Thursday, May 17, 2018

MSFT Xbox Controller

Microsoft stumbled into the accessibility market about
three years ago, with the launch of the Xbox One Elite
controller. The Elite wasn't designed to help people with
disabilities play video games -- in fact, it was built for
hardcore players who wanted more mapping options by
adding rear paddle buttons, more sensitive triggers and
interchangeable analog sticks to the classic dual-grip
Xbox gamepad.

It just so happened these features were also in high
demand at organizations like AbleGamers, whose goal
is to make gaming accessible to anyone with disabilities
via education, community support and the creation of
custom controllers.

Around this time, Xbox's inclusive lead for product
research and accessibility, Bryce Johnson, reached
out to AbleGamers with a proposal. Johnson and a
small team of developers had just submitted a prototype
of an accessibility-focused controller to the annual
Xbox hackathon, and they wanted feedback on the
Design.

"We started jumping onto multiple calls with Microsoft
employees and Xbox hardware developers and talking
about this controller," AbleGamers COO Steven Spohn
said. "Bryce had been working with us on the Elite and
wanted to bring in our input for this new controller. It was
to be a device much like our own Adroit -- a standard
Xbox controller that could use switches, only this new
project could be everything we ever wanted to do better
and more."

That was two and a half years ago. Today, Microsoft
revealed the Xbox Adaptive Controller, the latest and

most disparate evolution of its gamepad line.

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