TACTIQ

Controllers haven't changed much since the '90s. I designed one that adapts to how you play: tactile, modular, and built to evolve with your skills.

MY Role

Product Designer

Duration

11 Weeks, Autumn 2024

TEAM

Khadija Dial

Elisha Jeon

Addison Mercado

METHODS

User research

Physical prototyping

Usability testing

Figma

affiliations

UW Information School

INFO 463 Input Interaction

Professor Deb Cargile

01 — the problem

Controllers are stuck in 1990.

While the Xbox controller and Nintendo Switch have snappy tactile input responders, that's where the feedback stops. There's no haptic response to game state, limited options to remap inputs to how your hands naturally move, and no modularity for different play styles or accessibility needs.

As games grow more immersive, these input device haven't kept up. The controller is the most-touched object in gaming, and it's the least designed.

01 — the problem

Controllers are stuck in 1990.

While the Xbox controller and Nintendo Switch have snappy tactile input responders, that's where the feedback stops. There's no haptic response to game state, limited options to remap inputs to how your hands naturally move, and no modularity for different play styles or accessibility needs.

As games grow more immersive, these input device haven't kept up. The controller is the most-touched object in gaming, and it's the least designed.

GAP 1

One form, all players

Controllers are designed for a median body and a median playstyle. Players with different motor abilities, grip preferences, or game genres are expected to adapt to the hardware — not the other way around.

GAP 2

Feedback that ends at the button

Haptic feedback exists in modern controllers, but it's surface-level. There's no spatial awareness, no gesture-based input, no way for the physical form to communicate game state back to the player's hands.

DESIGN Opportunity

How might we design a controller that adapts to the player — not just their game, but their body, skills, and play style?

02 — IDEATION & THE PIVOT

The concept we killed made the final one stronger.

Our first direction was the Morse Code Button: a single-input controller designed for players with motor impairments. Short and long presses would map to any action of the user's choosing. Accessible, simple, promising.

We killed it not because it was bad, but because a single-input system caps the design at basic mechanics. While it could handle simple games like Tetris with ease, anything more complex posed a challenge. It solved accessibility but sacrificed depth, and we wanted both.

CONCEPT 1 – ABANDONED

Morse Code Button

Single input via short + long presses. Maps to any key. Genuinely accessible for motor-impaired players.

Limitation: restricts gameplay to basic mechanics. Doesn't scale.

CONCEPT 2 – PURSUED

Tactile Cube

Each face of the cube supports a different input type. Modular panels snap in and out. Haptics, swipe, buttons, lever — all in one object.

Scales from simple to complex. Tactile and adaptive by design.

EARLY SKETCH

THE CUBE CONCEPT TAKES SHAPE

Early sketch: "swiping side / twisting + pulling side / poking + tap side / free side" — four distinct interaction modalities mapped to four faces of a cube. This sketch was the thesis statement for everything that followed.

BEFORE THE CUBE

MORSE CODE BUTTON EXPLORATIONS

Morse code controller sketches: hardware unit (left) + screen mapping UI (right). Clear logic, clean concept — but the single-input ceiling made us pivot.

03 — THE DESIGN

Six faces. One object. Infinite configurations.

TACTIQ is a cube where each face serves a distinct input function. Panels are magnetic and hot-swappable: pull one off, snap in another! The system is designed so a player can start with a simple button layout and gradually introduce gesture and haptic panels as their skills grow.

HOW IT WORKS

Tactile cube design walkthrough – connect & play

  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

Tactile cube control panels in use – swipe & lever

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

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

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.

Slight pressure on the haptic panel triggers enhanced actions. Combining both panels simultaneously unlocks compound actions like "super jump", adding layered control and more dynamic gameplay.

PANEL SYSTEM – 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

KEY DESIGN PRINCIPAL

The bottom panel was left intentionally blank as it's how the cube rests, charges, and powers on/off. The front panel displays the TACTIQ name.

FINAL PROTOTYPE RENDERS

BRANDING –– LOGO VARIANTS

Bold sans-serif with azure accent aligns with the playful-but-technical brand tone.

04 - PHYSICAL PROTOTYPE

Paper, glue, tape, and keyboard switches.

A Figma prototype can't tell you how something feels in your hands. So we roughly built one with paper, glue, tape, and salvaged keyboard switches as stand-in haptic buttons. The goal wasn't high functional fidelity, but rather getting out users to actually hold and play with it.

Since the prototype was non-functional, we used the Wizard of Oz method during user testing: I observed participants' physical inputs and manually translated them into a real controller to simulate gameplay. Each participant played a 2D platformer game with both TACTIQ and an Xbox controller, then gave us feedback.

05 – USABILITY TESTING

The data said: engaging but uncomfortable.

We tested TACTIQ against an Xbox controller across three metrics: level of difficulty, engagement & immersion, and qualitative comfort feedback, with participants ages 19–21 ranging from no gaming experience to seasoned players.

Participants used the physical prototype while I manually translated their inputs to an Xbox controller hidden from their field of view to simulate live gameplay. This was super challenging to pull off, but it gave us real data on grip, reach, and intuition.

The results were honest. TACTIQ won on novelty & engagement but lost on ergonomics. That tension was the most useful thing we discovered.

METRICS FOR EVALUATION

METRICS FOR EVALUATION

METRICS FOR EVALUATION

Difficulty

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

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

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

WHAT LANDED

-> Unique design sparked genuine curiosity. We found that out participants wanted to keep exploring it

-> Button clicks felt satisfying and responsive

-> Modular concept showed real promise. Several participants asked about customization

-> The gesture-based movement panel was intuitive faster than expected

WHAT NEEDS WORK

-> Ergonomics: beveled edges and more natural grip required

-> Input placement: some controls felt out of reach mid-game

-> A participant suggested a diamond-shaped panel layout for thumbs

-> Familiarity gap is real!!! TACTIQ needs an onboarding curve the Xbox doesn't

06 – REFLECTION

Innovation and practicality are both real constraints.

TACTIQ pushed me into territory I hadn't designed for before: hardware. Especially with hardware centered technology, you can't just push an update to fix a grip issue. Every decision about form, weight, and panel placement had downstream effects on how the thing actually felt in someone's hands during stress.

The usability testing taught me something I couldn't have learned in Figma: exciting ideas struggle when they meet real user needs. That's not a failure, that's the point of testing early and physically.

WHAT WORKED

-> Killing the Morse Code concept before investing too deeply — recognizing the ceiling early

-> Building a physical prototype and testing it in-person rather than just digitally

-> The modular panel system — the concept itself holds up and testers responded to it

WHAT I'D CHANGE

-> Test with a wider age and ability range; our 19–21 pool was too narrow

-> The digital UI needed more attention. An app companion for panel configuration could've been further explored

-> A working prototype, even partially, would have transformed the quality of testing feedback

DESIGN Opportunity

How might we design a controller that adapts to the player — not just their game, but their body, skills, and play style?

02 — IDEATION & THE PIVOT

The concept we killed made the final one stronger.

Our first direction was the Morse Code Button: a single-input controller designed for players with motor impairments. Short and long presses would map to any action of the user's choosing. Accessible, simple, promising.

We killed it not because it was bad, but because a single-input system caps the design at basic mechanics. While it could handle simple games like Tetris with ease, anything more complex posed a challenge. It solved accessibility but sacrificed depth, and we wanted both.

4A56FF

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