![]() What kinds of guidance and wisdom did they offer? PSB: Your team worked closely with accessibility experts through the design process. So players can tailor and solution for what they need. I just talked about providing flexible options, so it’s not a one-size-fits all solution. That was a key theme across all these different areas. So it’s all about giving people lots of options…? PSB: That’s a good point, you can use more than one Access controller or pair an Access controller and a DualSense controller. And so with two Access controllers, or with an Access controller and a DualSense controller with a feature we call ‘collaborative use’, you can now freely position the thumbsticks as far apart or as close together, or in different orientations or different levels, in order for you to be able to game comfortably and for longer. So we have, in-box, a whole pile of different buttons and stick caps in different shapes and textures and sizes that you could physically customize and configure the controller for yourself.Īnd the third, we wanted to make it much easier for you to interact with thumbsticks. And uniquely, the Access controller ships as a kit. And the buttons on the controller are not only larger - they’re all organized in a single plane, like a keyboard, making every single button visible and easy to press. The second, we make it much easier to press buttons. The first is, you don’t have to hold the controller to use it. And precisely what the Access controller is designed to solve. ![]() And ask yourself the question, “What prevents someone from effectively interacting with a standard controller?”Īnd out of that, we focused in on three key challenges. Look at the standard controller as it exists today. And this came down to a very interesting insight: instead of looking at conditions, or impediments, instead, look at the controller. So given those two things, how does one actually go about designing a controller that was both flexible enough and adapted to players’ needs?Īnd so with the help of experts in this area and the help of the disabled player community, we did a really deep dive to try to understand what it was we wanted to help solve. So necessarily, the control or the adaptation you need on day one, is not the adaptation you may need on day 100. Point two was that your disability could be dynamic, meaning that it could progress or regress over time. So the point being that there’s a spectrum of wide diversity of different ways people experience a given condition. And so it became obvious very quickly that the standard controller was a brick they could not use it at all.Īnd so here was an example of two players with the same medical condition, but needing highly different accommodations. In that individual’s case, their hands had frozen to a fixed position, so had rigid digits. He had a lot of finger dexterity, and he could play just about as well as I could, basically.Īnd then the second individual, also cerebral palsy, also a wheelchair. And if you could give him an accommodation - a pillow or mount - so he didn’t have to hold the controller, he was actually really proficient. And the first player… he was in a wheelchair, he didn’t have a whole lot of arm strength. And this point was driven home, we had a very early test group, where we had two players come in, and both of them had cerebral palsy. The first is that no two people experience disability in exactly the same way. And it turns out, that’s not very effective, for two big reasons. How does one go about creating an accessible controller, given the diversity and different conditions and disabilities that exist?Īnd so the team started out with a very classic approach, which is, you know, we will look at census data, we’ll look at medical data and try to understand like, what are the most prevalent conditions of disabilities that exist, and we’ll try to solve for those.Īnd so we went down that path. And at first, when we started the project, it seemed so daunting. How did the Access controller come to be?Īlvin Daniel, senior technical program manager for the Access controller: We had a mission to create a controller that helps players with disabilities. PlayStation Blog: Walk us through your development approach. See below for excerpts from our conversation, edited for length and clarity.
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