Industrial - Bachelor

ADAPTIX VENOM bridges the gap between mainstream gaming hardware and assistive technology, creating a new standard for players with physical upper-limb disabilities. It introduces a modular, hot-swappable controller ecosystem that redefines accessibility through personalisation, ergonomic comfort, and universal usability, challenging the clinical feel of assistive tech with a system that adapts to each player...not the other way around. Ultimately, inviting everyone into the same game.

Millions of players with upper-limb disabilities are excluded by one-size-fits-all controllers. Existing assistive devices often feel clinical, overcomplicated, or detached from mainstream gaming culture. ADAPTIX VENOM was born from the belief that accessibility and performance can coexist….in style.
“Gaming is a way to disappear from reality and become the avatar that doesn’t have a disability.”
ROB Taylor on living with Motor neuron disease (ABC NEWS STORY, august 2025)
A physical disability can be referred to a condition limiting an individual’s physical functioning. More specifically people with physical disabilities affecting their upper limbs often suffer mobility and dexterity limitations which can have manifold consequences on a gamer’s daily interaction with video games.
Physical upper limb disabilities (ULD’s) can arise from: musculoskeletal conditions, such as paresis, pain, loss of sensation, spasticity in different parts of the upper limb, or from neurological injuries affecting the network of nerves in the shoulder and arm (e.g. the brachial plexus). Functionally, physical ULD’s can significantly impair fine motor control, such as grasping, writing, and holding everyday objects, as well as gross motor functions including reaching and lifting. They can be grouped into three primary categories of causes, congenital conditions, acquired injuries and progressive diseases as seen below.
“While games are becoming more accessible for people with disability, there is still more that could be done. There’s no reason you can’t adapt it to the different needs of people playing.”
(PROFESSOR Johnson, 2025)
“I would consider controller adoptions for each deficit. Whether it’s coordination, poor grip strength like [gripping] something quite small, shoulders, and their elbow function, and if they can’t reach forward to use a controller.”
(Occupational THERAPIST, 2025)
VENOM’s design embraces individuality through a retro, digital-inspired aesthetic: black lattice structure, neon green highlights, and chrome accents. Each interaction feels intuitive and empowering, combining ergonomic comfort with expressive identity.
“That is a that is a gaping hole, thumb sticks that you can attach to the adaptive controller. Logitech buttons, I have a bunch, multiple sets of them…but the throttles are useless. The little small buttons, the tiny buttons. They are gold.“
(Gamer with Physical ULD, 2025)
“Across the board I enjoy having the option to customise, even if I end up going with close to the default.”
(Experienced gamer, 2025)
Ella is a Brisbane-based Industrial Designer driven by curiosity and creativity to design innovative, purposeful products. With experience across 3D design, visualisation, and product development, she blends creativity with precision to turn ambitious ideas into tangible results that challenge convention and elevate everyday experiences.