUARIE 2020 VOLUM 7 PUBLICAȚIA 1 JIDEG 41 [603985]

IANUARIE 2020  VOLUM 7 PUBLICAȚIA 1 JIDEG 41

Summary : Within this article, taking into account certain factors, such as the design, sticks, d -pads of the
"shoulder" buttons, the triggers, as well as certain additional features, a comparative study was conducted
between two controllers already existing on the market. (DualShock 4 and Xbox One). After comparing the
two devices, we will design a modular gaming controller with DualShock 3 design, plus the additional
features of the DualShock 4 controller. In order to achieve this modular controller, certain ergonomic
factors as well as different anthropometric values were taken into account.

Keywords : controller, gaming, console, video games, Xbox, DualSh ock 4, Solidworks, ergonomics,
modular, anthropometry, DualShock 3.

1. INTRODUCTION
From the time of the first game consoles there was a
need for a peripheral to be able to control the movements
and actions of the characters in the games. The first
controllers were completely different from what we
understand today through the gamepad. Modern
peripherals are a continuous evolution based on trends in
the field of virtual games and the preferences of typical
users. [4]
A gamepad is a controller develop ed exclusively for
use in games. A controller can of course be used to
control the console interface when not playing, but the
main purpose is using it for games. [4]
Casual players enjoy the gamepad the most,
especially if they play directly on the TV, on the couch.
This is also the most common scenario for a gamepad,
but more and more games are suitable for using a
dedicated controller. The main reason is that games are
first optimized for game consoles, then ported to
Windows PCs, often flawed. This mean s that the native
control mode with a controller offers a better experience
than the keyboard and mouse combos. [4]
The gaming industry is in continuous development.
This industry is growing four times faster than the US
economy. [1]
The controller is cons idered as one of the most
essential products in this industry because it acts as a
main input device for game consoles. Many games are
optimised around this device, which makes regulators
essential to a user's gaming experience. [1]
Due to the development of this industry, the number
of consumers has increased, thus emphasizing the
development of the ergonomics of the control systems
for modern video games. [1]
These controllers must respond to a wider range of
user requirements and manufacturers must there fore
design their controllers in a way that meets the needs of
potential users. [1]
In the past, controllers were specifically designed for
individual games. An example is the Magnavox Odyssey
console controller ( Pic. 1), being the first commercial
console to be released in 1972. The controller was used
to play the classic "Pong" game, being made up of a dial
that controls both the horizontal movement, as well as
the vertical movement. [1]

Pic. 1 [7]

Modern controllers such as the Xbox One controller
and the Sonny controller (DualShock 4) have evolved to
give the user the opportunity to play an increased variety
of games with significantly different control schemes. [1]
Ergonomics is of utmost importance in the creation of
a controller. Brown and MacKenzei found that the size of
a user's hand affects the ability to use the controller in
question. This is because before, the controllers were not
designed to be adjustable, and the manufacturers had to
rely on their fixed design to accommoda te as many users
as possible. [1]
The original Xbox controller ( Pic. 2), was designed
too large for ordinary users, making it difficult to reach
certain buttons. [1 ]

Alexandra -Nicoleta MORARIU
DESIGN OF A MODULAR GAMING CONTROLLER

Designul unui controller modular de gaming

IANUARIE 2020  VOLUM 7 PUBLICAȚIA 1 JIDEG 42
Pic.2 [1]
The two researchers, Brown and MacKenzei,
concluded that the size of the user's hand affects the
ability to use controllers. The study has put the focus
away from the user and the controller itself and has
presented quantitative improvements in the fixed design
of controllers from older generations to date. [1]
With the dev elopment of the gaming industry, the
size of the consumer base also increases. Consumer
anthropometry is of utmost importance for the design of
an ergonomic controller. [1]
2. COMPARATIVE STUDY
In this chapter there will be a comparative study of
the controllers on the market, but first we will determine
what components a controller has. These components are
shown in Pic. 3.

Pic.3 Components of a controller [8]

1 Left stick
2 Left bumper
3 View button
4 USB charge port
5 Xbox button
6 Menu button
7 Right bumper
8 Directional pad (D -pad) 9 Expansion port
10 Right stick
16 3.5-mm port
X X button
Y Y button
A A button
B B button

Next, a comparison will be made between the
PlayStation 4 console controller and the Microsoft Xbox
One console controller, named Sony DualShock 4 and
Xbox One Controller, which are highlighted in Pic. 4.

Pic. 4 DualShock 4 and Xbox One [2]

This comparison was made according to :
• Design
• Sticks
• D-pads
• Shoulder pads
• Triggers
• Additional features

Analyzing the 6 factors listed above we will reach a
conclusion.

The design of each operator must be viewed from two
points of view: aesthetic and ergonomic. From the
ergonomic point of view, the two controllers fit
comfortably in the user's hands, with t he micro -textured
handles and without any visible difference in total
weight, although the Xbox One controller is harder. [2]

Both controllers adhere to their traditions regarding
stick placement: those of the DualShock controller are
symmetrically positi oned, and those of the Xbox One
controller are opposite. Functionally, the DualShock 4 is
at the helm. Sony stickers are more responsive and
stiffer, but in a good way. [2]

The role of the D -pad has changed dramatically over
the years. The Xbox One controller is greatly improved
both in terms of design and functionality. However,
transitions from one direction to another remain rigid and
are followed by strong clicks. DualShock 4 introduces
only a slight overhaul of the perfect DualShock 3 D -pad.
It is now slightly larger and more tactile. It's just as
accurate as the Xbox One controller D -pad, but with
barely audible sound and no rigid tenses between
directions. [2]

The buttons of the two controllers have registered
moderate changes. On Xbox One, th e Xbox 360
controller problem has been fixed, the buttons being
bigger and easier to press. DualShock 4 got rid of the
pressure sensitivity, which was present in the buttons of
the previous generation and also marketed the
rectangular button design with a rounded one. [2]

Designul unui controller modular de gaming

IANUARIE 2020  VOLUM 7 PUBLICAȚIA 1 JIDEG 43 One of the biggest differences between the two
controllers is the trigger. Dual Shock 4 triggers are
redesigned to be more ergonomic and don't leave much
to be desired. However, the Xbox One Controller triggers
are still a few steps ahe ad. [2]

Both controllers incorporate a headphone jack into
their design. This way, any wired audio device can be
made wireless, depending on the headset. The Xbox One
controller has an easy advantage because it works on any
PC with any type of Bluetooth a dapter, while the
DualShock 4 requires the official Sony Bluetooth dongle
to stream audio wirelessly. [2]

A clear and very significant advantage that
DualShock 4 has over the Xbox One controller is the
combination of gyroscope – built-in accelerometer. Th is
extremely convenient feature allows for more precise and
intuitive camera movement. [2]

Another feature that DualShock 4 has and the Xbox
One controller doesn't have is the touchpad. Apart from
the obvious application as a camera or cursor control, t he
touchpad is cickable and can serve as two buttons. [2]

The results of the comparison of these controllers led
to the conclusion that DualShock 4 is the winner. Why?
Simply because it offers everything the Xbox One
controller does, plus some extra featu res. [2]

3. THE STAGES OF DESIGNING A MODULAR
GAMING CONTROLLER
Following the conclusion reached, comparing two
existing controllers on the market, it is noted, due to the
factors listed above that DualShock 4 is better than Xbox
One, because the controller from Sony, although it costs
the same as and the Xbox One controller, comes with
some additional features. Due to this conclusion, a
modular gami ng controller will be made, using the
Solidworks design software, having the design of t he
DualShock 3 controller ( Pic. 5), but also using the
additional features of DualShock 4.

Pic. 5 DualShock 3 Controller [5]

The term modular means the ability to customize the
controller according to the game chosen by the user.
Changing the modular components, in our case of the
buttons, can be done even in the middle of a game being
very easy to change. The Share button, the Options button, the PS button, the handles, the touchpad and even
the triggers are static.
To understand how a control ler is built, we must first
understand how it works. Although each button can be
configured to perform a specific and distinctive action,
all work on the same principle. Essentially, each button is
a switch that completes a circuit when pressed. A small
metal disk under the button is pushed into contact with
two strips of conductive material on the circuit board
inside the controller. While the metal disk is in contact, it
conducts electricity between the two bands. The
controller finds that this circuit is closed and sends this
data to the console. The CPU (Central Processing Unit)
compares this data with the instructions in the game
software for that button and triggers the appropriate
response. [3]
In the resolution until the design processes are
determin ed, the history of ergonomics comes into play.
Controller ergonomics does not have to be reinvented, it
just needs configurations to improve its ability to satisfy
and ensure user experience. In an attempt to improve the
technicality of the controller, pro totypes of all kinds are
developed and tested. The problems are then identified to
make the correct adjustments.
In the world of input systems, physical health is an
important aspect in the development of a controller.
Other research factors, such as inves tments, materials
and consumers, are also taken into account during the
research analysis. Many issues identified during the
controller design process are addressed and solved
through ergonomics. [6]
In order to design an ergonomic controller we must
consider the following criteria:
Criterion 1. The buttons must be large enough in
width / diameter to satisfy 95% of the users. The buttons
that will be tested according to this criterion are: the front
buttons (button /button /button /button ), D-
Pad, analog sticks and triggers. The ideal anthropometric
value for the diameters of these buttons is between 13
and 25 mm . This suggests that the minimum value of
button diameters should be at least 13 mm to meet the
requirements of users with large ha nds. Buttons that are
too small can be harder to press in the game, especially
when users are focused on the screen and have to rely on
the tactile sense to feel the location of the buttons on the
controller. [1]
Since the triggers are those buttons that a re not
pushed down, unlike the others, and are instead drawn in
the same way as the trigger of a weapon, they must be
tested using a separate anthropometric standard. The
ideal width of the triggers should be between 6 and 13
mm. [1]
Criterion 2. The dista nce between the buttons must
be large enough to be pressed individually. The main
buttons that will be tested in this criterion are the front
buttons. The minimum distance between the buttons
must be at least 13 mm. It is essential to have this space,
as users rarely look at the controller during the game,
relying on muscle memory to press the buttons correctly.

Designul unui controller modular de gaming

IANUARIE 2020  VOLUM 7 PUBLICAȚIA 1 JIDEG 44 Thus, if the buttons are too close, the user may
accidentally press another button than the one desired.
[1]
Criterion 3. The maximum movement angle of the
analog stick should be small enough to allow full
movement. One of the main reasons why the analog stick
is used to move the character in the game is because of
the increased control that the analog stick gives users.
The ideal angle for this movement should not exceed
𝟒𝟓𝒐. [1]
Criterion 4. The force required to push the buttons or
move the analog stick should not be too high. Young or
physically weak users may have difficulty pressing the
controller buttons if the force required to operate them is
too high. The ideal force may be < 5.6 N . [1]
Criterion 5. For a controller to be ergonomic, both
anthropometry and its availability must be considered.
The controller must provide sufficient visual information
to allow the user to intuitively use this device.
Considering the 5 criteria presented above, a modular
gaming controller will be created, being designed as
ergonomically as possible. The software used to design
this controller is Solid Works. From the programs menu
we choose File / New / Part . We select Front Plane in
which we create Sketch . We will be drawn a rectangle of
length 60 mm and width 25 mm , which we find in the
command bar. We activate the Extrude command, after
which we select the rectangle created to ob tain its solid.
Select the solid object and form a new sketch. Draw a
circle in the top right corner, with a diameter of ø 30.
Select Centerline to draw an axis, fixing the circle to 25
mm from the middle of the piece (rectangle). The circle
on the left wi ll be made with the help of Mirror (select
the circle and axis of symmetry). The results obtained by
using this command can be seen in Pic. 6.

Pic. 6

After extruding them, we will make a new sketch,
also consisting of 2 circles with the dimension of ø 48,
being represented in Pic. 7.

Pic. 7
For the controller handles, we will use a plane that we
will direct down to the piece at a distance of 44 mm , thus
creating a new sketch (also a circle of ø 30 ). With the
help of the Lofted Boss / Base command and the 2
circles selected in Pic. 8 the controller handle will be
obtained. The other handle will be made using the axis of
symmetry and the Mirror command.

Pic. 8

The triggers were made using the sketch in the
following figure ( Pic. 9), with a trape zoid geometric
figure.

Pic. 9

Next, the Fillet command will be used to round the
ends of the handles and beyond. The result of this
command is shown in Pic. 10.

Designul unui controller modular de gaming

IANUARIE 2020  VOLUM 7 PUBLICAȚIA 1 JIDEG 45
Pic. 10
The space in which the buttons will be inserted, was
designed using simple geometric shapes, then using the
Extrude Cut comman d to cut the material, these aspects
being highlighted in the following figure ( Pic. 11).

Pic. 11

Next, different modular buttons will be designed,
with which users will be able to customize their
controller according to the video game they can play. In
total, another 6 buttons were designed in addition to the
standard ones of a controller on the market. Three of
these buttons will be able to be put in the 2 large ports
instead of the steering buttons (D -pads) and the
"shoulder" buttons, and the other 3 modular buttons will
be able to put in place of the analog stick.
For making the analog stick ( Pic. 12), commands
such as Circle, Extrude , Extrude Cut and Fillet will be
used. When designing this button we must also consider
Criterion 3 .

Pic. 12 (Stick)

In Pic. 13 is designed the "shoulder" button. This
button was created using a circle of size ø 39, which was
then extruded and threaded. After extrusion we will
create a new sketch consisting of 4 circles having the size of ø 13 . The distance between the buttons is 25 mm ,
which allows the user to use each button individually.

Pic. 13

The D -pads were designed using the Sketch of Pic.
14. In order to design this button, commands such as
Extrude and Fillet were used.

Pic. 14 (Sketch D -Pads )

The 3 buttons that can be placed in the large ports of
the controller platform are:
1) Steering Wheel

Pic. 15
2) Pedal s

Pic. 16
3) Shifter

Pic. 17

Designul unui controller modular de gaming

IANUARIE 2020  VOLUM 7 PUBLICAȚIA 1 JIDEG 46
The buttons that will be able to replace the analog
stick are:
1) Scroll

Pic. 18
2) Two sti cks which have a different design from
that of Pic. 12, which can be used in various
games like Call of Duty or Battlefield, especially
Shooters.

Pic. 19

Using the buttons presented above and the possibility
of customizing a controller, in Pic. 20 illustrates a
modular gaming controller used for racing games.

Pic. 20

4. CONCLUSIONS AND DIRECTIONS TO BE
FOLLOWED

In this article, two controllers already existing on the
market were chosen, and due to the comparative study on
certain factors, a conclusion was reached. Following this
conclusion, the design of the Sony controller, the
DualShock 3. was chosen as the design model. The
benefi ts of this comparative study can be used to choose
a better controller, with several additional features, at a
similar price .

Although the design of the modular controller does
not differ from the classic one, it has many advantages,
one of which would be the possibility to customize the controller according to the game that the user wants to
play.
Ergonomics represent a major impact on the design of
this device. When the user spends hours in a row in front
of the TV, it begins to count its weight, as well as the
material from which it is made. The quality of the
buttons is also very important, especially the click
mechanism, the feedback provided at the press and the
plastic used in the areas of contact with the belly of the
fingers. Taking into ac count both ergonomics and certain
criteria, other than the standard buttons of a controller on
the market were designed, using the program called
SolidWorks .
Next, as directions to follow will try the 3D design of
different modular controllers customized by the users
according to certain video games, as well as establishing
the functionality of the modular buttons in the following
game.

REFERENCES

[1] Raghav Bhardwaj – The Ergonomic Development of
Video Game Controllers , availa ble at :
https://www.longdom.org/open -access/the -ergonomic –
development -of-video -game -controllers -2165 -7556 –
1000209.pdf , Accesed: 2020-01-18
[2] Samuel Stewart, (2018) DualShock 4 vs Xbox One S
Controller – Controller Comparison, availa ble at :
https://www.gamingscan.com/dualshock -4-vs-xbox -one-
s-controller/ , Accesed: 2020-01-17.
[3] How Game Controllers are Made , availa ble at :
https://www.tomorrowsworldtoday.com/news/2018/12/2
1/how -game -controllers -are-made/ , Accesed: 2020 -01-
18.
[4] SHOPNIAC (2018), Cum alegi un gamepad :
controller pentru gaming pe PC și consola, availa ble at :
https://shopniac.ro/gamepad -controller -17204/ ,
Accesed: 2020-01-17.
[5] FANDOM , Game contoller, availa ble at :
https://ultimatepopculture.fandom.com/wiki/Game_contr
oller , Accesed: 2019 -05-17.
[6] The Ergonomic Evolution Of Game Controllers –
Ergonomics in Gaming Controllers , availa ble at :
https://controllerstothenextlevel.weebly.com/ergonomics
-in-controllers.html , Accesed: 2019 -05-17.
[7] Alexandru Puiu, Istoria consolelor video: de la
Atari la Sony PS 4 și Xbox One X, availa ble at :
https://playtech.ro/2017/istoria -consolelor -video -de-la-
atari -la-xbox -one-x/, Accesed: 2019 -05-17.
[8] Microsoft, Get to know your Xbox One Wireless
Contoller, availa ble at : https://support.xbox.com/en –
GB/xbox -one/accessories/xbox -one-wireless -controller ,
Accesed: 2019 -05-17.

Authors:
Studen t Alexandra -Nicoleta MORARIU , Politehnica
University of Bucharest, Department of Engineering
Graphics and Industrial Design , E -mail:
alee.morariu @yahoo.com , tel. +40736717466 .

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