Xbox Adaptive Controller

Last updated
Xbox Adaptive Controller
Xbox Adaptive Controller V&A.JPG
Developer Microsoft Gaming
Manufacturer Microsoft
Type Video game controller
Release dateSeptember 4, 2018
Introductory priceUS$99.99
Platform Windows, Xbox One, Xbox Series X/S
Website Official website

The Xbox Adaptive Controller (XAC) is a video game controller designed by Microsoft for Windows PCs and the Xbox One and Xbox Series X/S video game consoles. The controller was designed for people with disabilities to help make user input for video games more accessible.

Contents

History

According to Phil Spencer, Microsoft had started to take more interest in accessibility features for gaming following the Kinect motion sensing input device first introduced in 2010. While it was successful on the Xbox 360, the Xbox One version, released in 2013, failed to make as strong as an impression, and Microsoft eventually dropped Kinect for gaming areas, though has continued to use its technology in more productivity-related applications. However, the company was contacted by parents of disabled or impaired children that positively commented on the ability of the Kinect to help their children enjoy video games without need of a traditional controller. [1]

Matt Hite, an engineer for Microsoft, spotted a custom controller made by Warfighter Engaged on Twitter in 2014; Warfighter Engaged is a nonprofit started by Ken Jones in 2012 that provides gaming devices to injured veterans. [2] [3] Hite contacted Jones and in 2015, a team of engineers at Microsoft's Xbox and gaming division began working on a prototype controller to help improve accessibility for video game input. Initially, the team developed a controller that used the Kinect motion-sensing technology to track the player's gestures and movements and translate them to controller inputs. [4]

Although the motion-tracking controller was not further developed, it was recognized by corporate leadership and inspired another employee team later that year to build a controller attachment with interfaces that allowed non-traditional input devices for gamers who had difficulty using the standard controller. [4] In 2016, Microsoft released the Copilot feature, which linked two controllers to act in tandem as if it were a single controller, allowing one gamer to assist another; this further built momentum for accessibility features for gaming. [4] [5] The prototype device/input hub was designed and refined during several internal hackathon events where they built a controller that could use third-party accessories familiar to disabled gamers. In 2017, Microsoft decided to turn the prototype into a product and began collaborating with accessory manufacturers and nonprofit groups in the gaming accessibility field such as SpecialEffect, Warfighter Engaged, and The AbleGamers Foundation. The gaming division also collaborated with a handicapped gamer known as Randy "N0M4D" Fitzgerald. [6]

Release

The Xbox Adaptive Controller was announced in May 2018. [6] The controller was released with a retail price of US$99.99 on September 4, 2018. [7] [8] The co-creator of the XAC, Bryce Johnson, emphasized the importance of making the controller affordable: "We did a lot of homework around other assistive technologies and were upset by how much they could be ... [we] made deliberate choices to make sure we kept [the price under $100]." [9]

In November 2018, Microsoft released a holiday-themed television commercial entitled "Reindeer Games" to promote the controller, featuring a group of children racing to another child's home to witness him play a game with the Adaptive Controller. The commercial starred Owen Sirmons, a 9-year-old child with Escobar syndrome. [10] A second commercial entitled "We All Win" was broadcast during Super Bowl LIII, which featured testimonials from Owen and his family on the positive impact of the device. [11] [12] [13] [14]

Other uses

Microsoft's electronic voting system ElectionGuard includes an Xbox Adaptive Controller in its base alongside its touchscreen. [15]

Design

The Xbox Adaptive Controller has a slim rectangular frame, measuring 292 mm × 130 mm × 23 mm (11.50 in × 5.12 in × 0.91 in) (L×W×H); the controller alone weighs 552 g (19.5 oz). [16] The face of the controller has two large, domed buttons that can be mapped to any function using the Xbox Accessories app; these are each 4 in (100 mm) in diameter and their default mapping is to the A (left, closer to D-pad) and B (right) face buttons on a standard controller. Each of the two large dome buttons make a different sound when depressed to help players distinguish between them. [17] The face also includes a large D-pad, menu button, view button, and the Xbox home button that are featured on a standard Xbox Wireless Controller. In addition, a button allows the player to select one of three saved profiles. [18]

The controller features two USB-A 2.0 ports, one on each side; the USB ports are used to connect devices that map to left and right analog stick functions, corresponding to the side of the XAC. The left side also includes a 3.5mm jack for stereo audio output. [18]

The back of the frame has nineteen 3.5 mm jacks that allow multiple assistive input devices to be connected; each jack corresponds to a different button, trigger, bumper, or D-pad function on the standard Xbox One controller. The Xbox Adaptive Controller supports Windows 10 and Xbox One devices and is compatible with every game at a system level. [6] Each port is also labeled on the face of the controller, and there is a short vertical groove leading to the port from the top of the rear panel, facilitating the installation of assistive inputs. The jacks are designed to require more force than usual to insert or remove a plug, preventing inadvertent disconnection of the assistive input devices. [17] Any of the nineteen ports can be used for a "shift" function, which can add a second function to any of the other ports or buttons on the controller. [17]

There are three machine screw sockets (one threaded 1/4"-20 UNC and two threaded #10-24 UNC) on its underside for mounting the controller. [19] The XAC is equipped with an internal battery that is charged by a USB-C port on the rear panel. [20] A white battery indicator light is provided on the face of the controller, just below the View button; it flashes while charging, and stops flashing when the battery is full. [18] When the battery is low, the light will turn orange. [21] In addition, a coaxial power connector port (5 VDC, 2 A) is provided for attached USB accessories that require additional power, such as the QuadStick. The required AC adapter is sold separately. [21]

The controller is equipped with both the Xbox Wireless Controller communications protocol and Bluetooth 4.1 (Classic Bluetooth HID profile), allowing it to be connected wirelessly to devices other than an Xbox or Windows PC. [20] Alternatively, the controller may be connected via the USB-C port on the back using the included 9 ft (2.7 m) long USB-A to -C cable. [17] According to Phil Spencer, the Adaptive Controller is not hardware-locked to Xbox, and was developed with the intention to be used with any gaming platform, [22] with Microsoft opening dialogue with Valve, Nintendo and Sony towards this effort. [23] Further supporting that broad compatibility, Bluetooth LE (HID over GATT Profile) connectivity was added in a 2021 firmware update. [24]

Accessories

In addition to the Adaptive Controller, specialized input devices that were developed as part of the project include: [3]

In 2019, peripheral manufacturer Logitech released its Adaptive Gaming Kit, which bundles 12 buttons and triggers with velcro mounting pads for the Adaptive Controller at a retail price of US$99.99; prior to this, individual inputs were priced around US$50 each. [26]

Reception

Time named the Adaptive Controller one of its Best Inventions of 2018. [27] It also won the Innovation Award at the Italian Video Game Awards. [28] Fast Company gave it Product of the Year for its 2019 Innovation by Design. [29]

Steven Spohn, the chair of AbleGamers, praised the affordability and wide availability of the controller comparing to existing assistive technology, saying that "a device specifically designed for the disability community costing $100 ... [is] a little like finding a unicorn hugging a leprechaun," all the while decrying the "disability tax" attached to devices that are considered "medically necessary." [30] Grant Stoner echoed criticism of the total cost of the controller and required accessories, writing in 2020 that while the price of the Adaptive Controller itself was "not too outrageous, especially considering its overall use and compatibility", the addition of required input switches and joysticks results in an "egregious price to assemble an appropriate setup [which] ultimately muddles the hopeful expectation of enabling everybody to play". [31]

Influence

In 2020, peripheral manufacturer Hori released the Flex Controller (NSW-280), which was designed by Technotool Co., Ltd. and provides similar functions for the Nintendo Switch. The Flex Controller also is compatible with Windows computers. Like the Adaptive Controller, the Hori Flex Controller replicates controller buttons and is equipped with eighteen 3.5mm jacks and two USB-A ports for adaptive input devices, but the Flex Controller is compatible with the Switch and Windows computers only. [32] The Flex Controller connects to the console or computer through a permanently-attached cable terminating in a USB-A plug. [33]

John Helmes, an industrial designer at Microsoft, first customized an Arc Mouse by adding a customized extension that helped his daughter Jara, who has cerebral palsy, to keep her fingers on the buttons. [34] Helmes later brought a challenge to the company's annual hackathon in 2020, proposing an adaptable mouse for people who are not able to use a traditional one. [35] Microsoft announced the Adaptive Accessories line in 2022, initially including three core components: the Adaptive Mouse, Adaptive Button, and Adaptive Hub. The Mouse is a square-shaped core that provides two buttons and a scroll wheel and is designed to be clipped in to plastic accessories to enhance the physical interface. The Button is also a square-shaped core that accepts a physical input on top, such as a directional pad, discrete buttons, or joystick, controlling up to eight discrete inputs. The Hub connects up to four Buttons wirelessly to a computer, and also has 3.5mm jacks for wired adaptive inputs. [36] They were released on October 25, 2022. [37]

Sony announced it would release a similar accessible, customizable controller for the PlayStation 5 based on the Project Leonardo prototype shown at the Consumer Electronics Show in January 2023. The prototype includes a large joystick physically connected to a domed panel with nine assignable inputs; eight buttons are arranged radially around the dome, and the center of the dome itself serves as a ninth input. The size and shape of each radial button can be customized by interchangeable panels. Four 3.5 mm jacks are provided for additional input devices. Up to three controllers (two accessible controllers and one standard DualSense) can be combined into a single logical controller, allowing friends and family to assist with specific inputs. [38] [39] [40] The peripheral was renamed to the Access Controller that May [41] and released in December. [42]

See also

Related Research Articles

<span class="mw-page-title-main">Gravis PC GamePad</span>

The Gravis PC GamePad is a game port game controller produced by Advanced Gravis Computer Technology first released in 1991. It was the first gamepad for the IBM PC compatible in a market then dominated by joysticks. Included with the gamepad was a shareware Commander Keen game, episode 1, Marooned on Mars, which was later replaced with the shareware episode 4, Secret of the Oracle which supported all 4 buttons. The gamepad is no longer manufactured, as Gravis was acquired in 1997 by Kensington Computer Products Group.

<span class="mw-page-title-main">Game controller</span> Device used with games or entertainment systems

A game controller, gaming controller, or simply controller, is an input device or input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include keyboards, mice, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for driving games and light guns for shooting games. Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.

<span class="mw-page-title-main">Microsoft SideWinder</span> Digital video game controllers

Microsoft SideWinder was the general name given to the family of digital game controllers developed by Microsoft for PCs. The line was first launched in 1995. Although intended only for use with Microsoft Windows, Microsoft SideWinder game controllers can also be used with macOS, Mac OS 9 with third-party software, and Linux.

<span class="mw-page-title-main">Game port</span> Computer device port

The game port is a device port that was found on IBM PC compatible and other computer systems throughout the 1980s and 1990s. It was the traditional connector for joystick input, and occasionally MIDI devices, until made obsolete by USB in the late 1990s.

<span class="mw-page-title-main">Gamepad</span> Type of video game controller

A gamepad is a type of video game controller held in two hands, where the fingers are used to provide input. They are typically the main input device for video game consoles.

In computing, DirectInput is a legacy Microsoft API for collecting input from a computer user, via input devices such as the mouse, keyboard, or a gamepad. It also provides a system for action mapping, which allows the user to assign specific actions within a game to the buttons and axes of the input devices. Additionally it handles haptic feedback (input/output) devices. Microsoft introduced a new input library called XInput specifically for the Xbox 360 controller.

The DualShock is a line of gamepads developed by Sony Interactive Entertainment for the PlayStation family of video game consoles. It is named for vibration-feedback and analog controls. It was introduced in November 1997 as a secondary peripheral for the first PlayStation console. The console's bundle was updated to include DualShock, and phase out the original PlayStation controller and the Dual Analog Controller. The DualShock is the best-selling gamepad of all time by units sold, excluding bundled controllers.

Various accessories for the PlayStation 3 video game console have been produced by Sony and third-party companies. These include controllers, audio and video input devices like microphones, video cameras, and cables for better sound and picture quality.

<span class="mw-page-title-main">Xbox 360 Wireless Headset</span> Wireless headset for the Xbox 360

The Xbox 360 Wireless Headset is a wireless headset designed for the Xbox 360 and Xbox Live; it is manufactured by Microsoft. It can be used for in game voice chat, private chat, audio for video chat and in game voice recognition. Up to four wireless headsets can be used simultaneously on a single Xbox 360. The headset fits over either ear and comes with two sizes of removable earloops for a better fit. It uses the same 2.4 GHz wireless technology as the Xbox 360 Wireless Controller, so it will work within 30 feet of the console. It can achieve up to eight hours of battery life per charge, with an AC wall adapter or a USB DC charger for recharging. USB chargers are readily available from mobile phone accessory shops. The headset can be used with or without a controller. The headset also produces various beeps to signal different actions and give messages to the user. The headset is also compatible for use with a PC via the Microsoft Wireless Receiver. Up to 4 wireless headsets and wireless controllers can be used in conjunction at any one time. The number lit up on the headset will correspond to the quadrant lit up on the controller..

<span class="mw-page-title-main">Xbox 360 controller</span> Primary game controller for the Xbox 360

The Xbox 360 controller is the primary game controller for Microsoft's Xbox 360 home video game console that was introduced at E3 2005. The Xbox 360 controller comes in both wired and wireless versions. The Xbox controller is not compatible with the Xbox 360. The wired and wireless versions are also compatible with Microsoft PC operating systems, such as Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10, and Windows 11.

<span class="mw-page-title-main">Kinect</span> Motion-sensing input device for the Xbox 360 and Xbox One

Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flight calculations, which can in turn be used to perform real-time gesture recognition and body skeletal detection, among other capabilities. They also contain microphones that can be used for speech recognition and voice control.

VRPN is a device-independent, network-based interface for accessing virtual reality peripherals in VR applications. It was originally designed and implemented by Russell M. Taylor II at the Department of Computer Science of the University of North Carolina at Chapel Hill. VRPN was maintained and supported by Sensics while it was business. It is currently maintained by ReliaSolve and developed in collaboration with a productive community of contributors. It is described more fully at vrpn.net and in VRPN-VRST.

Rhythm game accessories are often required to play rhythm games available for various consoles, such as the PlayStation 2, PlayStation 3, Wii, and Xbox 360. These include dance pads, guitar controllers, drum controllers, microphones and turntable controllers. With the exception of microphones, these controllers can generally be used to control any game, but have limited inputs, making them impractical for most games.

<span class="mw-page-title-main">Xbox</span> Video gaming brand owned by Microsoft

Xbox is a video gaming brand that consists of five home video game consoles, as well as applications (games), streaming service Xbox Cloud Gaming, and online services such as the Xbox network and Xbox Game Pass. The brand is produced by Microsoft Gaming, a division of Microsoft.

<span class="mw-page-title-main">Xbox One</span> Video game console developed by Microsoft

The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third console in the Xbox series. It was first released in North America, parts of Europe, Australia, and South America in November 2013 and in Japan, China, and other European countries in September 2014. It is the first Xbox game console to be released in China, specifically in the Shanghai Free-Trade Zone. Microsoft marketed the device as an "all-in-one entertainment system", hence the name "Xbox One". An eighth-generation console, it mainly competed against Sony's PlayStation 4 and Nintendo's Wii U and later the Switch.

<span class="mw-page-title-main">Xbox Wireless Controller</span> Primary game controller for the Xbox platform

The Xbox Wireless Controller is the primary game controller for the Xbox One and Xbox Series X/S home video game consoles, also the official controller for use in Windows-based PCs, and compatible with other operating systems such as macOS, Linux, iOS, and Android. The controller maintains the overall layout found in the Xbox 360 controller, but with various tweaks to its design, such as a revised shape, redesigned analog sticks, shoulder buttons, and triggers, along with new rumble motors within the triggers to allow for directional haptic feedback.

<span class="mw-page-title-main">Xbox Series X and Series S</span> Home video game consoles developed by Microsoft

The Xbox Series X and Xbox Series S are the fourth generation of consoles in the Xbox series. Released on November 10, 2020, the higher-end Xbox Series X and lower-end Xbox Series S are part of the ninth generation of video game consoles, which also includes Sony's PlayStation 5, released the same month. Both superseded the Xbox One.

<span class="mw-page-title-main">Amazon Luna</span> Cloud gaming and streaming service

Amazon Luna is a cloud gaming platform developed and operated by Amazon. Available only in the United States, United Kingdom, Canada, Germany, France, Italy, and Spain, the platform is powered by Amazon Web Services, has integration with Twitch, and is available on Windows, Mac, Amazon Fire TV, iOS as well as Android. Luna offers access to a selection of games via the Luna+ subscription as well as to channels from brands such as Ubisoft+ and Jackbox Games.

References

  1. Tolito, Stephen (November 16, 2021). "Xbox chief Phil Spencer reflects on 20 years of Xbox". Axios . Retrieved November 16, 2021.
  2. Bach, Deborah. "Plugged In: The new Xbox Adaptive Controller will make gaming accessible to people with a broad range of disabilities". Microsoft Story Labs. Retrieved 9 December 2021.
  3. 1 2 Stroud, Eric (November 6, 2019). "Adaptive Devices Create New Horizons For Gamers". Hands of Hope Foundation. Retrieved 9 December 2021.
  4. 1 2 3 "Xbox Adaptive Controller". Microsoft Garage. Retrieved 9 December 2021.
  5. "Use Copilot on your Xbox console". Xbox Support. Retrieved 9 December 2021.
  6. 1 2 3 Stark, Chelsea; Sarkar, Samit (May 17, 2018). "Microsoft's new Xbox controller is designed entirely for players with disabilities". Polygon . Retrieved May 17, 2018.
  7. Warren, Tom (June 11, 2018). "Microsoft's new Xbox Adaptive Controller launches in September". The Verge . Retrieved June 12, 2018.
  8. Stevens, Colin (September 4, 2018). "Xbox Adaptive Controller Available Today". IGN . Retrieved September 5, 2018.
  9. Wickens, Katie (August 23, 2021). "Microsoft inclusive lead reveals there's a 'bit of a plateau' in accessibility tech". PC Gamer. Retrieved 9 December 2021.
  10. Graham, Megan (November 19, 2018). "Microsoft's Holiday Spot With Mccann Celebrates Inclusion (Again)". Ad Age . Retrieved November 19, 2018.
  11. "Microsoft highlights the Xbox Adaptive Controller in emotional Super Bowl ad". TechCrunch. Retrieved 2019-02-04.
  12. Serrels, Mark. "Microsoft's moving Xbox ad was the best thing about the Super Bowl". CNET. Retrieved 2019-02-04.
  13. "9-year-old best friends from Texas turn on the waterworks in Super Bowl commercial". Star-Telegram. Retrieved 2019-02-06.
  14. Coffee, Patrick. "Microsoft Celebrates Disabled Young Gamers in Touching Super Bowl Spot". Adweek. Retrieved 2019-02-06.
  15. Cimpanu, Catalin. "Microsoft to deploy ElectionGuard voting software in first real-world test". ZDNet. Retrieved 2020-02-18.
  16. "Xbox Adaptive Controller". Microsoft. Retrieved 9 December 2021.
  17. 1 2 3 4 5 Machkovech, Sam (September 6, 2018). "Xbox Adaptive Controller is now out—and we go hand, foot, fingers, and elbows-on". Ars Technica. Retrieved 10 December 2021.
  18. 1 2 3 "Get to know the Xbox Adaptive Controller". Xbox Support. Retrieved 10 December 2021.
  19. "Xbox Adaptive Controller". Driven x Design. Retrieved 9 December 2021.
  20. 1 2 Machkovech, Sam (May 16, 2018). "In the lab with Xbox's new Adaptive Controller, which may change gaming forever". Ars Technica. Retrieved 9 December 2021.
  21. 1 2 "Charge the Xbox Adaptive Controller". Xbox Support. Retrieved 10 December 2021.
  22. Takahashi, Dean (May 17, 2018). "Xbox Adaptive Controller: Why Phil Spencer greenlit the accessibility project". Venture Beat . Retrieved January 19, 2020.
  23. Warren, Tom (April 30, 2019). "Microsoft is helping veterans game again with Xbox Adaptive Controllers". The Verge . Retrieved January 19, 2020.
  24. "Xbox Controller Firmware Update Rolling Out to Insiders Starting Today" . Retrieved 25 April 2023.
  25. "Supporting Accessible Gaming with the One-Handed Joystick for the Xbox Adaptive Controller" (Press release). PDP. May 30, 2018. Retrieved 9 December 2021.
  26. Porter, Jon (November 18, 2019). "Logitech's Adaptive Gaming Kit is a cheaper way in to accessible gaming". The Verge. Retrieved 19 October 2022.
  27. Cooney, Samanatha (November 15, 2018). "Making Gaming More Inclusive". Time . Retrieved November 19, 2018.
  28. "Italian Video Game Awards Nominees and Winners". Italian Video Game Awards. April 11, 2019. Retrieved May 25, 2019.
  29. Wilson, Mark (September 16, 2019). "Microsoft's trickiest product might be its most important". Fast Company. Retrieved 19 October 2022.
  30. Spohn, Steven (May 23, 2018). "How the Xbox Adaptive Controller will change the lives of millions of players with disabilities on PC". PC Gamer. Retrieved 9 December 2021.
  31. Stoner, Grant (September 24, 2020). "Xbox Adaptive Controller Review — Full Potential Comes at a Cost". Can I Play That. Retrieved 19 October 2022.
  32. Doolan, Liam (5 November 2020). "Hori Releases Accessibility Controller For The Nintendo Switch". Nintendo Life. Retrieved 19 October 2022.
  33. "Flex Controller (English)". Hori. Retrieved 19 October 2022.
  34. Jones, Tracy (December 1, 2022). "The Making of Microsoft Adaptive Accessories". Microsoft Design. medium. Retrieved 9 January 2023.
  35. Ho, Vanessa (November 2, 2022). "New mix-and-match computer accessories give people with disabilities easier ways to work and create". Microsoft News. Retrieved 9 January 2023.
  36. Clark, Mitchell (May 10, 2022). "Microsoft's Adaptive Accessories are designed to be customizable inputs". The Verge. Retrieved 19 October 2022.
  37. Weatherbed, Jess (October 12, 2022). "Microsoft's Adaptive Accessories finally have a release date". The Verge. Retrieved 19 October 2022.
  38. Nishino, Hideaki (January 4, 2023). "Introducing Project Leonardo for PlayStation 5, a highly customizable accessibility controller kit". PlayStation Blog (Press release). Retrieved 9 January 2023.
  39. Parrish, Ash (January 4, 2023). "Sony announces Project Leonard, a PlayStation 5 accessibility controller". The Verge. Retrieved 9 January 2023.
  40. Orland, Kyle (January 5, 2023). "Sony announces new controller aimed at gamers with disabilities". Ars Technica. Retrieved 9 January 2023.
  41. Fielding, Sarah (May 18, 2023). "Sony's 'Project Leonardo' PS5 peripheral is now the 'Access controller'". engadget. Retrieved 6 May 2024.
  42. Schindler, Esther (December 8, 2023). "Accessibility in gaming expands with Sony's new Access Controller for PS5". CNN underscored. Retrieved 6 May 2024.