TACTIQ

A modular game controller that challenges the traditional input paradigm by integrating tactile, haptic, and swipe-based interactions for a more whimsical and immersive gaming experience.

A modular game controller that challenges the traditional input paradigm by integrating tactile, haptic, and swipe-based interactions for a more whimsical and immersive gaming experience.

Role

Role

Product Designer

Product Designer

Duration

Duration

Autumn 2024

~ 11 weeks

Autumn 2024

~ 11 weeks

TEAM

TEAM

Khadija Dial

Elisha Jeon

Addison Mercado

SKILLS / TOOLS

SKILLS / TOOLS

Figma

Design Thinking

Product Design

User Research

User Testing

Figma

Design Thinking

Product Design

User Research

User Testing

affiliations

UW Information School

INFO 463 Input Interaction

Professor Deb Cargile

UW Information School

INFO 463 Input Interaction

Professor Deb Cargile

the problem

the problem

Gaming controllers like the Xbox controller or the Nintendo Switch, while tactile, often fail to provide a fully engaging and multidimensional feedback experience. As the demand for immersive gaming grows, players are increasingly frustrated by the limitations of current peripherals, which can detract from their ability to connect deeply with virtual environments.

Gaming controllers like the Xbox controller or the Nintendo Switch, while tactile, often fail to provide a fully engaging and multidimensional feedback experience. As the demand for immersive gaming grows, players are increasingly frustrated by the limitations of current peripherals, which can detract from their ability to connect deeply with virtual environments.

INSIGHTS

INSIGHTS

To better understand the current landscape of gaming peripherals and input devices, I researched existing controllers, their input methods, and gained insight into user preferences to pinpoint areas where our solution could offer a unique gaming experience.

EARLY CONCEPTS

EARLY CONCEPTS

The Morse Code Button

My first idea was a simple, accessible controller made for those who have motor impairments that do not allow them to utilize finer or more granular control schemes/inputs. Inputting a sequence of short and long presses will correlate to a specific input of your choosing. For example, a short followed by a long press in sequence could be the input for the “enter” key.

  1. Plug the controller into your PC

  1. Launch the driver software that comes with the controller and map out your desired inputs

  1. Launch your game of choice

  1. Use the custom inputs you created to play!

I initially pursued this concept for its strong accessibility potential and simple interaction model, creating a clear foundation for inclusive gameplay. Through evaluation, however, I identified a key limitation: the single-input system restricted gameplay to basic mechanics (e.g., Tetris-style interactions), limiting scalability. Recognizing this misalignment with our broader product vision, I pivoted to a more robust design that could support complex, multi-input gameplay while maintaining accessibility principles.

The Malleable Cube

Each side of the cube supports different inputs (movement, jumping, attacking/dodging, and gesture-based actions like twist, pull, and swipe), allowing players to engage with games in multiple ways. The modular input system lets players adjust controls to fit their needs or the game they are playing, while integrated haptics provide real-time feedback to support immersion and learnability. This flexibility allows the controller to support a range of gameplay styles, from simple platformers to more complex interactions.

early ideation sketches

Multiple tactile surfaces and modular inputs allow players with different physical abilities or learning styles to engage with games in ways that feel natural. Its hands-on form factor emphasizes haptic and kinesthetic feedback, and the modular system supports both simple and complex gameplay as players’ skills grow. This evolution moves the design from purely assistive to inclusive and adaptive, not just enabling play but enriching it through customization, sensory interaction, and long-term usability.

DESIGN WALKTHROUGH

DESIGN WALKTHROUGH

  1. Wirelessly connect the controller to your PC

  1. Wirelessly connect the controller to your PC

  1. Launch your game of choice

  1. Launch your game of choice

Controls

Via swiping panel

By swiping left, right, up, or down, on the panel, the character will simultaneously move accordingly.

Via the lever panel

Pushing down on the lever will trigger the character to dodge enemies and obstacles or attack depending on the selected game.

Via the lever panel

Lifting the lever triggers a jump, and it can be combined with the swipe panels. For example, lifting the lever while swiping right makes the character jump diagonally to the right.

Multiple panels in combination

Slight pressure on the haptic panel triggers enhanced actions. Combining it with lever or swipe inputs unlocks “super jump” or faster running, adding layered control and more dynamic gameplay.

My team and I decided to move forward with the versatile cube idea as it tackled key challenges in making gaming more accessible and engaging. While the cube introduces a new way to interact with games, its tactile and versatile design encourages players to experiment and adapt over time. Unlike traditional controllers that rely on rigid button layouts, the cube offers a dynamic and interactive input system that evolves with the player’s skills and preferences. Our goal is to create a more immersive and inclusive gaming experience that rewards exploration and creativity.

MODULARITY

A standout feature of TACTIQ is its' unique modularity. Each panel and be removed and replaced with a different panel, allowing users to adapt the cube to their gaming styles and preferences.

Mockups

Mockups

Mid-fidelity

Mid-fidelity

Haptic

provides tactile feedback to enhance immersion and confirm actions. Players can use pressure or multiple fingers to trigger different in-game actions.

Movement

Enables directional input through swiping gestures for fluid control. This led panel can additionally serves as a engaging 8-bit display, showing short animations when the cube is in idle mode.

Buttons

Offers traditional button inputs for precise actions.

Offers traditional button inputs for precise actions.

Joycon

Joycon

An alternative panel for the movement panel, for those who prefer a joystick option over a swiping input

An alternative panel for the movement panel, for those who prefer a joystick option over a swiping input

The bottom panel was intentionally left empty to allow the cube to rest on a flat surface, provide a way for it to charge, and be powered on/off. The front panel is additionally free of inputs to display the name of the cube for stylistic and ergonomic purposes.

Fully Assembled Cube

Fully Assembled Cube

BRANDING

BRANDING

I used a strong, bold, sans-serif font in combination with our signature azure blue accent color to align with the playful yet innovative feel of the gaming cube. To further convey that fun vibe within the branding I integrated a smiley face graphic within the Q.

Logo

Logo

High-Fidelity Prototype

High-Fidelity Prototype

Physical Prototype

Physical Prototype

To gain a better sense of what the final design might feel like and have some objective way to evaluate the design with our participants, I also created a physical prototype using paper, glue, tape, and some keyboard switches.

EVALUATION

EVALUATION

To assess the usability and effectiveness of the TACTIQ, I conducted a comparative usability test against the Xbox controller, followed by a short interview. The goal was to evaluate how intuitive, engaging, and comfortable the TACTIQ felt when performing core actions in a 2D platformer game.

Since TACTIQ was a non-functioning prototype, I used the Wizard of Oz approach, where I observed participants’ actions and manually translated their inputs into a real controller to simulate gameplay. Each participant completed a quick run-through of a 2D platformer using both controllers, after which they provided feedback.

Metrics for Evaluation

Metrics for Evaluation

Metrics for Evaluation

Difficulty

Difficulty

How easy or challenging it was for the user to perform core gameplay actions

How easy or challenging it was for the user to perform core gameplay actions

How easy or challenging it was for the user to perform core gameplay actions

Engagement & Immersion

Engagement & Immersion

How connected / involved users felt while playing

How connected / involved users felt while playing

How connected / involved users felt while playing

Qualitative Feedback

Qualitative Feedback

Direct impressions regarding comfort, control placement, and overall experience

Direct impressions regarding comfort, control placement, and overall experience

Direct impressions regarding comfort, control placement, and overall experience

User Demographics

User Demographics

User Demographics

Age

Age

19-21 years old

19-21 years old

Gaming Experience

Gaming Experience

Little to extensive controller/ experience with platformer games

Little to extensive controller/ experience with platformer games

Controller Familliarity

Controller Familliarity

Some had no prior controller experience, while others were seasoned gamers

FINDINGS & KEY INSIGHTS

FINDINGS & KEY INSIGHTS

Overall, participants appreciated the novelty and adaptability of the TACTIQ but found its comfort and input placement to be a challenge.

Engagement & Familiarity

Engagement & Familiarity

Participants rated the TACTIQ’s gameplay experience between 4-8, compared to the Xbox controller’s 8-10, citing familiarity as a key factor.

Participants rated the TACTIQ’s gameplay experience between 4-8, compared to the Xbox controller’s 8-10, citing familiarity as a key factor.

Ergonomics & Comfort

Ergonomics & Comfort

TACTIQ scored 3-5 in ergonomics, significantly lower than the Xbox controller, which consistently scored 1 (very comfortable).

TACTIQ scored 3-5 in ergonomics, significantly lower than the Xbox controller, which consistently scored 1 (very comfortable).

Positive Feedback

Positive Feedback

  • Users liked the unique design and found the button clicks satisfying.

  • The modular concept showed promise, with potential for customization.

Areas for Improvement

Areas for Improvement

  • Ergonomics: Beveled edges, alternative input placements, and a more natural grip.

  • Input Modules: Some suggested a diamond-shaped layout to enhance ease of use.

LIMITATIONS

LIMITATIONS

> Our prototype was non-functional — which made usability testing a lot harder and much less immersive
> Limited testing pool — due to the timing conflicts with finals week, my team struggled to gather more participants for user testing

So was the solution successful? I would say, mostly yes! But we should also consider comfort! To make this solutions even stronger, we should look towards more ergonomic design configurations and more intuitive methods to create a working prototype.

takeaway

takeaway

Taking INFO 463, a course focused on input interaction, I wanted to push beyond just analyzing existing interfaces and instead approach this project from a product design perspective. Rather than simply exploring new interaction methods within different informations systems, I challenged myself to think about the full lifecycle of a hardware product—conceptualization, prototyping, and user testing—and how design choices impact usability, accessibility, and immersion.

Taking INFO 463, a course focused on input interaction, I wanted to push beyond the idea of creating "just another app" and instead approach this project from a product design perspective. Rather than simply exploring new interaction methods within different informations systems, I challenged myself to think about the full lifecycle of a hardware product, conceptualization, prototyping, user testing and how design choices impact usability, accessibility, and immersion.

One of my biggest takeaways was understanding the balance between innovation and practicality. TACTIQ aimed to break away from traditional controllers, offering a more dynamic and modular way to interact with games. However, through usability testing, I saw firsthand how exciting ideas can struggle when faced with real user needs. The cube’s unique input system sparked interest, but ergonomics and comfort became clear pain points, reinforcing the importance of refining form alongside function.

This experience deepened my appreciation for user-centered design in hardware. Unlike software, where updates can be pushed instantly, hardware requires careful iteration and testing before production. Seeing how small changes like adjusting button placement or modifying grip surfaces could drastically improve usability was a valuable lesson in designing for both engagement and practicality.

Ultimately, this project was a reminder that good design is not just about being innovative, but about being intentional. The TACTIQ may not be perfect yet, but this process has strengthened my ability to think critically about how physical products shape user experience and how to iterate on ideas to bridge the gap between novelty and usability.

My biggest takeaway was balancing innovation with practicality. TACTIQ pushed beyond traditional controllers with a dynamic, modular design, but usability testing revealed comfort and ergonomics as critical pain points. This reinforced the value of user-centered hardware design and careful iteration. The project strengthened my ability to critically evaluate how physical products shape experience and how to bridge novelty with usability.

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