Tandem
Video Game Controller
INFO | Thesis Project
ORGANIZATION | Master of Industrial Design at Pratt Institute
TEAM | Chi-Hao Chiang
YEAR | 2021
CONTRIBUTION | Preliminary & Secondary Research, Concept Development, Ideation, CAD, Prototyping, Proof of Concept, CMF, Storytelling
Connecting 2 or more people is the core concept of this project
A set of 2 split-up video game controllers
adding “sliding and pounding on thighs” into parts of the control,
separating all the inputs into 2 categories,
"Motion" and "Action”
Tandem is designed for two people to enjoy playing video games together in an engaging manner.
The thumb buttons are simplified for ease of use,
while a new pound button is added to enhance gameplay options.
Additionally, motion sensors replacing traditional analog sticks are installed at the bottom,
detecting the sliding movement on your thighs to allow intuitive control of both the character and camera movement in a way similar to using computer mice.
The design offers a unique gaming experience that promotes collaboration and interaction among two players, fostering a sense of community and teamwork.
Context
In 2021, playing video games has become a global trend that attracts millions of people of all ages and backgrounds.
There are lots of benefits to playing video games.
People can build new social connections,
strengthen existing bonds,
and create shared playful experiences by playing together.
Problem
However, to get those benefits, people are usually required to be skilled or experienced in using controllers.
This requirement will make it difficult for ordinary people or casual gamers to get access to playing video games smoothly.
As an avid gamer playing with friends or relatives, I know that uneven skills can cause changeless and predictable game results.
I will usually win, and this situation could damage the atmosphere.
Hypothesis
I believe by making video gaming more approachable and inclusive for a wider audience,
it can foster interactive meaningful bonds and create shared memories between people of different controlling skills or even different generations.
To achieve this goal, I decided to bring the element of a co-op mode for two players into my design.
Case
Study
Nowadays, many companies primarily provide the two-player mode through software solutions.
The hardware isn’t very well-designed for duo gaming; rather, it seems to function more like a compromise strategy.
Insight-
Interview &
Questionnaire
10 Interviews - Overlaps of Core & Casual Players
141 Responses of the Questionnaire - Interfaces & Genres of Video Games
Usability
Comparison
In the tasks of pointing/aiming & camera moving, computer mice work better than analog sticks.
This inspired a concept of replacing the analog stick to make control easier.
Ideation
Final
Concept
Separate Motion & Action
Slide & Pound on Thighs
Connectable Handles - Steering Wheel & Aiming Rifle
Scenario
With the concept instead of just playing cooperative games,
4 people with different controlling skill levels can team up into 2 groups to balance the overall levels on average for group competition.
In the end, they can all involve the enjoyment of playing video games together.
Mockup
Iteration
Motion #1-5
Thumb Button Position Adjustment >> Better Comfort for Holding
Base Direction Adjustment >> Backward to Forward >> Better Stability for Sliding on Thighs
Iteration
Action #1-2
Connection Length Adjustment >> More Space Enough for 2 Hands Holding
Base Direction Adjustment >> Backward to Forward >> Better Stability for Sliding on Thighs
Final
Prototype
Great grip curvatures and the appropriate head length at the front
All feel comfortable fitting into hands
CAD &
Render
Parting Lines
Definition
DEMO
Platform Action -
Super Mario 3D World
+ Bowser's Fury
DEMO
Racing -
Mario Kart 8 Deluxe
DEMO
Fighting -
Super Smash Bro. Ultimate
DEMO
Shooting -
Splatoon 2
Working
Prototype
User
Testing
User
Feedback
“Surprisingly, it feels comfortable in my hands when the two Motion controllers are connected as a steering wheel.”
“Imagine people can slide and pound the controllers not just on their thighs, but also on other surfaces like walls or different body parts.
I think that would be interesting.”
“What if people like playing video games standing or lying down?
Can these controllers have any use when people are not playing local co-op?”
“I think it would be hard to transfer to every kind of video game, but it shows the potential for future software to match reversely with hardware, or even a new game experience, and a new two-player mode game contest.”
Purpose
Tandem can team up 2 people to play as 1 to help foster interactive, meaningful bonds and create shared memories between people of different controlling skill levels or even different generations.
It has the potential to make any video game couch-cooperative.
This project is not just about the hardware.
It’s not about one person playing video games with one controller alone but the interaction and communication between people.
Playmates are the most playful point while playing video games with Tandem.
In this case, video games are the social space; controllers are the media; the purpose they serve is to make people feel closer to each other and engage more.
Vision
Imagine one day in the near future, without any difficulty or barrier, you can play video games and enhance meaningful bonds with not only your friends, but also your kids, parents, or even grandparents.
As an avid gamer who likes to play with others, I want to take one step towards this future with my project.
I believe by making video games more approachable and inclusive, we can create playful experiences through video games together.