Abstract
Whenever control input is of concern, such as during a video tracking game (e.g. Pac-Man) the form and structure of the control knob directly impacts performance. Terms such as maneuverability, control response sensitivity, and control-display ratio are often alluded to in the Journals of Human Factors Engineering. The purpose of this study was to evaluate and compare five different control designs (refer to Figure 1). Since the final design would integrate the controls within the console, a pair of each control was designed and mounted on an adjustable plexiglass board. In doing so, the necessary physical distance or “comfort zone” between the two controls would be determined. Other design variables that were evaluated included: (a) ease of use, comfort, (b) perceived reliability, (c) perceived durability, (d) control response and (e) control shape. A sample of 36 individuals was chosen to compare the five different joysticks. The participants included a cross-section of experienced and non-experienced video game players, both male and female, left and right handed, and different age categories. Each participant was randomly assigned a partner to play three different video games: (1) Missle Command (2) Space Invaders (3) Pac-Man These games were chosen because they involve both pursuit and compensatory tracking ability, both firing (i.e. button) and non-firing situations, and also because these games can be played individually or simultaneously. A Sony 19-inch Trinitron t.v. was used as the monitor. Some of the participants played the three games on the table surface, some with the controls on their laps, and others with the t.v. monitor and controls on the floor. After completing all three games while using all five controls, each participant was given a questionnaire form to complete and was also interviewed. The results clearly indicated that Control C, when considering all features, was the most preferred. The responses from the sampled population as well as the observations that were noted during the trials were very useful during the early design phases of the new video game console. Participants reactions concerning control-to-control distance, control texture, control maneuverability, control weight and shape were all applied to the final design.
Published Version
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