
Introduction
In the world of gaming, standard controllers can present huge barriers for millions of gamers with limited mobility. Microsoft’s Xbox Adaptive Controller, launched in 2018, represents a groundbreaking approach to inclusive design thinking that has transformed gaming accessibility.
The controller isn’t just another gaming peripheral—it’s a testament to how empathy-driven design can create products that genuinely improve lives. With its customizable interface, adaptable inputs, and thoughtfully designed packaging, the controller embodies a new approach to accessibility that begins with understanding user needs and extends through every aspect of the product experience.
The Motivation
Research from Muscular Dystrophy UK found that one-in-three young disabled people they represent has been forced to stop playing video games due to their disability. With approximately one billion people worldwide living with disabilities, including 13.9 million in the UK alone, this represents a significant portion of potential gamers who have been unintentionally excluded from fully participating in gaming experiences.
In 2015, Microsoft launched its “Gaming for Everyone” initiative, a commitment to making Xbox games and services more accessible. The seed for what would become the Xbox Adaptive Controller was planted during Microsoft’s 2015 Hackathon, where a team of Microsoft engineers collaborated with veterans from Warfighter Engaged, a non-profit organization that provides gaming devices to wounded veterans.
The initial prototypes demonstrated the potential for a more accessible controller. This early success caught the attention of Xbox leadership, who saw the potential to develop this prototype into a full-fledged product. What began as a passion project would eventually transform into a major product development effort, bringing together experts from across Microsoft and the gaming accessibility community to rethink what a gaming controller could be.
Participants: The Collaborative Team
The development of the Xbox Adaptive Controller involved a diverse group of stakeholders. The Microsoft Xbox Team provided technical expertise and ensured the controller would integrate seamlessly with the Xbox ecosystem. Perhaps the most important stakeholders were the gamers with disabilities themselves, who provided crucial feedback throughout the design process. Their lived experiences guided the development team in creating a truly useful product rather than one based on assumptions about accessibility needs. Several non-profit organizations dedicated to gaming accessibility also played vital roles as stakeholders, including Warfighter Engaged, The AbleGamers Charity, and SpecialEffect.
The development was organized primarily through Microsoft’s Inclusive Tech Lab, which serves as a hub for Microsoft’s accessibility efforts, and the Xbox Design Team, led by key figures like Bryce Johnson (Inclusive Lead) and Chris Kujawski (Principal Designer). Several key individuals played crucial roles in bringing the controller to life. Bryce Johnson, as Inclusive Lead at Microsoft, was one of the original creators of the controller concept at the 2015 hackathon and continued to champion the project throughout its development. Chris Kujawski, as Principal Designer at Microsoft, led much of the design work on the controller and emphasized the importance of a “humble attitude” in the design process. Mike Luckett, a quadriplegic veteran and avid gamer, provided valuable feedback during the testing phase that helped shape the final product. He was one of many gamers with disabilities that provided crucial feedback for the development team.
This diverse coalition of stakeholders, organizers, and participants created a uniquely collaborative environment where traditional corporate product development was informed by deep expertise in accessibility and direct input from end users. This collaborative approach was essential to the design thinking process that produced such an innovative and effective product.

Design Thinking Process
The design thinking process for the Xbox Adaptive Controller exemplified a user-centered approach. Rather than making assumptions about what gamers with limited mobility might need, the team prioritized direct engagement with users to understand their experiences, challenges, and aspirations. They conducted numerous interviews and observation sessions with gamers with various disabilities, visiting homes, rehabilitation centers, and gaming events to see firsthand how people with limited mobility interacted with existing controllers and what adaptations they had created for themselves. This immersive approach allowed designers to develop genuine empathy for users’ experiences and define their concrete needs.
Building on insights from the research phase, the team began an iterative process of ideation and prototyping. Key design principles emerged during this phase: adaptability, simplicity, affordability, and compatibility. A breakthrough came with the realization that rather than trying to create the perfect controller for every possible need, they could design a hub that would connect to the wide variety of adaptive switches and inputs already available on the market. This approach leveraged existing assistive technology while solving the critical problem of compatibility.
Throughout the development process, the team conducted extensive testing with users, bringing prototypesto the Inclusive Tech Lab where gamers with various disabilities could provide feedback. This testing revealed important considerations that might otherwise have been overlooked, such as the importance of a low-profile design that could sit flat on a wheelchair tray or table, the need for high-contrast button labeling for users with visual impairments, and the value of wireless connectivity to reduce cable management challenges.
The development of the Xbox Adaptive Controller exemplified an iterative design approach, with continuous cycles of prototyping, testing, and refinement. Chris Kujawski emphasized that “willingness to learn and show a humble attitude” was a key part of the design process from the beginning. The team recognized that they weren’t the experts on the lived experiences of people with disabilities and maintained an open, learning mindset throughout the project.
In a remarkable extension of the design thinking process, the team applied the same inclusive principles to the controller’s packaging. They recognized that if a user couldn’t open the box independently, the promise of gaming independence would be broken from the start. The resulting packaging design featured a large loop that could be pulled with a hand, arm, or teeth to open the box, no plastic ties or fasteners that would require scissors or fine motor control, and a hinged design that didn’t require holding the box while opening it. This attention to the unboxing experience demonstrated how thoroughly the design thinking approach had been embraced, considering the entire user journey rather than just the product itself.

Results and Impact
The Xbox Adaptive Controller was officially released in September 2018, priced at $99.99. The final product embodied Microsoft’s commitment to inclusive design with several key features. The face of the controller features two large, dish-shaped buttons that can be activated with light touch, making them accessible for users with limited strength or precision. The back of the controller includes nineteen 3.5mm jacks, each corresponding to a different function on a standard controller, allowing users to connect external switches, buttons, or joysticks that match their specific abilities. Three USB ports enable connection of joysticks, pedals, and other more complex input devices. The controller can connect to Xbox consoles wirelessly or to PCs via Bluetooth or USB-C, providing flexibility for different setups. Built-in threaded inserts allow the controller to be mounted on stands, wheelchairs, or tables using industry-standard hardware. The controller works with Xbox’s Copilot feature, which allows two controllers to act as one, enabling assisted play or shared control. The innovative packaging design ensures users can unbox the controller independently, without requiring fine motor skills or significant strength.
The Xbox Adaptive Controller received widespread acclaim upon its release, earning recognition not just within the gaming community but also in the broader design world:
- Golden Joystick Award for “Outstanding Contribution”
- Named one of Time Magazine’s Best Inventions of 2018
- Included in a gallery devoted to groundbreaking design at London’s V&A Museum
- Featured in a touching Super Bowl LIII commercial titled “We All Win”
The Xbox Adaptive Controller has significantly impacted the gaming community, especially for players with disabilities, by enabling them to fully participate in mainstream gaming. It has fostered communities of gamers with disabilities who share tips and experiences online, raising awareness of accessibility issues among developers and the public. Many users report playing games with family for the first time, strengthening social connections.
The controller has influenced Microsoft’s product design approach, with Chris Kujawski noting that its inclusive design philosophy will be integrated into other products as part of a broader inclusive design effort. Lessons from its development are included in Microsoft’s Inclusive Design Toolkit, shared publicly to help other companies adopt similar approaches. The project’s success has reinforced the value of inclusive design within Microsoft, encouraging teams to consider accessibility from the start of product development.
The success of the Xbox Adaptive Controller has implications for the industry that extend far beyond gaming. It sets new standards for what accessible technology can be and providing a template that other companies and industries can adopt. Already, Sony has jumped on the idea and developed a similar controller. Logitech developed the Adaptive Gaming Kit, an accessory to the Adaptive Controller.

Conclusion & Lessons Learned
The Xbox Adaptive Controller case study taught me the massive impact of inclusive design and user collaboration. It highlighted the importance of involving end users throughout the design process, which led to innovative solutions and a deeper understanding of diverse needs. The project demonstrated that accessible design is not just a moral obligation but a strategic advantage, opening new markets and enhancing brand perception. It also showed that features designed for accessibility can benefit all users, encouraging a broader, more human-centered design approach. In my opinion, this initiative underscores the value of humility, iteration, and learning from failure, ultimately leading to better products for everyone.
The controller’s development exemplifies each phase of the design thinking process: empathize, define, ideate, prototype, and test. This process was not linear but iterative, with the team cycling through these phases multiple times as they refined their understanding and solutions.
As Chris Kujawski noted, the controller is “a good first step” in a journey toward more inclusive technology. In the words often attributed to the Xbox team during this project: “When everyone plays, we all win.” This philosophy extends beyond gaming to all technology—when everyone can participate fully in our digital world, society as a whole moves forward.