Gaming Controller Weight Shifting for Adjustable Center of Gravity

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Solution Overview

Problem

Existing user input devices, such as gaming controllers, have a fixed center of gravity that cannot be easily adjusted, limiting user customization and immersion in gameplay experiences.

Innovation Solution

Incorporating an adjustable center of gravity mechanism in gaming controllers, allowing the movable weight to be manually or automatically positioned to different centers of gravity based on gameplay or user events, using mechanisms like electromagnets, motors, and gear racks to facilitate adjustments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a fixed center of gravity is used in gaming controllers, then the device structure is simple and reliable, but user customization and immersion in gameplay experiences are limited

Engineering Contradiction:
Improveuser customization capabilityVSAvoidcenter of gravity adjustment mechanism
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a dynamic center of gravity system where weights can be repositioned along rails within the controller housing. This allows the center of gravity to change dynamically based on gameplay requirements, transforming a static device into an adaptive one that responds to user needs and game contexts

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The controller is divided into modular components including separate weight elements that can be independently positioned. The weight adjustment mechanism is segmented into discrete positions along rails, allowing flexible configuration without requiring complete redesign of the controller structure

Inventive Principle:
Principle #1Segmentation

2Ease of operation

If manual weight adjustment is implemented, then device complexity is reduced, but user convenience and speed of adjustment are decreased

Engineering Contradiction:
Improveweight adjustment convenienceVSAvoidautomated weight adjustment mechanism
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system incorporates sensors that automatically detect gameplay events and trigger weight repositioning without requiring manual user intervention. The controller serves itself by autonomously adjusting its center of gravity based on game context, eliminating the need for users to physically move weights during gameplay

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

Manual mechanical weight adjustment is replaced with automated actuation systems. The patent describes mechanisms where electromagnetic actuators or motors replace manual hand operations, using electrical fields or rotational motion to automatically reposition weights along rails in response to detected gameplay conditions

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Adaptability or versatility

If automated weight adjustment mechanisms are used, then ease of operation and immersion are improved, but device complexity and manufacturing costs increase

Engineering Contradiction:
Improvegameplay context responsivenessVSAvoidcontroller assembly process
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The weight adjustment mechanism is designed to serve multiple functions: it responds to various gameplay events (catching fish, shooting, driving), accommodates different user preferences, and can be controlled through multiple input methods. This multi-functionality justifies the added manufacturing complexity by providing broad adaptability across diverse gaming scenarios

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The weight elements are nested within the controller housing along internal rails, with actuators positioned within the same housing structure. This nested arrangement allows the complex automated adjustment mechanism to be integrated within the existing controller form factor without requiring external components or significant structural modifications

Inventive Principle:
Principle #7Nested doll (Nesting)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enhances user interaction and immersion by providing game-driven and user-customizable center of gravity adjustments, improving performance and enjoyment through more dynamic feedback.

Implementation Method 1

an electromagnet, a motor and gear rack, or a motorized pulley may be used to automatically move the movable weight from the first position to the second position

Methodology Applied
Scientific EffectElectromagnet: Electromagnet

Implementation Method 2

an electromagnet, a motor and gear rack, or a motorized pulley may be used to automatically move the movable weight

Methodology Applied
Scientific EffectGear rack: Rack and Pinion

Implementation Method 3

an electromagnet, a motor and gear rack, or a motorized pulley may be used to automatically move the movable weight

Methodology Applied
Scientific EffectPulley: Pulley

Data Source

PatentUS12582900B2Adjustable center of gravity for a user input device of an information handling system
Publication Date: 2026.03.24 DELL PROD LP
  • US12582900B2 patent drawing
  • US12582900B2 patent drawing
  • US12582900B2 patent drawing

AI summary

This disclosure describes systems, devices, apparatuses, and methods of adjusting a center of gravity associated with a user device, such as a gaming controller. A movable weight may be moved to a first position associated with a first center of gravity of the user device and to a second position associated with a second center of gravity of the user device. The movable weight may be moved manually or automatically. The center of gravity may be adjusted based on a gameplay event or context or based on a user event or context. The user may receive feedback from an application via the user device.