The human-computer interfaces are how we as users and gamersinteract with computers through different methods of controls, the previouslyexplained interface devices are the controllers and input devices that we useto play games and control software. These interface devices are designed to beergonomic, this means they must be comfortable for players to use. To definehow ergonomic a controller is depending on how easy it is to hold and interactwith, and should not make the player feel uncomfortable or strained at anytime; the controllers for PlayStation and Xbox have been developed over timewith the release of new consoles in their series to become more advanced andergonomic. They have been created to be able to be used for hours of gameplayby adapting the controller to the average person’s hand by having thecontroller fit into the palm of the hand while having analogue sticks andbuttons dedicated to the right or left hand, which is clear as both controllershave a similar appearance. The keyboard has been adapted to fit the mainpurpose of a computer which is normally browsing the internet and typingdocuments, whereas controllers have been adapted for gameplay. The buttonconfiguration of interface devices is key to comfortability and familiarity,the buttons used on controls often have the same functions such as in firstperson shooters, the same buttons are used for jumping, reloading, shooting,and switch weapons.
Previously mentioned, the keyboard uses the same buttonconfiguration as the typewriter and is arguably designed to be comforted totype words with both hands, but either way, it has become the norm for allusers and active computer users type without thinking about where letters arelocated on the keyboard. The user-centered design is the development of testinghow ergonomic an interface device is through user feedback and market research.The lack of UCD will make the controller and its platform unpopular and thecontroller will have to be redesigned – causing a company to lose a lot ofmoney. The design also revolves around the portability of handheld consoles, ascontrols must not make portable devices any bulkier than they need to be andallows fast access to devices by simple movements such as a touchscreen on aphone. Gaming consoles and PCs are not limited by portability, so the controlscan be complex and have not got to be flat, but instead focus on creating thebest, most immersive gaming experience.