XBOX The Xbox Adaptive Controller’s package design is just as accessible

manigamer

Respect Ma AuthoritA!!!
Global Mod
Jun 28, 2007
51,830
395
89
On earth...Lahore
[h=2]The Xbox Adaptive Controller means more people can play[/h]

Video games are a cherished pastime for millions around the world. They stand apart from passive mediums like books and films because of their interactivity; even watching someone play a game on Twitch isn’t the same thing as playing it yourself.
To give more people an opportunity to play those special experiences — specifically, players with mobility impairments that might hinder or prevent the use of a standard gamepad — Microsoft has developed the Xbox Adaptive Controller. It’s a device designed to pair with an array of existing peripherals to let more people with disabilities play games on Windows 10 and Xbox One. It’s not just designed to address one specific disability, but instead to be a base on which any number of adaptive options can be added on.
Gaming controllers, especially in their current form, can present a significant barrier to entry for many players. A simple fact that able-bodied people often take for granted is that two hands and several dexterous fingers are required to use one. As the medium has become more advanced over time, video game controllers have gotten increasingly complicated: An Xbox One controller offers 17 distinct button inputs, plus a pair of analog sticks.
The world of video games is not particularly welcoming to individuals with disabilities. Game makers and platform holders have made some strides in this area in recent years, but for the most part, they’ve left the hard work to third-party organizations. The Xbox Adaptive Controller is the strongest, clearest expression yet of Microsoft’s commitment to reaching people with disabilities, and it sprang in part out of a controller that’s on the opposite end of the accessibility spectrum.

A video from Microsoft showing off the Xbox Adaptive Controller.
In late 2015, Microsoft launched the Xbox Elite controller, a high-end gamepad designed for the most demanding customers out there, like esports athletes. But some of the Elite controller’s primary selling points helped it find an audience that Microsoft didn’t anticipate: Gamers with limited mobility ended up loving the Elite controller because it allowed them to swap in custom parts, remap every button and save control profiles. And its textured grip made it easier to use with one hand than other gamepads.
“The first learnings we had about accessibility [from the Elite controller], we didn’t do that in as intentional of a way,” said Navin Kumar, director of product marketing at Xbox, during an interview with Polygon last week. “We kind of learned about it as a secondary consideration.”




At $150, the Elite controller costs 2.5 times as much as a standard Xbox One gamepad. But it’s still a lot cheaper than the kinds of jury-rigged controller setups that gamers with disabilities may need, and unlike custom-built solutions, it’s a first-party product that’s readily available from a wide variety of retailers.
After introducing the Elite controller, Microsoft’s next major step in improving accessibility for games came in early 2017. In an Xbox One software update, the company tweaked the console’s existing features for vision-impaired users, Narrator and Magnifier, and debuted a novel controller setup called Copilot. The feature allows the system to combine inputs from two gamepads, which is great for people who have trouble holding a controller with both hands and manipulating all the buttons simultaneously.
Before it launched the Elite controller, Microsoft began working on the device that would become the Xbox Adaptive Controller. During an internal “hackathon” in 2015, some engineers decided to work on accessibility for games. They built a prototype controller that could work with existing third-party accessories familiar to gamers with disabilities, and refined it at the 2016 hackathon. That happened to be the same year that Xbox chief Phil Spencer published a post on the Microsoft blog about the company’s “gaming for everyone” vision, which included an effort to “help our engineers better understand the needs of those with varying levels of physical ability.”


The large, programmable buttons — which would cost $60 each as stand-alone devices — are spaced far enough apart that you can rest one hand between them, and roll it to either side for easy access to both. Samit Sarkar/Polygon
Microsoft decided last year to turn the prototype into a product, and collaborated with many outside groups to make it happen.
“We cast a really inclusive map of partners and individuals to help us build this, in a much bigger way than we have normally for our products,” said Kumar. In addition to groups working in the gaming accessibility field, like AbleGamers,SpecialEffect, the veteran-focused charity Warfighter Engaged and accessory manufacturers, Microsoft consulted with the Cerebral Palsy Foundation andCraig Hospital, a Denver-area rehabilitation center for brain and spinal cord injuries.
Craig Kaufman, program director for AbleGamers, said the Xbox Adaptive Controller is “huge,” both from a personal standpoint — AbleGamers’ years of work in the field getting recognized by being asked to consult with Microsoft — and from the industry perspective, of what it means for a major player like Microsoft to make this kind of effort to cater to gamers with disabilities.
“For a very long time, we were advocating that everyone should be able to play video games,” said Kaufman. “And seeing Xbox make a device like this is showing that, from the top level, Xbox [is] going, ‘Yeah, everyone should be a part of the awesome thing that is video games.’”


The internal battery, which delivers up to 25 hours of wireless play, is charged via an included USB-C cable. There’s also a port for a power adapter, in case any plugged-in devices require extra juice. Samit Sarkar/Polygon



The underside of the unit can be fitted to mounts that use 10-24 or ¼-20 screws, which are industry-standard sizes. Pads at the corners prevent the controller from moving around too much. Samit Sarkar/Polygon


The Xbox Adaptive Controller’s simple design belies the level of depth and customization options it offers. Its rectangular frame, which is about a foot long, features two large, slightly domed buttons on its face that can be mapped to any function through the Xbox Accessories app. Because a Windows 10 PC or Xbox One will see the device as a standard Xbox One controller, it’s compatible with every game at the system level.
On the back, there’s a line of 19 3.5 mm jacks — the standard connection for assistive input devices. These are the foundation of the controller’s adaptability; each port corresponds with a different button, trigger, bumper or D-pad function of the Xbox One controller. Players can plug foot pedals, fingertip-sized microswitches, additional large buttons or other peripherals that they may already own into these ports.



There are also USB ports on either side of the unit that map to the left and right analog sticks. Kumar and Kaufman demonstrated a nunchuck peripheral manufactured by PDP, a joystick commonly used for flight simulators and a 3dRudder foot controller as plug-and-play options that are compatible with the Adaptive Controller.
“We designed the controller to work around ecosystems that exist today, with peripherals that people who have limited mobility may already own today,” Kumar said. Kaufman noted that many third-party options people choose come from companies like AbleNet, which makes and sells a variety of these accessories already. Others include the QuadStick, a device that lets quadriplegic individuals sip or puff on a straw to control games.
The controller also supports Copilot. Players can pair it with a traditional Xbox One controller, mapping half of the functions to the standard gamepad and half of the functions to the Adaptive Controller. This can help players, Kumar explained, who may have typical functionality in one of their hands, but need a different solution to use the other side of the controller.
If this sounds like it might be a lot to set up and reconfigure for each game, the Adaptive Controller includes one default profile and three custom ones, which are accessible from a profile button on the controller’s face.


Solomon Romney was born without fingers on his left hand. Here, he’s using a pedal with his right foot and a button with his left, in conjunction with the programmable buttons on the Xbox Adaptive Controller itself. He and the woman to his right are playing together via the Xbox One’s Copilot feature. Microsoft
The unit also features a large D-pad and the buttons you associate with any Xbox One controller: menu, view and the iconic Xbox home button. The Xbox One S color scheme of white with black accents, and all the brand identity hallmarks, are intentional design elements.
“We wanted to avoid creating a feeling of otherness with this device, and make it really feel like it’s a genuine member of our hardware family,” Kumar said.
The Xbox Adaptive Controller will retail for $99.99 when it goes on sale at the Microsoft Store later this year. Its low price is just as crucial for individuals as it is for charities like AbleGamers, which often provide controllers through grants to people with disabilities.



“This is going to actually help us give out a lot more controllers to more gamers,” Kaufman said, explaining that AbleGamers has often needed to rely on expensive, “kind of hacked-together” accessibility solutions in the past.
People with disabilities may feel like they’re an underserved group in gaming, but Kaufman said he hopes Microsoft’s effort with the Xbox Adaptive Controller can mean that “accessibility is thought of as something in planning, versus an afterthought.”
“Years ago, we were excited when a game had colorblind mode — like, that was the big thing,” said Kaufman. “But now we’re looking at Xbox making a controller that can take mouth inputs. Like, this is further than we thought it would go.”






 

MadDemon

Et tu, Brute?
Feb 1, 2012
1,145
46
54
36
Rawalpindi
Being a disable gamer myself, I consider it a Great step by Microsoft. More companies should make disable gamer friendly controllers and in game options for button mapping.
 

MadDemon

Et tu, Brute?
Feb 1, 2012
1,145
46
54
36
Rawalpindi
this is a fantastic step..major kudos to green lighting this project and making it available

@
MadDemon you plan on getting this ?
I think i dont need it because I've been gaming for almost 2 decades :lol: and mouse/Kb and controllers are fine for me. Practice makes perfect lel
 

manigamer

Respect Ma AuthoritA!!!
Global Mod
Jun 28, 2007
51,830
395
89
On earth...Lahore
[h=1]The Xbox Adaptive Controller’s package design is just as accessible[/h]

[h=2]It’s all thanks to fabric and tape loops[/h]




Think about what it takes to open up a standard package for a new controller that you’ve ordered online. First, you have to cut through the packing tape of the shipping box. Then, there’s another box, probably with more tape. (Or the nightmarish, anti-theft clamshell packaging accessories still come in, which would likely require a strong pair of scissors to rip into.) There’s smaller plastic labels on its face. Twist ties bind up wires. All these are easy to overlook as minor speed bumps, if you have two working hands and 10 nimble fingers. But if you’re living with a physical impairment of any sort, those speed bumps could become roadblocks that are harder to ignore.
When Microsoft revealed its Xbox Adaptive Controller in May, it aimed to be the first commercially accessible solution for people with a variety of physical impairments to play games. But that groundbreaking idea couldn’t make as big of an impact if it was boxed in by typical game controller packaging.


The Xbox Adaptive Controller packaging’s shipping box opens flat with minimal tape, so the product is easy to slide out. MicrosoftMicrosoft has completely retooled the packaging for the Xbox Adaptive Controller, based on feedback from the same testers that helped it develop the controller. Microsoft packaging designer Mark Weiser said that the team used 3D printing and other techniques to present testers with dozens of prototypes, which were developed in tandem with the controller. They learned hard-to-tear packaging was out, especially for portions of the testers who may use their teeth to open boxes.


“We wanted something that had multiple access points,” Weiser said. “We learned loops were an important component factor. if you have low dexterity, you can get your appendage in a loop and get leverage.”
Loops and leverage points are all you see when you unbox the controller, which Weiser and Kevin Marshall, creative director of design, global packaging and content for Microsoft, did for Polygon on a video call. That even starts with the outer shipping container, which has a loop at the end of a strip of tape, making it easier to pull off. Those loops continue to be a theme; the piece of tape sealing the controller box has a loop at each end.
There’s a sturdy-looking piece of ribbon to open the box’s top flap, which can be grabbed with teeth or looped around your hand. There are no twist ties bundling the power cord; it’s wrapped with packaging that unfolds. Even the controller itself can be lifted out of the box gingerly with the flat of a hand or a foot, Weiser said, thanks to the large amount of negative space below it.


“Every step of the process we wanted to make as simple as possible,” Weiser said. “But the product box looks like any other Xbox product box.
“We didn’t want to create something that felt othered from our different experiences. We wanted it to feel like a family product in our ecosystem.”
It’s not clear if these design choices will carry over to package design decisions for other Xbox products, but Marshall said the team hoped to evolve its approach by leveraging what it has learned from the process.
The Xbox Adaptive Controller will be available from $99.99 sometime in September
 
General chit-chat
Help Users
We have disabled traderscore and are working on a fix. There was a bug with the plugin | Click for Discord
  • No one is chatting at the moment.
  • Necrokiller Necrokiller:
    The only valid thing from his pov he said in the video is AC dead since Black Flag. According to woke police that game was woke too. Welsh man in West Indies. So atleast he's consistent I guess lol
    Link
  • Link
  • XPremiuM XPremiuM:
    Necrokiller said:
    It's based on an actual real life person so I don't think the woke police have a valid case here.
    Nope. They have a very valid case. The above video explains it all.
    Link
  • Necrokiller Necrokiller:
    It's based on an actual real life person so I don't think the woke police have a valid case here.
    • Like
    Reactions: SolitarySoldier
    Link
  • XPremiuM XPremiuM:
    Meanwhile Ghost of Tsushima PC version is out now. Looks 100 times better than ASS Creed already.
    Link
  • XPremiuM XPremiuM:
    Did y'all see the new Assassin's Creed trailer? They finally made a AC set in Japan & then they put a negro as the male protagonist. Ubisoft is taking cues from Disney, and it isn't gonna end well for them, just like Disney. Go woke, go broke!
    Link
  • Necrokiller Necrokiller:
    First Fallout 4 update and now this 🤡
    Link
  • Necrokiller Necrokiller:
    MS and Bethesda continuing their streak of massive Ls 😬
    Link
  • Link
  • funky funky:
    Hello
    Link
  • NaNoW NaNoW:
    by closing down good studios
    Link
  • NaNoW NaNoW:
    well he is breaking barriers
    • Like
    Reactions: KetchupBiryani
    Link
  • iampasha iampasha:
    SolitarySoldier said:
    Phil keeps talking about breaking barriers to gaming, making it accessible on all platforms yada yada, while killing competition and creativity at the same time. the fact that i actually believed him for a second lol
    guys the biggest yapper in the Industry right now. All he do is yap
    Link
  • Necrokiller Necrokiller:
    Phil should be held responsible for this shitfest too, just like Sarah, but it's highly likely that these decisions are coming from Satya. And this isn't even the end of it. More closures are coming.
    Link
  • SolitarySoldier SolitarySoldier:
    if we are moving towards more and more popular trash across platforms that make billions for companies, I'm happy with all the barriers and exclusivity because at least that brings some pressure to create good stuff.
    Link
  • SolitarySoldier SolitarySoldier:
    Phil keeps talking about breaking barriers to gaming, making it accessible on all platforms yada yada, while killing competition and creativity at the same time. the fact that i actually believed him for a second lol
    Link
  • SolitarySoldier SolitarySoldier:
    "These changes are not a reflection of the creativity and skill of the talented individuals at these teams or the risks they took to try new things" ... seems to me that's exactly what it is
    Link
  • SolitarySoldier SolitarySoldier:
    why make good games when u can just buy everyone and shut them down lol
    Link
  • XPremiuM XPremiuM:
    I'm gonna say one last time, F*** Microsoft to infinity!
    Link
  • XPremiuM XPremiuM:
    Microsoft deserves all the hate they can get. Seriously i can't explain how much i want to curse them out.
    Link
  • XPremiuM XPremiuM:
    They could've sold the studios instead of closing them, but the nazi bastards just didn't want competition down the road.
    Link
  • Link
  • XPremiuM XPremiuM:
    F*** Microsoft, and F*** their fanboys.
    Link
  • XPremiuM XPremiuM:
    What's the f*** is wrong with them? I mean really? Have they completely lost it? F***ing retards.
    Link
  • XPremiuM XPremiuM:
    So i just found out that f***ing s***bag Microsoft shut down Arkane Studio (makers of the brilliant Dishonored series) and Tango Gameworks (makers of the iconic The Evil Within series), among some other studios. I just want to say a giant F*** Y**! to Microsoft. THEY'VE F***ED UP BIG TIME this time.
    Link
    Necrokiller Necrokiller: The only valid thing from his pov he said in the video is AC dead since Black Flag. According to...