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Palbits

Transforming Game Controllers into Evolving Physical Companions

Role

Product Designer

Team

MDes, 3 Designers

Timeline

Spring 2025

Skills

UX Research, Interaction Design,
 Fusion 360, Rapid Prototyping

Describe this image here

Impact

PalBits turns the controller into a living companion. By using physical "Palbits" (insertable, collectible add-ons), we transformed the abstract concept of "leveling up" into a tactile, social experience.

Through research, prototyping, and iteration, our team explored how accomplishment can be a core driver of fun. The final design invites children to physically and emotionally grow alongside their in-game avatar, creating a deeper sense of attachment, agency, and pride.

Challenge

Most game controllers are static tools; for children, they lack the emotional resonance of the worlds they navigate.

What if we could design a controller that “evolved” with its players?

How might we define what “fun” means to gamers and translate that insight into the design of a new game controller?

Process

We started with a broad prompt: Design a unique controller that embodies "fun." Initial research showed that for our target audience, "fun" was synonymous with Accomplishment. However, our first prototype—a "take-apart" modular controller—was frustrating rather than enjoyable. It lacked an initial emotional hook.


Initial Concepts

Concept 1: As players “leveled up”, the controller would “evolve” along side them
by revealing more cosmetic parts, such as horns.

  • Users found this version “fun” but not accomplishing

  • Users found avatar form enjoyable but were concerned about the comfort and ergonomics of the shape

This was due to the lack of initial emotional connection, potentially due the format of the interview or console introduction

Concept 2: A controller that physically changed shape to increase difficulty as players leveled up, producing a final trophy with the removed parts.

  • Users found this version “fun” and accomplishing

  • Users found the form non-intuitive and did not understand that the difficulty was meant to be increasing on first use.

  • Users found the controller experience more frustrating than enjoyable

Blurred for anonymity

We started with a broad prompt: Design a unique controller that embodies "fun." Initial research showed that for our target audience, "fun" was synonymous with Accomplishment. However, our first prototype—a "take-apart" modular controller—was frustrating rather than enjoyable. It lacked an initial emotional hook.


Initial Concepts

Concept 1: As players “leveled up”, the controller would “evolve” along side them
by revealing more cosmetic parts, such as horns.

  • Users found this version “fun” but not accomplishing

  • Users found avatar form enjoyable but were concerned about the comfort and ergonomics of the shape

This was due to the lack of initial emotional connection, potentially due the format of the interview or console introduction

Concept 2: A controller that physically changed shape to increase difficulty as players leveled up, producing a final trophy with the removed parts.

  • Users found this version “fun” and accomplishing

  • Users found the form non-intuitive and did not understand that the difficulty was meant to be increasing on first use.

  • Users found the controller experience more frustrating than enjoyable

Outcome

Palbits is a series of personalizable, insertable ability bits that power up as players level up in game.

Key points in our final design include:

  • Discrete Evolution: Clear, defined progression points prevent overwhelm and make achievement feel concrete rather than abstract.

  • Physical + Digital: Combining tangible bits with digital progression creates stronger emotional connections to gameplay accomplishments. Progress becomes tangible!

  • Identity + Self-Confidence: Customization allows players to shape their own adventure and to feel un-restricted in coming up with ways to problem solve, creating a stronger sense of ownership and accomplishment.

  • Social Sharing: Because the upgrades are visible, players can easily show their progress to friends, reinforcing the social dimension of gaming.

Describe this image here
Describe this image here

Reflection

Don't be afraid of failure!

Both initial prototypes were well received, but had their shortcomings so neither were the ideal solution. We also failed a lot during the physical prototyping due to the finicky nature of 3D printing, but I really got to know the ins and out of the software by the end.

We started designing for 18-28 year-olds because that's who we interviewed and were most comfortable designer for as students. 
But our concept of an "evolving controller" kept feeling forced for that demographic. When we researched child development psychology, everything clicked—kids ages 8-12 naturally crave customization, autonomy, and social validation. The lesson: your initial user research might reveal the insight, but not always the right audience for your solution.

This project challenged me to think critically about how abstract emotions like “fun” can be translated into design decisions.

One of the most important lessons was the value of research in reframing design problems. What began as a broad exploration of enjoyment ultimately became a focused investigation into accomplishment and progress.

I really enjoyed working on a project revolving around what I love: gaming and their peripherals. Thank you so much to Professor Ahmed Riaz from Logitech for the guidance!

Back

Palbits

Transforming Game Controllers into Evolving Physical Companions

Role

Product Designer

Team

MDes, 3 Designers

Timeline

Spring 2025

Skills

UX Research, Interaction Design,
 Fusion 360, Rapid Prototyping

Describe this image here

Impact

PalBits turns the controller into a living companion. By using physical "Palbits" (insertable, collectible add-ons), we transformed the abstract concept of "leveling up" into a tactile, social experience.

Through research, prototyping, and iteration, our team explored how accomplishment can be a core driver of fun. The final design invites children to physically and emotionally grow alongside their in-game avatar, creating a deeper sense of attachment, agency, and pride.

Challenge

Most game controllers are static tools; for children, they lack the emotional resonance of the worlds they navigate.

What if we could design a controller that “evolved” with its players?

How might we define what “fun” means to gamers and translate that insight into the design of a new game controller?

Process

We started with a broad prompt: Design a unique controller that embodies "fun." Initial research showed that for our target audience, "fun" was synonymous with Accomplishment. However, our first prototype—a "take-apart" modular controller—was frustrating rather than enjoyable. It lacked an initial emotional hook.


Initial Concepts

Concept 1: As players “leveled up”, the controller would “evolve” along side them
by revealing more cosmetic parts, such as horns.

  • Users found this version “fun” but not accomplishing

  • Users found avatar form enjoyable but were concerned about the comfort and ergonomics of the shape

This was due to the lack of initial emotional connection, potentially due the format of the interview or console introduction

Concept 2: A controller that physically changed shape to increase difficulty as players leveled up, producing a final trophy with the removed parts.

  • Users found this version “fun” and accomplishing

  • Users found the form non-intuitive and did not understand that the difficulty was meant to be increasing on first use.

  • Users found the controller experience more frustrating than enjoyable

Blurred for anonymity

We started with a broad prompt: Design a unique controller that embodies "fun." Initial research showed that for our target audience, "fun" was synonymous with Accomplishment. However, our first prototype—a "take-apart" modular controller—was frustrating rather than enjoyable. It lacked an initial emotional hook.


Initial Concepts

Concept 1: As players “leveled up”, the controller would “evolve” along side them
by revealing more cosmetic parts, such as horns.

  • Users found this version “fun” but not accomplishing

  • Users found avatar form enjoyable but were concerned about the comfort and ergonomics of the shape

This was due to the lack of initial emotional connection, potentially due the format of the interview or console introduction

Concept 2: A controller that physically changed shape to increase difficulty as players leveled up, producing a final trophy with the removed parts.

  • Users found this version “fun” and accomplishing

  • Users found the form non-intuitive and did not understand that the difficulty was meant to be increasing on first use.

  • Users found the controller experience more frustrating than enjoyable

Outcome

Palbits is a series of personalizable, insertable ability bits that power up as players level up in game.

Key points in our final design include:

  • Discrete Evolution: Clear, defined progression points prevent overwhelm and make achievement feel concrete rather than abstract.

  • Physical + Digital: Combining tangible bits with digital progression creates stronger emotional connections to gameplay accomplishments. Progress becomes tangible!

  • Identity + Self-Confidence: Customization allows players to shape their own adventure and to feel un-restricted in coming up with ways to problem solve, creating a stronger sense of ownership and accomplishment.

  • Social Sharing: Because the upgrades are visible, players can easily show their progress to friends, reinforcing the social dimension of gaming.

Describe this image here

Reflection

Don't be afraid of failure!

Both initial prototypes were well received, but had their shortcomings so neither were the ideal solution. We also failed a lot during the physical prototyping due to the finicky nature of 3D printing, but I really got to know the ins and out of the software by the end.

We started designing for 18-28 year-olds because that's who we interviewed and were most comfortable designer for as students. 
But our concept of an "evolving controller" kept feeling forced for that demographic. When we researched child development psychology, everything clicked—kids ages 8-12 naturally crave customization, autonomy, and social validation. The lesson: your initial user research might reveal the insight, but not always the right audience for your solution.

This project challenged me to think critically about how abstract emotions like “fun” can be translated into design decisions.

One of the most important lessons was the value of research in reframing design problems. What began as a broad exploration of enjoyment ultimately became a focused investigation into accomplishment and progress.

I really enjoyed working on a project revolving around what I love: gaming and their peripherals. Thank you so much to Professor Ahmed Riaz from Logitech for the guidance!

© 2026 · Tiffany Mao

© 2026 · Tiffany Mao