We explore controller input mappings for games using a deformable prototype that combines deformation gestures with standard button input. In study one, we tested discrete gestures using three simple games. We categorized the control schemes as binary (button only), action, and navigation, the latter two named based on the game mechanics mapped to the gestures. We found that the binary scheme performed the best, but gesture-based control schemes are stimulating and appealing. Results also suggest that the deformation gestures are best mapped to simple and natural tasks. In study two, we tested continuous gestures in a 3D racing game using the same control scheme categorization. Results were mostly consistent with study one but showed an improvement in performance and preference for the action control scheme.

Additional Metadata
Keywords Bend, Controller, Deformable user interactions, Games, Novel input, Twist
Persistent URL dx.doi.org/10.1145/3025453.3025463
Conference 2017 ACM SIGCHI Conference on Human Factors in Computing Systems, CHI 2017
Citation
Shorey, P. (Paden), & Girouard, A. (2017). Bendtroller: An exploration of in-game action mappings with a deformable game controller. In Conference on Human Factors in Computing Systems - Proceedings (pp. 1447–1458). doi:10.1145/3025453.3025463