Fall 2025 Project 10: Immersive Gaming Center

Abstract

Children have limited fine motor control. The design needs to allow the children to play games normally, despite their limited mobility.  

Raj Patel, Charles Cook, Loc Pham, Kameron Mull
Raj Patel, Charles Cook, Loc Pham, Kameron Mull

Problem Statement

Children with cerebral palsy are often challenged with poor fine motor control, limiting their ability to partake in activities like video gaming.  This project aims to create an immersive and accessible gaming center specifically for young people with cerebral palsy, allowing them to play Mario Kart with their siblings on a Nintendo Switch platform. The solution suggested needs to meet the requirements unique to individuals with poor fine motor control, including an easy-to-use steering system, an accessible means of acceleration, and wheelchair-compatible mounting, so that the system can be used securely. In creating a system that integrates with current Nintendo Switch consoles, the gaming center aims to provide an enjoyable and interactive experience.

Design Specifications

  • A way for the kids to comfortably handle the steering wheel
  • Accessible acceleration method 
  • Needs a way to mount to the wheelchair securely   

Background Research

Looking at premade racing simulators, they come with chairs that are attached to the rest of the setup, which would not be ideal. These full racing simulators can be costly, depending on the manufacturer, with some going upwards of $30,000.  

Concept Design 1

Design One involves purchasing a steering wheel that is compatible with a Nintendo Switch, has an accessible grip, and has a programmable button for acceleration. The parts will need to be purchased separately and assembled into one product. The grip will need to be either a glove or straps that connects to the steering wheel. The programmable button will be placed on the back of the wheelchair’s headrest, so when the child wants to accelerate, all they have to do is tilt their head back.

Concept Design 2

Design Two involves a similar setup as Design One, but instead of the programmable button, we will have a foot pedal set that comes with a steering wheel. This design will require another person to accelerate and decelerate.

Concept Design 3

Design 3 features a steering wheel mounted on a stand. Instead of attaching to the wheelchair’s activity tray/table, the children can move over to the stand and use it. This design will also use a programmable button.

Decision Matrix

Overview of Selected Design

Our selected design is a combination of Design 1 and 3. Instead of clamping the steering wheel onto the activity tray, we will clamp it onto a table.

Describe Design Details

With this design, the steering wheel is clamped onto an adjustable table. The steering wheel comes with a clamping mechanism, which we will use. The table’s height and angle are adjustable, which will allow for ease of use. The gripping aid gloves help the children hold onto the steering wheel without having to heavily rely on finger control. The steering wheel has adjustable sensitivity to make it easier or harder to turn the wheel, which helps children who have a hard time moving their arms. The Nintendo Switch does not allow for native connection for most accessories. The adaptive hub connects to the Nintendo Switch and allows for the steering wheel and programmable button to work with the Nintendo Switch. The programmable button is used to accelerate in the video game, and the button is strapped onto the child’s wheelchair’s headrest via velcro straps.

Engineering Analysis 1

This analysis is over the dimensions to give a better idea of how big the project will be. The table will ideally only have the steering wheel and decorations on it.

Engineering Analysis 2

This is a table comparison analysis. We picked out a few different table options and compared their dimensions and cost. This gave us a better idea of which table would be best to use.

Engineering Analysis 3

This is a weight analysis. This shows the total weight of the project. The table has a holding capacity of 30 pounds as per the website. The only items that will be on the table is the steering wheel along with any decals and cosmetics. The steering wheel weighs nearly 6 pounds which is far under the table’s weight capacity of 30 pounds. Even if everything is on the table (which it will not be), the total weight is still under the table’s weight capacity.

CAD Drawings

Bill of Materials

Document Fabrication Process

The table and steering wheel assembly was the first component constructed, and the fixation of the steering wheel to the table edge was the second. Initial testing verified the steering wheel’s functionality with the Nintendo Switch. However, a challenge arose during the incorporation of the HoriFlex controller. The adapter that came with the equipment prevented simultaneous operation of the HoriFlex and the steering wheel. The inability to recognize the two components necessitated disassembling the original pedal assembly accompanying the steering wheel. To maintain functionality, the potentiometer was removed, and a 3D case was designed to convert the pedal input into a button input system. The designed button system facilitated a direct connection to the game’s control system while providing the correct response to input signals. To improve the children’s experience, design elements were considered. The body of a Power Wheels car was sourced, the hood section was cut and mounted on the table structure, and toy wheels were mounted on the exterior to give the impression of seating in a vehicle.

Testing Results

The brake button worked great. In the picture on the right, the button is being pressed, and the player on screen is going in reverse, which indicates that the brakes are working. In the game shown, if you are not accelerating and you hold the brakes, you will go in reverse.

Instructions for Safe Use

Set Up Instructions

  1. Set the Nintendo Switch into its dock and power the dock. The Switch must be docked to connect to the TV. Connect the dock to the TV using an HDMI cable.
  2. If not already connected, connect the button to the steering wheel’s pedal ports.
  3. Strap the button to the desired location for ease of use.
  4. Connect the steering wheel to the Switch’s dock. The wires will now be ready.
  5. Power the Switch and start up the game of choice. Use the buttons on the steering wheel to navigate the menus. The Mario Kart game card is already in the Switch and ready to play.
  6. Before the race begins, while selecting the Kart in Mario Kart, turn on auto-acceleration. This will allow the player to avoid pressing any buttons to accelerate. You can also turn on steering assist.
  7. Using the steering wheel’s controls, you can adjust the steering’s sensitivity. It does not change how easy it is to turn the wheel; instead, it changes the sensitivity in-game. Higher sensitivity means turning more in-game with less wheel rotation.
  8. Start the race and have fun! If everything is set up correctly, the racer should auto-accelerate, and when the button is pressed, the brakes will activate to slow it down.

 

Additional Instructions

  1. Users should remain fully seated and maintain proper posture while interacting with the steering wheel and controls.
  2. Apply only moderate, controlled force to the steering wheel and the custom 3D-printed button; excessive force may damage components.

  3. Avoid pressing, leaning, or twisting the button housing, as the internal potentiometer can be damaged by lateral loads or impact.

  4. Keep liquids and food away from the system to prevent damage to the system

  5. Do not attempt to disassemble or modify any part of the system during use.

  6. An adult should supervise children to ensure proper operation

  7. Disconnect the system from power when not in use to prevent accidental activation

Project Summary/Reflection

This project involved combining mechanical design and electronics to deliver a functional, interactive driving simulation experience. The project involved designing the system using off-the-shelf components, but their availability proved inconsequential due to issues with the devices required for the project. The incompatibility issue with the HoriFlex adapter for the steering wheel and the need to improvise a solution for the input functionality were addressed by designing a 3D-printed button housing to serve as a functional input interface.

Moreover, aside from the project’s complexities, the activity has highlighted the importance of testing and collaboration in engineering design. The inclusion of the Power Wheels car body transformed the project from a simple controller into an immersive experience designed for a younger audience. This served to emphasize that engineering projects tend to go beyond functionality into design and fabrication. The activity has improved the skills in mechanical prototyping, electrical integration, and creative problem-solving skills of the involved individuals.

Semester

2025 Fall