From Package to Play: Out-of-Box Experience of the PlayStation Access™ Controller

This study investigates the Out-of-Box Experience (OOBE) of the PlayStation Access™ controller. Fifteen participants with varying levels of motor impairment experience (no motor impairment, caregivers of those with motor impairments, and participants with motor impairments) were recruited from a university. Participants were asked for their first impressions of the concept of the box, and while unboxing, setting up the controller, and playing a video game. Overall, participants found the packaging easy to open, especially with inclusion of features focusing on accessibility. Participants also reported the controller was easy to use and customize, and the instructions easy to understand. Participants identified areas of improvement in wireless access, and in explaining the PlayStation buttons. Additionally, they suggested improvements to the instructions including, a progress indicator on how far along the user is in the setup process, what aspects they would set up and when, and allowing for controller orientation to be customized earlier on.

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Publication Details

Journal
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Published
2025-08-28
DOI
https://doi.org/10.1177/10711813251367002
Primary Topic
Interactive and Immersive Displays
Type
article
Field-Weighted Citation Impact
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article

From Package to Play: Out-of-Box Experience of the PlayStation Access™ Controller

Barbara S. Chaparro, G. Wilson, Carmen Van Ommen, Isabella Curtorillo et al.
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Interactive and Immersive Displays
article

From Package to Play: Out-of-Box Experience of the PlayStation Access™ Controller

Barbara S. Chaparro, G. Wilson, Carmen Van Ommen, Isabella Curtorillo, Olivia Honan, Joshua Frankenfield
article en

Abstract

This study investigates the Out-of-Box Experience (OOBE) of the PlayStation Access™ controller. Fifteen participants with varying levels of motor impairment experience (no motor impairment, caregivers of those with motor impairments, and participants with motor impairments) were recruited from a university. Participants were asked for their first impressions of the concept of the box, and while unboxing, setting up the controller, and playing a video game. Overall, participants found the packaging easy to open, especially with inclusion of features focusing on accessibility. Participants also reported the controller was easy to use and customize, and the instructions easy to understand. Participants identified areas of improvement in wireless access, and in explaining the PlayStation buttons. Additionally, they suggested improvements to the instructions including, a progress indicator on how far along the user is in the setup process, what aspects they would set up and when, and allowing for controller orientation to be customized earlier on.

Proceedings of the Human Factors and Ergonomics Society Annual MeetingVol. 69(1)
Embry–Riddle Aeronautical University (US)
Openalex Percentile: Top 77%
Interactive and Immersive Displays
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From Package to Play: Out-of-Box Experience of the PlayStation Access™ Controller — Barbara S. Chaparro, G. Wilson, et al. · Proceedings of the Human Factors and Ergonomics Society Annual Meeting (2025) | TGRS Research Map | TGRS