About six years ago, Xbox took a leap into the unknown. The company introduced the Xbox Adaptive Controllera new kind of gamepad that challenges traditional design conventions in service of a singular mission: to make gaming accessible to all.
The console maker has devoted itself to this goal in the years since, launching new accessibility options for its video game software, bringing in third-party developers so they can test their own accessibility features, waiving its licensing fee for accessible hardware developed through its “Designed for Xbox” program, and building entirely new devices such as Xbox Adaptive Joystick.
Discussing these initiatives with game developers at Gamescom 2024, Kaitlyn Jones, senior manager of accessibility products at Xbox, and Chris Kujawski, principal designer, explain that the benefits of accessible design, whether we’re talking about hardware or software, are profound but can often go unnoticed.
“We define accessibility as 'ensuring that anyone who wants to be able to use or play can do so.' It can mean many different things. […] So it varies, but our general philosophy is that 'a rising tide floats all boats.' When it comes to accessibility, we're not competing. We just want everyone to play, regardless of the title or platform,” Jones says.
Collaboration is a “fundamental part” of Xbox's accessible design process
In practice, Microsoft applies this philosophy by working directly with disabled gamers. Kujawski explains that there is a saying within that community: “nothing about us, without us.” This, he says, influences every decision Xbox makes.
That’s why, for example, the company took a bunch of Xbox Adaptive Joystick prototypes to a Seattle hospital to put them through their paces. The team has to figure out use cases that might not be immediately obvious. In this case, that slalom of testing highlighted the need for the Joystick to be able to mount on solid surfaces, allowing it to be used by people who might not be able to hold it in their hands.
“We’re not designing something and then delivering it,” Kujawski adds. “It’s a co-design process. So there are a lot of different checkpoints and a lot of different departments throughout the process, whether it’s individuals or charities or hospitals.
“The team has created a huge network for people to get feedback from, so that's a key part of the design process. In addition to that, the halo effect [of our work] made accessibility part of our game design process. We now don't make products without performing an accessibility check.”
These controls mean that Xbox is now committed to making everything accessible, right down to the cardboard boxes that house its consoles. No detail is too small, and no compromise is too big.
The Xbox Adaptive Controller debuted in 2018
That hasn't always been the case. Kujawski explains that each new accessibility concept has to be launched up the chain. The team has a rolling schedule of products that are “always fighting for space,” and will often do experimental “proof-of-concept” designs before hitting the launch pad.
“[Pitching] “It’s gotten easier since the Adaptive Controller was introduced,” Kujawski says. “There’s more traction. [The Adaptive Controller] It wasn't a hard sell, necessarily, but there was a lot to explain. Because leadership gets ideas pitched all the time, so at first it's just one of many. But because of the unique nature of [our projects] and adapting to Microsoft's mission has become easier.”
Jones adds that there is now a “better understanding” internally of how accessibility can positively impact an entire player base. “For example, our co-pilot feature, [now called] 'Xbox Controller Support,' was pitched to management as something that would allow a parent and a child who was just learning to play to be able to play together,” he continues. “Now we know that it's also a really cool accessibility feature, so I think having conversations about those alternative use cases that make experiences more viable for everyone is really important.”
In particular, Jones says there’s never any pressure on the accessibility team to “sell a certain number of units,” though price is very important. “What we want to do is make sure that the product is as low cost as possible,” he adds. For example, in an effort to keep costs low for consumers, Xbox chose to make its Adaptive Joystick wired instead of wireless.
“[That way] “We don't have to pay for the battery,” Kujawski says. “It also makes it lighter. There have been other joysticks on the market like this that are wired over USB. With those, you have a length of cable. We ship with a two-meter cable, but we made it removable on purpose, so if you're playing right next to the Xbox Adaptive Controller, you can swap it out. We're always making these tradeoffs and asking, 'What gives us more flexibility, what helps us with cost, and what expands the reach of the products?'”
Creating accessible, flexible, and affordable products is obviously key. But what about products that last? Kujawski reiterates that Xbox is here for the long haul. That means it won't be revamping its slate of accessibility hardware on a whim. These are devices built to transcend console generations (and whatever comes after). “We would definitely get a lot of negative feedback if, say next generation, this [device roster] it doesn’t work,” he added. “That’s a really bad thing and it’s just bad policy. Its longevity is very important.”
You can learn more about Xbox's range of accessibility tools and hardware on Xbox Wire.