Best possible shape for the input controller?

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SUMMARY

The discussion focuses on optimizing the shape of an input controller for a game utilizing tangible user interfaces, specifically a squeezable object equipped with force sensors. The primary shapes considered are spheres and cylinders, with an emphasis on placing sensors at maximum stress points to ensure efficient translation of user input into game character movement. The conversation also highlights the importance of adjusting the gain between the sensor output and character movement to accommodate varying player strengths, such as those of children versus adults. Additionally, the suggestion of using a nutcracker-like design is proposed to leverage mechanical advantage in force application.

PREREQUISITES
  • Understanding of force sensors and their applications in user interfaces
  • Knowledge of mechanical design principles for input devices
  • Familiarity with game development concepts, particularly input handling
  • Experience with user experience (UX) design in interactive systems
NEXT STEPS
  • Research optimal sensor placement techniques for force-sensitive input devices
  • Explore mechanical advantage concepts in design, such as leverage
  • Investigate user input calibration methods for varying strength levels
  • Learn about tangible user interface design principles and best practices
USEFUL FOR

Game developers, UX designers, and hardware engineers interested in creating innovative input devices for interactive applications.

Anuroop
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My project involves tangible user interfaces. I have developed a game in which the input will be any squeezable object. The input will have force sensors in it & the user's squeeze will be converted to electrical signal & characters in the game will move accordingly.

Mode of squeeze is by placing the object between 4 fingers & palm of the hand.

I am trying to place the sensors at maximum stress points in the input. Considering all these, what could be the best shapes(sphere or cylinder or anything) for the input? The user's squeeze must be efficiently translated to the game character's movement.
 
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The expression "The user's squeeze must be efficiently translated to the game character's movement." doesn't make a lot of sense to me. You can have any efficiency you want just by changing the "gain" between the sensor and the movement of the character.

What other factors are important? For example how do you plan to compensate for the strength of the player (children vs adults)?
 
PS Why not use an input device that looks like a pair of nut crackers...

ESCI088LEVERS003.jpg


They use leverage to maximise (magnify) the applied force.
 

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