Industrial - Bachelor

ADAPTIX INCLUSIVE GAMING: VENOM

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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.

We are Venom.

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)

THE MARKET GAP

Early research into gamers with physical upper-limb disabilities revealed a clear market gap between mainstream controllers designed for “average” users and assistive devices built for severe impairments. Many players with limited dexterity or grip strength felt stuck in the middle – too physically capable for specialised hardware, yet restricted by conventional designs that ignore ergonomic diversity. Surveys and interviews emphasised pain, fatigue, and the need for customisable, lightweight, and adaptive systems that prioritise comfort and user identity over clinical aesthetics.

VENOM was developed to bridge this divide, blending the flexibility of a keyboard, the intuitiveness of a console controller, and the precision of PC gaming peripherals into one adaptable ecosystem. Its modular architecture empowers players to reconfigure their setup around their own strengths and preferences, rather than forcing conformity to fixed hardware. By combining personalisation, ergonomic design, and universal usability, VENOM transforms accessible gaming from a niche assistive solution into an inclusive, high-performance experience for everyone.

WHAT ARE PHYSICAL UPPER LIMB DISABILITIES?

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)

DESIGNED FOR MANUFACTURE

how it works.

THE MAIN COMPONENTS

ONE USER DATA COLLECTION COMPONENT:
0.0 Hand Kit

THREE MAIN PRODUCT PARTS:
1.0 Dual Hand Grips
2.0 Pucks and Buttons
3.0 Adaptive Hub

0.0 THE HAND KIT

The ADAPTIX ecosystem is built around user participation, empowering players to shape their own hardware through personalisation and data-driven design. Beginning with the Hand Kit which is used by the user to create hand impressions capturing the gamer’s unique ergonomics, abilities and reach, ultimately informing the foundation for their custom Dual Hand Grips.

What’s in it?
Two packets of non-toxic, air-dry clay, instruction card, and return packaging.

What’s the outcome?
Captures unique anthropometric data – hand size, grip angle, finger spread, for a more precise and comfortable controller fit.

Understanding the User Experience

MAKE YOUR IMPRESSION: The clay dries like Styrofoam holding the user’s unique impression. They are 3D scanned by Adaptix and produced using additive manufacturing (3D printing) to create a personalised lattice grip that precisely fits the user’s unique hand shape.

Depending on individual abilities and preferences, this could take the form of dual hand grips, a single handheld design, or even a foot-operated rest for lower-limb gamers. (The blue clay impression shown informed the final VENOM prototype’s hand grips.)

1.0 THE DUAL LATTICE HAND GRIPS

Informed by the user’s Hand Kit clay impression, the lattice hand grips are fully customised to match each player’s unique anatomy. The lightweight lattice structure, produced through advanced additive manufacturing, minimises material while maximising strength. This dramatically reduces fatigue during extended gameplay, allowing users to play longer and more comfortably. The open lattice pattern also improves airflow and ventilation, keeping hands cool and reducing sweat buildup, even in high-intensity gaming sessions.

Beyond comfort, the design was engineered for durability and resilience, able to withstand drops, pressure, and even the occasional “across-the-room” rage throw. The combination of flexible polymer geometry and reinforced nodes ensures the structure absorbs impact without deforming.

These grips integrate seamlessly with the modular Button Pucks and Adaptive Hub, allowing users to configure their setup based on reach, dexterity, or even mood. Cavities shaped to match the pucks provide intuitive slots where buttons can snap magnetically into place, connecting wirelessly and giving users the freedom to rearrange or replace inputs as needed. This system enables endless reconfiguration, supporting evolving physical needs, game types, or personal preferences….transforming a static controller into a living, adaptive interface that grows with the player.

2.0 PUCKS AND BUTTONS

The Adaptix VENOM button system features a modular two-part design that empowers full personalisation and accessibility.

Electronic Pucks (Black housing): Each of the 17 electronic pucks houses its own electronics within a durable ABS injection-moulded shell screwed together by 4 screws on the underside ensuring easy access for repair. These magnetic, hot-swappable units snap effortlessly into the Adaptive Hub or Hand Grips through small magnets.

Interchangeable Button Toppers (Coloured plastic shapes): Users can customise their setup with a range of interchangeable button toppers that vary in size, colour, texture, and shape, enabling tactile diversity and ergonomic comfort based on reach and dexterity.

The full system includes 14 press pucks for standard actions (flower shape), and 2 thumbstick modules (circle shape) offering analogue control, and 1 mini D-pad, together forming a flexible control ecosystem that adapts seamlessly to each gamer’s physical needs and personal preferences.
Each hot-swappable, magnetic, and wireless Button Puck operates independently, charging in the Adaptive Hub before being placed anywhere the user desires, offering limitless flexibility and truly personalised control. Each puck contains its own mini PCB with a bluetooth transceiver and microcontroller unit, as well as a lithium-ion coin cell battery and LED charging indicators. The design allows for wireless, independent operation and intuitive visual feedback.

Once charged via pogo-pin contacts in the Adaptive Hub, the pucks can be freely positioned across the hand grips, tabletop, or any magnetic surface, adapting seamlessly to each user’s physical ability, comfort, and play style.The magnetic coupling system ensures effortless attachment and alignment, using integrated magnets and a contact ring that maintains consistent electrical connection without visible wiring. This approach not only simplifies usability but also supports future-proof adaptability, allowing new modules or sensors to be integrated with minimal redesign.

3.0 ADAPTIVE HUB

The Adaptive Hub acts as the command centre for the entire VENOM system, seamlessly integrating power, communication, and customisation. Designed to reduce clutter and maximise accessibility, it combines charging, connectivity, and modular control into one streamlined platform.
Wireless Charging Dock: Each puck magnetically snaps into the hub, using pogo-pin contacts to charge while maintaining a clean, cable-free setup.

Smart Mapping System: Every slot is pre-mapped to specific functions (e.g. right trigger, A, B, X, Y), allowing instant setup without software calibration or remapping hassles.

Universal Connectivity: The hub connects to PC or console via USB-C instantly remembering user preferences.

LED Feedback Display: Embedded neon-green LED indicators provide real-time feedback on connectivity, battery levels, and active configurations.

Magnetic Slot System: Reconfigurable magnetic bays let players insert pucks and rearrange the button toppers onto their desired buttons in seconds -empowering complete ergonomic freedom.

Integrated Microphone and Audio: Adds in-game communication and accessibility voice features.

Hand Grips holders: Elevated chrome coated pipe holders store the hand grips when not in use, for a clean and minimal setup.

Adaptix Venom: Up Close

CLICK THROUGH TO DISCOVER MORE…

“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: VIDEO trailer

A glimpse behind the making of it all

aesthetics

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)

LEARN MORE ABOUT THE RESEARCH BEHIND PROJECT ADAPTIX BELOW:

Name
RESEARCH REPORT. Inclusive design: a study on how research and customisation could play a role in the future of gaming for physically impaired users.
File Type
application
File Size
4 MB
Download File

“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 Hore

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.