Living with Duchenne Muscular Dystrophy has taught me to be the type of person who enjoys finding solutions to problems caused by either muscle degeneration or the need to adapt standard equipment. It taps into my creative ‘outside the box’ mentality. My Mum also happens to be great at understanding a problem and helping me implement a potential fix. 

About 3 years ago, I was having serious problems with gaming, due to the heavy controller. I couldn’t lift my hands high enough to a) hold the controller, b) rotating both analog sticks and c) reach the face buttons. The solution was to rest each wrist on two regular sponges positioned at the optimal height. An iteration is still in circulation now. However, the yellow sponge has been upgraded to a less conspicuous black sponge. 

Displaying my Special Effect PS4 gaming setup. On the table is my first adapted controller by Remap.
[Alt text: Displaying my Special Effect PS4 gaming setup. On the table is my first adapted controller by Remap]

I can remember one disaster rearing its ugly head before a trip to London. A wire had snapped in my buddy button, which allows me to independently choose between wheelchair functions. It meant that, for any positional adjustments, I had to be tied to my carer. So, I called the charity ReMap, who make or adapt standard equipment for disabled people. The solution was to strengthen the connection between the broken wires using the magic product Sugru.

A Horipad PS4 controller having its analog sticks redesigned using Sugru.
[Alt text: A Horipad PS4 controller having its analog sticks redesigned using Sugru]

Sugru is the world’s first mouldable glue that sets strong by turning into a durable, flexible silicone rubber. This magical product gives users the ability to practically mod everything, or bring back to life unloved or damaged items. Everyone can become a fixer through the versatility of Sugru and the power of their imagination. Sugru can be a valuable tool for people living with disabilities. I’ve used it to create a new wheelchair control stick to improve grip and comfort during mobilisation. 

Gaming has always been a huge part of my life, it was my friend helping me through the dark isolated periods. I’ve saved Princess Peach from the nasty Bowser, wielded a Lightsaber, chased a few terrified squealing Grunts in Halo, thrown a Batarang, chainsawed a Locust using a Lancer, and saved the universe as Commander Shepard in Mass Effect trilogy. Not bad, eh?

A 'Critical Mission Failure' screen.
[Alt text: A ‘Critical Mission Failure’ screen]

Ready for PS4 Gate 2015? After buying a PS4, I just couldn’t wait to boot up the console and jump into Dragon Age: Inquisition as a rogue. My elation only lasted up until I held the heavy controller. “Hold on, mate. Don’t forget about me,” said the PS4 controller. It was a huge step backwards from my beloved PS3 controller and impossible for me to even press the face buttons. At that time, I wasn’t aware of accessible gaming so I thought that the only option for me would be to completely stop gaming.

Ben Heck pointing at some retro technology.
[Alt text: Ben Heck pointing at some retro technology]

After months of research, I found a YouTube video of the genius Ben Heck modding a controller. My first thought was, “Wouldn’t it be cool if Ben Heck created a custom controller for me?” 

Since then, I focused on improving accessibility within the gaming industry, working with the wonderful accessibility community. Through research, I found the great gaming charity Special Effect, who visited me at home to help me find the right gaming setup. I couldn’t have been happier when they provided me with a PS4 controller with sensitive buttons, four switch ports and lighter analog sticks.

Close up of me using my current PS4 gaming setup, you can see 2 switch ports for the buttons L2 + R2.
[Alt text: Close up of me using my current PS4 gaming setup, you can see 2 switch ports for the buttons L2 + R2]

As a blogger (@uncannyvivek), I thought that sharing my rollercoaster ride with gaming will be beneficial to others currently having trouble. My blog led Tom Brett from Sugru to contact me about an interesting project where they had partnered up with Ben Heck to design a custom controller. They thought I’d be the right person for the project. I literally couldn’t believe that my wish had actually come true. How can you say no?

Ben Heck pointing at my custom controller's orange and green Sugru stick toppers.
[Alt text: Ben Heck pointing at my custom controller’s orange and green Sugru stick toppers]

The project powered-up when the awesome Sugru team visited me at home in my natural gaming environment to a) talk about my current setup, b) find out exactly which problems I wanted improving, c) film some gameplay footage. The project initially focused on enabling me to play my favourite game(s) the Mass Effect trilogy on Xbox One X.

Starting screen for the game Mass Effect 3.
[Alt text: Starting screen for the game Mass Effect 3]

I discussed the Titan Two adapter, which enables me to connect my preferred adapted PS4 controller to use whilst gaming on an Xbox One X, alongside utilising the switch ports on the innovative Xbox Adaptive Controller (XAC). Its true greatness empowers all gamers, regardless of the console through inclusion and accessibility.

Ben Heck's initial design drawing with all the discussed modifications.
[Alt text: Ben Heck’s initial design drawing with all the discussed modifications]

With the information gathered from the first meeting, Sugru created a Google Doc for ease of communication to discuss information and share design drawings. Ben would be strengthening the controller adaptations and smoothing out button transitions using the fantastic Sugru.

The front panel of a Horipad PS4 controller.
[Alt text: The front panel of a Horipad PS4 controller]

The controller design is based around a Hori PS4 controller due to my ideal stick placement and, importantly for Ben, it’s easier to mod without hardware restrictions. 

Ben made the following adaptations to the final controller:

  • Trigger Extensions moulded with Sugru
  • Custom Sugru joystick toppers
  • Ultra-light press buttons
  • Buttons replacing the traditional D-pad
  • 2 touch-sensitive sticks to tap instead of pressing R3 + L3
  • Moved the Options + Share buttons closer to the PS button
  • Raised the Triangle + Circle buttons
  • Analog sticks with more sensitivity 
  • 3D printed stand to hold the controller
Ben Heck pointing to the touch tap buttons for the buttons R3 + L3.
[Alt text: Ben Heck pointing to the touch tap buttons for the buttons R3 + L3]

Making the analog sticks sensitive was a small hurdle for Ben, in order to do that he had to cut the internal springs. Unknowingly, this created the side effect that whenever you fully push the analog sticks towards the edges, they stuck to the rim.

The inner workings of the custom face buttons held together with Sugru.
[Alt text: The inner workings of the custom face buttons held together with Sugru]

Ben really is a genius as all of my wishes were always possible for him. Ben’s Maker videos are compelling viewing, watching him work is so fascinating as I’ve never seen the complicated, inner workings of a controller before. Most importantly, you also get a genuine sense of his enthusiasm to help. Mind you, I would never have the guts to take a controller apart, or drill a hole in it! 

 The Motherboard inside my custom controller.
[Alt text: The Motherboard inside my custom controller]

After about six months, Ben finished his brilliant design process. He posted the magical parcel with my custom controller, stick toppers and accompanying stand. The delivery date couldn’t come fast enough, but I thankfully didn’t have to wait that long for it to arrive! It arrived on a Friday, which was perfect as I had a whole weekend to test it out!

Ben Heck opening a packet of Sugru.
[Alt text: Ben Heck opening a packet of Sugru]

Opening the box was so exciting, it contained a controller that could potentially change the way I play games forever. However, I had to contain my enthusiasm remembering PS4 Gate 2015 – that a small change can turn into a big problem. I’m sure Schroedinger felt somewhat similar when opening his Box. 

Completed custom controller and stand made by Ben Heck.
[Alt text: Completed custom controller and stand made by Ben Heck]

I obviously had nothing to fear. The controller was easier to use in comparison to regular controllers. The adaptations were perfect, extended triggers, sensitive buttons, the 3D printed stand, and the new layout means that I can now play for longer periods without fatigue due to holding a heavy controller. I now have the ability to fully access all game mechanics, without accessibility issues with game control schemes using R3+L3 inputs, buttons previously impossible to press without assistance. One of the best features was the D-pad buttons which along with being easy to press give me additional remapping choices. Obviously, it did take me a few hours to find the best position and optimal hand position to reach the two new touch sticks. I decided to use the tallest stick toppers that Ben designed using Sugru as they required a little less pressure and were high enough for my thumb to reach/grip. 

I'm using the custom controller to aim and move into cover by pressing 'X' in Mass Effect 3.
[Alt text: I’m using the custom controller to aim and move into cover by pressing ‘X’ in Mass Effect 3]

A week later, the Sugru team visited me again to see the finished product and film me using the custom controller playing Mass Effect 3 and FIFA19. I was happy to showcase my upgraded skills with the new controller. I can now enjoy gaming without losing immersion by having to battle with controls that reminded me of my physical limitations. Upgrading my enjoyment was ultimately the point of this whole collaboration.  

 Side view of the custom controller, in the background you can see me pressing the elongated L2 button.
[Alt text: Side view of the custom controller, in the background you can see me pressing the elongated L2 button]

The only issues I have with the controller are quite simple. The tall stick toppers are too long, so I need medium height toppers with textured circumference edges for more grip. Ben will send the new toppers through the post. Finally, the back of the controller needs to be flatter for more comfortable finger positioning and grip. This alteration would finalise the build and can be easily done at home using the hero sidekick called Sugru.

Ben Heck holding a packet of green Sugru.
[Alt text: Ben Heck holding a packet of green Sugru]

I can’t be more thankful to have been chosen for this wonderful project. I want to thank Ben Heck for using his legendary mod skills and valuable time to create a unique controller for me – I can’t wait to explore more game worlds with my wingman controller. I’m also grateful that Sugru asked me to be part of this amazing project, the team has been lovely to work with during the whole process. It’s rare to ever have a controller made for you, but it demonstrates the versatility of Sugru to give YOU the power to creatively mod your life.

Learn more about this project and read the Q&A on the Sugru site.

If you’ve been inspired to customise your world, grab some Sugru for yourself.

Hacked! @BOM

Me & Karen in front of the poster for the Hacked! Games Re-designed xhibition

Diving head-first into the ocean of the art world and integrating with the diverse ecosystem has been such a brilliant, motivational and educational project. I’d say that my main exposure to art originated from my love of beautiful imagery in comic books & graphical splendour in gaming.

For the past few months, I’ve had the great pleasure to collaborate with the Birmingham art gallery BOM as a guest curator selecting videogames to feature in their Hacked! Games Re-designed art exhibition.

Front enterance of BOM, words Where art, technology and science collide.

Pictures credited to Alison Baskerville / BOM
Front entrance of BOM, the sign says ‘Where art, technology and science collide’.
Pictures credited to Alison Baskerville / BOM

BOM is completely wheelchair accessible, has free entry and a fantastic café. Located on the vibrant Dudley Street in Birmingham. For more details about the Hacked! exhibition please go to

Working in partnership with Karen Newman the Director of BOM and the whole BOM team has been a wonderful experience. It all began through the power of social media, thanks to the disabled artist Abigail Palmer suggesting to Karen that I’d be the best choice as curator.

Sign for the Hacked! Exhibition 
 Pictures credited to Alison Baskerville / BOM
Sign for the Hacked! Exhibition
Pictures credited to Alison Baskerville / BOM

The Hacked! exhibition celebrates the innovative world of accessible gaming by capturing a unique moment in time when game developers are designing for all ability gamers. Improving user experience by removing unnecessary barriers in order to lead us towards an altogether more inclusive future where enjoyment has no limits.

Closeup of an Xbox Adaptive Controller, 2 switches & 2 PDP joysticks loaned by Ian Hamilton
 Pictures credited to Alison Baskerville / BOM
Closeup of an Xbox Adaptive Controller, 2 switches & 2 PDP joysticks loaned by Ian Hamilton
Pictures credited to Alison Baskerville / BOM

We had to publicise the BOM exhibition through social media, so on the 10th September, I had the chance to spread awareness of the preview event by appearing on BBC West Midlands afternoon ‘Sunny and Shay’ show. Sunny and Shay were lovely people, slick radio hosts and super supportive of the whole exhibition. It was a great experience to speak with passionate genuine people who could take a ribbing. I’m looking forward to appearing on the show again in December to discuss the progress of Hacked! and give the lowdown of the best accessible games to buy for Christmas.

“We believe that when you do not intentionally deliberately include, you will unintentionally exclude. Xbox recognizes that tradition game controllers can’t be used by everyone, so we made the Xbox Adaptive Controller to empower gamers with limited mobility to play.”

Bryce Johnson (Inclusive Lead for Microsoft Devices)

On the 12th September, the BOM had its grand preview event of the Hacked! exhibition which runs until 21st December. Seeing people enjoy your collective hard-work with a smile on their face is priceless. It was my first art gallery exhibition and it was a roaring success, 100% better than I ever imagined it would be. It’s definitely due to BOMs peaceful atmosphere, the lovely energy of the BOM team and a great accessible environment.

Talking to Peta from the Art Council with people enjoying the Exhibition in the background 
 Pictures credited to Alison Baskerville / BOM
Talking to Peter from the Art Council with people enjoying the Exhibition in the background
Pictures credited to Alison Baskerville / BOM

Hacked! takes you on a journey to discover the hidden depths of accessible devices offering radically different ways to interact with games. The Xbox Adaptive Controller (XAC) is the big star of the show showcasing its flexibility to allow varying micro-light switches and joysticks to be plugged in. Also, highlighting the ingenuity of the hacker movement to create controller hacks, accessible switches, mods & instructables. Ultimately benefiting the wonderful work of specialist gaming charities like Special Effect and OneSwitch.

“For some there’s no such thing as a one size fits all controller, and no such thing as an easy mode. Accessibility features allows the controller and gameplay to fit around the gamer”

Barrie Ellis (Creator for One Switch)

Magic Moments, disabled gamer using a switch setup by Special Effect
Pictures credited to Alison Baskerville / BOM

It was the first time that I actually had to put my skills and knowledge of accessible gaming into something tangible, it wasn’t the words that counted it was the action plan. I had to choose games with limited violence, artistic flavour and showcasing accessibility. Games with great accessibility but with violent content like Shadow of the Tomb Raider, Fortnite, Uncharted 4, Gears of War 5, God of War all ended up on the cutting floor. It pushed me to investigate deeper into accessibility not just relevant to me but for all types of disability or impairments. The eclectic selection of games have beautiful artistic styles and chosen to  highlight great accessibility solutions ranging from big AAAs titles:

Horizon: Zero Dawn (developed by Guerrilla Games) plunges you into a post-apocalyptic world inhabited by animalistic machines as Aloy trying to uncover her mysterious origins. This award-winning game not only broke down barriers for accessibility but for female representation. Aloy isn’t typical to previous videogame heroes, she is non-sexualised, independent and compassionate. Or jump into the exhilarating web-swinging world of Spider-Man (developed by Insomniac Games) Developed-1 with an accessibility mindset, allowing options to skip minigames and auto-complete challenging Quick-Time events involving fast button presses for gamers with motor disabilities. Insomniac used their great accessibility power with great responsibility.

Both games showcase the flexibility of the XAC to connect to any console using the Titan Two adapter, we utilised the XAC ports for 2 PDP controllers & a multiple switch setup.

Gamer playing Spider-Man using a XAC switch setup
 Pictures credited to Alison Baskerville / BOM
A gamer playing Spider-Man using an XAC switch setup
Pictures credited to Alison Baskerville / BOM

Explore historic Britain in Forza Horizon 4 (developed by Playground Games) the driving game with an amazing fleet of accessibility options. Forza Horizon 4 was developed with disabled gamers and accessibility consultants, the plethora of options available are tuned to work in harmony with the Xbox Adaptive Controller. Forza has simple controls designed to be playable with the XAC so the game only needed 2 switches for accelerating and braking & 1 bespoke joystick.

Watching a gamer play Forza Horizon 4 using the Xbox Adaptive Controller with switches and joystick 
 Pictures credited to Alison Baskerville / BOM
A gamer playing Forza Horizon 4 using the Xbox Adaptive Controller with switches and joystick
Pictures credited to Alison Baskerville / BOM

It’s not all about the big developers though its time to praise the indie developers similarly displaying creative out-of-the-box solutions and pushing the field forward:

Blackbox (developed by Ryan McLeod) twists the mobile puzzle genre conventions with inventive puzzles solved by discovering and exploring the device’s hardware and operating system without even touching the screen. It won the 2017 Apple Design Award for innovation and excellence in design and accessibility.

Display for Black Box developed by Ryan Mcleod
Pictures credited to Alison Baskerville / BOM
Display for Black Box developed by Ryan Mcleod
Pictures credited to Alison Baskerville / BOM

” … I used to only communicate everything needed to solve the puzzles visually but now the game has an additional sonic interface in addition to Voice Over support throughout. There’s still work to be done here but hopefully it’s proof that nearly any game can be made accessible.”

Ryan Mcleod (Creator of Blackbox)

Eagle Island (developed by Pixelnicks) A beautifully modernized pixel art aesthetic with falconry-inspired gameplay and innovative layers of accessibility features. Friendship is the key to survival as Eagle Island can be challenging. Player feedback shaped Eagle Island’s accessibility journey, multiple difficulty settings allow players to blast through the game with no barriers. The innovative and unique technical advance in the platformer genre allows you to slow down the speed of the game to continue playing Quill and Koji your way.

 Talking to a gamer playing Eagle Island with a keyboard
 Pictures credited to Alison Baskerville / BOM
Talking to a gamer playing Eagle Island with a keyboard
Pictures credited to Alison Baskerville / BOM

Sequence Storm (developed by Special Magic Games) An Extreme Rhythm & Racing game where you press buttons in time to music to build up speed, power & special abilities. With accessibility options for colour-blindness and options to slow down gameplay, fully remap controls, generous timing mode so the game can be played without ever needing to press multiple buttons at once. 

Gamer playing Sequence Storm wearing headphones
Pictures credited to Alison Baskerville / BOM
Gamer playing Sequence Storm wearing headphones
Pictures credited to Alison Baskerville / BOM

Bubbles the Cat (developed by Team Cats & Bears) Leap and blast your way through over a hundred levels of retro pixel art 1-button platforming action!   The multi-layered and challenging levels unlock clever special abilities which are easy to pick up but difficult to master. Invincibility and infinite jump accessibility features allow you to explore and plan your DIY journey. If you’re a hat collector then this is the game for you!

Guest playing Bubbles the Cat
Pictures credited to Alison Baskerville / BOM
Guest playing Bubbles the Cat
Pictures credited to Alison Baskerville / BOM

“Bubbles was designed from the very beginning to be a game with accessible controls and options as a core pillar of the game’s design… the game’s ‘boost’ features… had depth and challenge but also presented a way that allowed everyone to progress, practice and experiment with the game. I want as many people as possible to be able to play my games, so accessibility will always be a cornerstone for all of my games”
Team Cats & Bears (Creator of Bubbles the Cat)

Mood Pinball where you become a pinball in a virtual machine, entering the world of the neurodiverse artist, Edie Jo Murray.

People enjoying playing Mood Pinball
 Pictures credited to Alison Baskerville / BOM
People enjoying playing Mood Pinball
Pictures credited to Alison Baskerville / BOM

Unfortunately, we weren’t able to feature the imaginative Crip Casino fruit machines designed by Abigail Palmer. Through pulling the slot machine lever players can learn about the daily energy level gambles that people living with disabilities have to make.

Innovative musical instruments accessible for everybody are displayed in the space upstairs, from the Haptic Baton allowing blind or visually impaired musicians to sense the conductors baton movement through haptic feedback, Touch Chord (2015) designed by Human Instruments to be played using a mouthpiece & the Monome with buttons that when pressed plays musical patterns designed with school students to provide calming activity during ‘time out’.

Without the assistance of the following people Hacked! would not have fulfilled its brief of showcasing innovative accessibility devices. Gratitude goes to Ian Hamilton for sending us 2 PDP joysticks, multiple switches and providing valuable advice. Barrie Ellis from One Switch for lending us 2 bespoke joysticks and a special switch setup. I want to thank Ryan McLeod, Team Cats & Bears and Pixelnicks for supporting us with free download codes for Blackbox, Bubbles the Cat & Eagle Island. Finally, I want to thank all the game developers that for creating such wonderful accessible worlds and supporting inclusive gaming. 

2019 is the year of accessible gaming so I can’t wait to see what advances are in the pipeline for the future of the gaming industry especially in the field VR technology.

If you want to visit the Hacked! Games Re-designed and I highly recommend it then for more details please go to BOM is wheelchair accessible, has free entry and a fantastic café. Located on Dudley Street least then a minute walk from Birmingham New Street train station (South-side Exit).

This article was first published in the Game Accessibility Nexus website on March 27 2020. The resource for accessibility in videogames! To read the original article, click here.

When I struggled with using standard Xbox or PS4 controllers due to my muscle wasting condition (Duchenne Muscular Dystrophy) I called the great gaming charity Special Effect who introduced me to the Titan One (T1) gaming adapter. This crossover device allows you to fully mod your controller and gives you the choice to use the most accessible controller or Keyboard & Mouse for you on any console. However, don’t make the mistake that I did by thinking that it is just plug-and-play. To achieve this, you need to connect the Titan One to a console and computer so you can access your programmed scripts.

In this series of guides, I will explain the basics of this language and hopefully help you discover ways to make your gaming experience more accessible. Please bear in mind that I don’t claim to be an expert coder, I’m partially self-taught and have had some assistance. There is a Titan Two device, but it requires a completely new script language which I haven’t learned yet.

What You Need

To create your own button/joystick remaps, toggles, combos you will need to download the GTuner Pro software from the ConsoleTuner website. The GTuner Pro software has an intuitive interface for you to quickly and easily program the Titan One to your own needs. It is straightforward to use once you learn the scripting basics. There are 2 input methods: Visual Scripting allows you to drag-and-drop ID Functions to create a sequence which can then be converted into scripting language.

Connecting the Hardware

The Titan One device has 3 important ports to understand in order to make sure everything runs smoothly.  

  • The main USB on the T1 plugs straight into the console
  • The USB port passthrough connects your controller to the T1
  • The Program Micro-USB at the side connects the T1 to your PC

Please note that in order to enable controller crossover you will require both controllers for authentication. To initially authenticate your controller on a different console you:

  1. Plug original controller into the USB passthrough
  2. Disconnect original controller
  3. Finally plug in the controller of your choice
  4. Start gaming

Creating your Scripts

Now that the hardware nitty-gritty is over and done with, I will demonstrate how simple and easy it is to remap controls using the GTuner Pro software.   

All scripts require a main section where advanced scripting happens. Always remember to open and close the main section with curly brackets { and }.

Button remaps must be written before the Main section otherwise the script will not work. You can remap buttons for most PlayStation, XBOX or Nintendo controllers. The Main section will remain blank for remapping, but it is still a crucial part of the script otherwise you will receive an error message when you come to compile it.

I will demonstrate how to remap buttons on a PS4 controller. In this example the L2 button originally is used to shoot and the R2 is for aiming. I will interchange their functionalities with a couple of lines.

Remapping Aim & Shoot button

remap PS4_L2 –> PS4_R2;        //Shoot     

remap PS4_R2 –> PS4_L2;         //Aim    

  1. Always begin by typing the command remap otherwise the swapped actions will not be detected as script
  2. Write the button with the original input being remapped which is PS4_L2 (Aiming action)  
  3. Adding arrows is optional but I recommend their addition for clarity
  4. Now write the button input you would prefer to use instead which is PS4_R2 (Shooting action)
  5. Always end remapping sequences with the correct syntax, a semi-colon ‘;’ otherwise you will receive a syntax error
  6. Having a comment with the name of the action is optional but I recommend the addition for clarity. Comments are the text after the //.
  7. Now repeat the above steps to remap the Aim button from PS4_R2 to PS4_L2 to close the remap loop

It is possible to create remaps between a PS4 and XB1 controller crossover, the steps are similar but the remap sequence must end with the XB1 button output: (see example below)

remap PS4_L2   –> XB1_RT;        //Shoot        

remap PS4_R2  –> XB1_LT;        //Aim    

Troubleshooting tips:

  • If you receive a syntax error when compiling the script just check that you haven’t forgotten to include a semi-colon at the end of a remap sequence

If you want to add a function on top of an existing function, then don’t write the remap in a closed loop. (see example below) In this case we are not interchanging the actions between UP & DOWN, but instead making DOWN work as UP. This way both buttons will perform the same action.  

remap PS4_UP  –> PS4_DOWN;

Now this guide will demonstrate advanced remapping scripts including a sequence of 3 buttons. The remap is written in the same format as before. The trick here is to write these remaps in an unbroken loop. (see example from Arkham Knight below)  

remap PS4_L1  –> PS4_TRIANGLE;     //Counter 

remap PS4_TRIANGLE   –> PS4_CIRCLE;    //Stun   

remap PS4_CIRCLE –> PS4_L1;                 //Call Batmobile

A Main section should always be included when writing any script including remaps with opening ‘{‘ and closing ‘}’ curly brackets otherwise your script will fail.

I hope this introductory guide to the Titan One device and how to write your own remapping script has been helpful. Now you have the option to customise your controller to suit your abilities. In the next guide we will dive straight into toggle scripts.

Logitech G502 Lightspeed gaming mouse with box

(Disclaimer: I received this product directly from Logitech for review)

I live with the muscle-wasting condition Duchenne Muscular Dystrophy so accessing technology is a challenge. I’ve always chosen to use the iconic Logitech G502 HERO wired mouse, its focus on professional gaming ultimately created a mouse ideal for accessibility.

The Logitech G502 LIGHTSPEED gaming mouse keeps the exact features of the original whilst integrating advanced wireless technology which certainly improves usability. With a range of innovations, the gaming experience is comparable or even better to wired mice.

I'm holding the Logiteech G502 LIGHTSPEED

I cannot type using a keyboard so my mouse has to be multifunctional, reliable and precise. I have an unconventional method of controlling the mouse, my fingers rest on top of it. My right-hand handles movement whilst my left hand is ideally positioned for clicking. The targeting trigger button has revolutionised the way I control my PC, giving me easy access to a button using my ring finger without too much effort.  


The G502 LIGHTSPEED definitely has a robust feel to it, built using quality materials, the exoskeleton feels durable without increasing weight.

The rubber side grips are textured so even during intense usage you can guarantee that you will not miss a shot due to finger slippage.

The curved ergonomic design including the thumb rest positions your fingers without awkward grip to access the 3 side buttons.

The wireless dongle is small but it doesn’t feel flimsy as it connects well to the USB slot. It’s prone to being lost however the mouse has a thoughtful storage slot underneath.


My favourite feature of the G502 LIGHTSPEED is the 11 programmable buttons, not just because of the number of button combinations available but with the intuitive positioning and precise shape of the buttons. The primary button has a concave ergonomic design, it helps my finger to comfortably press the button from any angle.

Logiteech G502 LIGHTSPEED side-view

The buttons are also designed with a metal spring tensioning system, meaning I expend less energy because the in-built actuator ensures fast and consistent clicks with the least amount of pressure. The G4 and G5 side buttons are slightly difficult to press as they are thinner however that is probably due to my control method.

The innovative hyper-fast scroll wheel design has 2 fantastic modes: a notched scroll mode for precise control or a fast fluid scrolling mode which can be changed with a click of a button.

The scroll wheel incorporates 2 side buttons, these buttons are useful for me due to the close proximity to the main buttons. I have assigned the secondary click to the right button which ensures less finger movement. The scroll wheel has a textured rubber coating which provides greater grip in comparison to the metal scroll wheel in the wired G502.

Logiteech G502 LIGHTSPEED under-View with weights and dongle slot

For further granular control over your experience, Logitech provides you with a set of 6 weights with slots on the base positioned strategically for you to discover your optimal balance configuration. It’s definitely useful because without any weights the mouse can feel too sensitive.  


The HERO 16K tracking sensor allows vastly increased DPI speeds whilst keeping precision and responsiveness so I can move the cursor around the whole screen with tiny movements.

The LIGHTSPEED wireless technology solves connectivity or latency problems so there’s no noticeable difference from a wired connection. The absence of the wire and 7-gram weight reduction makes mouse travel smoother. It helps me to conserve energy so I can focus on gaming rather than fatigue.

The battery life is amazing, you get up to 60-hour usage from one charge and a 5-minute quick charge for 2.5 hours use. The mouse is compatible with the POWERPLAY wireless charging mat which allows a constant energy flow without the hassle of remembering where the charging lead is.

The LIGHTSYNC RGB lighting system can be fully-customizable to meet your lighting style, it increases immersion as the lights can intelligently react to your gameplay, audio, or screen colour.   

G HUB Software

The beauty of G HUB is that you have a huge range of options to choose the right button assignments or create your own macros. To customise button assignments, control DPI sensitivity, create profiles, adjust lighting features and more the G502 LIGHTSPEED mouse comes with the intuitive Logitech G HUB software. Save multiple gaming profiles and swap between them on-the-go, so you have the correct arsenal equipped to support you in every gaming situation.

The button assignment page is intuitive to navigate with an easy drag-and-drop method, you can choose from listed actions or keyboard keys and you can create your own macros. Get creative, GHUB can handle it. However, the button assignments for the top and left side of the mouse are split between 2 different pages so you have to constantly swap between them, it can get confusing if you throw in the G Shift function.

The ability to highly increase sensitivity is the reason the G502 works perfectly for me, small movements for a big accessibility benefit. You can freely swap between DPI speeds with a click of a button.

The greatest usability feature is the G Shift button which unlocks another layer of buttons available for customisation. It enables me to access my most used functions such as Paste, Enter, Undo, Cycle through Apps, Exit current App, music controls and more.

The only issue with the G502 LIGHTSPEED mouse and G HUB software is that a new update adding the feature to assign functions to either scrolling up or scrolling down is unfortunately only available with the newest G604 mouse.

Final Thoughts

Without a doubt, Logitech has managed to upgrade the best gaming mouse and created perfection, not only for gaming but also for accessibility. Every design decision, improved technology and enhanced usability features enable all types of gamers to play advanced.

PlayStation face buttons taking at EGX 2019

Welcome to my favourite PlayStation memories.

My first PlayStation memory was playing Tomb Raider 2 with my cousin. My small hands prevented me from properly gripping the controller so I wasn’t very good with the controls – I felt sorry for Lara Croft constantly falling to her death. I spent most of my time exploring Croft Manor (& giggling when I locked the butler inside the freezer). The first time we encountered/fought a tiger was terrifying for my 9-year-old mind, combat was too stressful for me to control. However, that moment formed my perspective of gaming, that through it I could encounter/overcome my internal fears regarding my Duchenne Muscular Dystrophy.  

My first console was a PlayStation 2. I was still a novice gamer so I never managed to complete every game I owned. It’s difficult just to pick 2 examples of PS2 memories but here goes:

X-Men Legends game Wallpaper

I had recently found my love of comic books (through watching X-Men the Animated Series) so I was so excited to play X-Men Legends on PS2. Exploring the X-Mansion, talking to fellow X-Men, answering the trivia questions and fighting the Brotherhood throughout the story was just perfect. The best part of gameplay was the graphics and amazing visual effects capable on the Playstation when activating mutant powers.

Prince of Persia: Sands of Time game Wallpaper

Prince of Persia: Sands of Time was breath-taking. Every element of the game from the stunning Arabian landscape, time rewinding mechanics, platforming and even your death were linked together by a beautiful narrative. Prince of Persia: Sands of Time still has the smoothest wall-running mechanic in any game, even beating Star Wars: Jedi Fallen Order or Titanfall. You felt fully in control of the Prince’s combat skills and his agility during platforming sections. Completing the difficult Palace’s Defence system puzzle was a proud moment for me, usually, I would have given up on challenging puzzles. This game is the reason why I enjoy playing games with a strong narrative.

The PS2 controller was a joy to use, with an intuitive button layout due to the addition of trigger buttons and the analog sticks allow you to control a character with a 360-degree range of precision movement.

Tom Clancy's Splinter Cell: Chaos Theory Wallpaper

Honourable mentions: SSX Tricky (the Awesome Tricks), Burnout 3: Takedown (Vehicular Mayhem), Tom Clancy’s Splinter Cell Chaos Theory (I’m not Built for Stealth), Psi-Ops: The Mindgate Conspiracy (Awesome Psychic Powers), James Bond 007: Agent Under Fire & Buffy the Vampire Slayer: Chaos Bleeds.

The PlayStation 3 is still my favourite console generation as it came with the best controller ever: the Dualshock 3. I preferred the semi-triggers on the PS3 controller to the previous controller buttons. Around that period my muscle weakness started to affect gaming so I bought the lighter wireless Dualshock 3 controller. I could easily press every button but clicking the sticks was challenging but doable.

Uncharted 2: Among Thieves Wallpaper

Uncharted 2: Among Thieves was a narrative masterclass from Naughty Dog, solidifying my quest to find a narrative that even came close. The power of the PS3 was in full bloom, the train level was an unbelievable feat of design, from that day on I respected game designers and their amazing work creating an experience this magnificent.

Red Dead Redemption Wallpaper

The final scene and epilogue in Red Dead Redemption, watching John Marston gunned down in a hail of bullets actually made me cry. It was the antithesis of the Uncharted narrative, I realised then that not all stories in games should end with the hero triumphant. The end of the West meant the end of John. The game’s Dead Eye mechanic required you to press the difficult R3 button, during the tutorial you had to use it to shoot a hat thrown up into the sky. It took me a lot of practice to shoot the hat without using Dead Eye.

Bioshock Wallpaper

A significant achievement occurred in Bioshock, I actually stepped out of that bathysphere, ignored the terror that a splicer would kill me and told myself “Would you kindly…” complete your first a horror game. I’m grateful that I experienced Bioshock, the narrative, the world-building and the ingenious gameplay mechanics. I had never played a game where you could melt an icy barrier using Inferno, throw a rocket back at an enemy using Telekinesis or send a swarm of bees to attack enemies.

Batman: Arkham City Wallpaper

Batman: Arkham Asylum and Arkham City were the only 2 games that I ever earned a Platinum trophy. You became every aspect of Batman, from the Detective solving riddles, the Invisible Predator stalking enemies and the world-class Fighter. The Scarecrow sections were a highlight but my favourite was the opening scene. The Bat-Mobile zooming through the gates Arkham Asylum with a captured Joker cackling away, glimpsing the terrifying jaws of Killer Croc and then Batman trying to break through the bulletproof glass with only his fists to stop Joker from escaping. What an entrance?

Honourable mentions: GTA V, Enslaved: Odyssey to the West, the Last of Us, Assassin’s Creed: Brotherhood, Kingdoms of Amalur: Reckoning.

My relationship with the PlayStation 4 was rocky from the start, the controller had a completely different design from the PS3 so it was inaccessible for me to be able to enjoy gaming. I faced accessibility issues for the first time, initially, I felt alone, however, inclusion/accessibility is a huge issue for plenty of other disabled gamers, I wasn’t alone. I’m able to continue gaming now, thanks to the assistance from the gaming charity Special Effect.

Uncharted 4: A Thief’s End Wallpaper

Uncharted 4: A Thief’s End was a fitting end to Nathan Drake’s story, the bigger environments give you time to savour your moments, you’re not constantly on the rollercoaster ride, lessons taken from the Last of Us. The game was revolutionary for its accessibility features, they had options for one-handed gamers, auto-aim, toggles and remappable controls.  

Spider-Man GOTY Wallpaper

I’ve enjoyed playing Spider-Man, it brought back fond memories of swinging around New York in the PS2 game Spiderman 2. Insomniac perfectly illustrates the core of Spiderman: his humanity and compassion born through Peter Parker’s loss.

The Witcher 3: Wild Hunt Wallpaper

I can’t finish without talking about The Witcher 3: Wild Hunt, every element was perfect, a tight engrossing narrative set in an open-world that looks more beautiful than Uncharted 4.

Honourable mentions: Star Wars: Jedi Fallen Order, Red Dead Redemption 2 & Horizon: Zero Dawn.

The future PlayStation 5 – I can’t believe that it’s going to be my 4th generation of console. It’s exciting because it will be the first generation where accessibility and inclusion is a priority from the start.

The Last of Us Part II Wallpaper

I’m super pumped to experience The Last of Us Part II, it’s definitely going to be a quantum leap in storytelling, environmental realism and implementation of gameplay systems.

Welcome back, Ellie.

PlatStation 5 and Xbox Scarlett console logo
(Disclaimer: All views & opinions featured in this article are my own)

As a gamer who has experienced 3 console generations, late 2020 will be the time for another evolution as the next generation of consoles will be unleashed. Questions will be answered, games will be unveiled, SSDs will be filled, minds will be blown. I can’t wait to experience what is possible for game developers to create with these consoles.

From the perspective of a disabled gamer, my excitement will also be accompanied by apprehension since change carries its own problems. Without accessibility information, it’s difficult for gamers with a disability to make an informed decision before purchasing a fairly pricy console.  

Mock-up graphic of the PS5 console
Mock-up graphic of the PS5 console

Firstly, here’s some context regarding why next-gen consoles ring alarm bells for me. In the previous generation (PS3 to PS4) upgrade, I never envisioned that I would have to make the decision to completely give up gaming due to the PS4 controller. It highlighted the physical limitations of my hands/fingers which were perfectly formed to the shape of a PS3 controller. Confronting the evident hardware inaccessibility made me discover the gaming accessibility and inclusion community.

I’ve been prowling various gaming websites sniffing out next-gen related news, I found juicy information (from the Playstation blog) of the proposed features in the PS5 controller. So here is my preliminary assessment regarding the new features: Haptic Motors and Adaptive Triggers.

Haptic Motors which replace the existing “rumble” technology will provide amplified feedback to convey a wider range of sensations to gamers through touch. With haptics, players will be able to detect different terrains when accelerating a vehicle, crashing into a wall in a race car might feel much different than making a tackle. Taking an attack that does a few hit points of damage could feel drastically different from the attack dealing a final blow. It illustrates PlayStation’s focus on upgrading gameplay with touch inputs, from the PS Vita to the PS4 touchpad.

Mock-up image of the PS5 controller
Mock-up graphics of the PS5 controller

Adaptive Triggers will allow studios to program the level of resistance players can detect when pulling the triggers (R2/L2). So gamers can experience the tactile sensation of drawing a bow and arrow or accelerating an off-road vehicle through rocky terrain.

Both controller features will work in harmony to create better immersion. While haptic motors and adaptive triggers will not completely revolutionise gameplay mechanics, they allow game developers to empower players to connect with their games on a totally new level, no longer just relying on graphics or audio.

Graphic showing a wireframe of Adaptive Triggers

I’m all for better immersion and I can see how innovative Haptic Motors and Adaptive Triggers will be for the future of PlayStation VR. However, as a disabled gamer, Haptic Motors and Adaptive Triggers do have some problems. Haptic motors increase the weight of the controller making it heavier than the already heavy PS4 controller which easily saps my energy levels if I didn’t have a controller stand. Vibrational feedback is quite painful for me and easily disrupts my already poor grip. Regarding adaptive triggers, due to my muscle weakness, I can’t apply strong pressure when pulling triggers so programmable resistance levels would increase fatigue during extended gaming sessions.

I hope that the Haptic Motor and Adaptive Trigger features in the PS5 controller will be optional and can be disabled either from system-level or in-game.   

The PS4 controller touchpad is on the chopping board which makes sense as current generation games rarely use the feature. However, the touchpad is great for accessibility as I program all 4 corners to act like 4 buttons activated by a tap thanks to the Titan 2 adapter. I usually assign the inaccessible Options, Touch, Share, PS or L3/R3 buttons to each corner depending on the game.

The PS5 console will apparently allow PS4 games to be playable through backwards compatibility. Personally, I would want backwards compatibility to allow gamers to use a PS4 controller on the PS5 console. I currently have a fantastic PS4 and XboxOne gaming setup thanks to Special Effect so I would prefer to carry on using that setup in the future.

Mock-up of Xbox's Project Scarlett console
Mock-up of Xbox’s Project Scarlett console

I’m super excited to explore the evolution of game design brought by the next generation of consoles, let’s see what brilliance Xbox Scarlett and the Xbox Adaptive Controller has in store for us. It will be the first console generation that acknowledges the necessity of accessibility and inclusion for all gamers.

Close-up of the character Ellie from the Last of Us Part II
Close-up of the character Ellie from the Last of Us Part II

2020 will be the year of the gamer. Prepare for the epic Cyberpunk 2077, Watch Dogs Legion, Doom Eternal & the Last of Us Part II.

Alt-text: Front view of my new Surface Pro 6 holder wheelchair attachment
Alt-text: Front view of my wheelchair attachment holding  my Surface Pro 6

In preparation for attending my 2nd #GAConfEU in London on Monday (Oct 21st). I’ve upgraded my #accessibility & #independence to access #technology.

I finally found the best attachment method to securely hold my #Microsoft Surface Pro 6 on my wheelchair when away from home. The purpose of this arm is to allow me to tweet or use Instagram (because of the in-built camera) during conferences, to stay connected to the conversation on social media. The touch feature of the Surface allows my PA to also tap / type on the screen for me.

Alt-text: Front and side view of my new wheelchair attachment holding my Surface Pro 6 

You may be wondering how I would control the laptop, I’ll have a lap tray which would hold my #Logitech G903 wireless mouse. I would not be able to use the laptop when driving around but it’s perfect for when I’m stationary during a lecture etc or to read my notes.

It’s been quite a challenging task to design an attachment method that allows for quick & easy attachment / detachment so it could be easily carried around in my bag when not in use.

Attachment details 👇👇👇

  • Initially, I was using a gooseneck arm as a holder but that wasn’t strong or secure enough. Also, the gooseneck stuck out of the side of my wheelchair meaning that I could easily hit it on a door frame.
  • I already had a few #RAMMount attachments laying around which are usually used to secure gaming switches onto a wheelchair. These mounts don’t stick out of the side of my wheelchair as they extend parallel under my armrest.
  • The actual holder part was bought on Amazon, nothing too fancy but with a good strong grip.
  • The metal bar attachment (designed by ReMap) under the wheelchair armrest is actually where my wheelchair table slots in. When not in use this bar can slide back completely hidden under the armrest.

Video version 👇👇👇

Alt-text: Video demonstrating my new wheelchair attachment holding my Microsoft Surface Pro 6 
Group photo with Cindy Rose, Chris Capossela and me kitted up with a chin switch, connected to an Xbox Adaptive Controller

Technology is woven into the fabric of modern society, it’s our road to the future. Personally, technology allows me to live with autonomy, independence and most of all happiness.

The beauty of the technology industry is that it exists in a constant state of evolution pushing against the barrier of possibility to instigate change. It’s a platform to create the future, right now. The question is would this future be accessible or inclusive? Disabled people are an avid user-base of technology so designing for accessibility is crucial for any industry. Accessibility is basically usability.

Hector Minto the Technical Evangelist for Accessibility at Microsoft is at the forefront of advocating accessibility, assistive technology and inclusion.

In front of the boarded-up Microsoft Store with a sign saying “Opening 11th July 2019”

[alt text: In front of the boarded-up Microsoft Store with a sign saying “Opening 11th July 2019”]

As an MDUK Trailblazer passionate about accessible gaming and assistive technology, I along with various other Trailblazers were invited to attend the Pre-Launch of the Microsoft Store London which opened on 11th July on Oxford Circus.

“Our flagship Microsoft Store in London represents a unique way to deliver on our mission to empower every person and organisation on the planet to achieve more.” – from the Microsoft London Store website.

Group photo with Cindy Rose, Chris Capossela and Me kitted up with a chin switch, connected to an Xbox Adaptive Controller

[alt text: Group photo with Cindy Rose, Chris Capossela and Me kitted up with a chin switch, connected to an Xbox Adaptive Controller]

Before I write about the Microsoft Store, I want to thank the whole Microsoft team. Especially Cindy Rose the CEO of Microsoft UK for speaking to me, her dedication to inclusivity is evident. I was happy to tangibly illustrate how important the store is not just through the Xbox Adaptive Controller but through the community aspect.

Group of us talking to Hector Minto outside the inclusive gaming room

[alt text: Group of us talking to Hector Minto outside the inclusive gaming room]

The Microsoft Store has been designed from the beginning with accessibility thinking, creating an inclusive and accessible space for everybody. The main shop floor is where you get hands-on with the tech, Surface, Windows, Office, Xbox, PC gaming, HoloLens mixed-reality. The staff are friendly and knowledgeable, providing valuable tech support.

The floor has a fantastic surprise though, a McLaren Senna kitted out with awesome tech. That’s as much as I’m willing to say as I don’t want to spoil it!

The Store is the perfect educational place for schools to teach their students all about coding through games like Minecraft. Basically, Future-Proofing Education. Businesses can also use the place to upskill employees. Microsoft wants to empower everybody through the awesome power of ‘assistive’ technology.

The best part of the store for me is the inclusive gaming space. Environmental Accessibility = Empowerment. Usually, I’m not able to access gaming away from home but here it was different. I didn’t realise how necessary inclusion was to my sense of worth until I actually saw the Xbox Adaptive Controller (XAC), with switches and mounts everywhere. Environmental Accessibility equals empowerment. It was quite a liberating experience to feel fully included as standard which best of all keeps the focus on gaming.

[For a bit of context, I usually play single-player games with captivating narratives, the huge RPGs or Sci-Fi epics. Surprisingly I have never jumped into the world of multiplayer especially FPSs.]

alt text: Playing co-op with Judith Merry using the XAC

[alt text: Playing co-op with Judith Merry using the XAC]

I had a blast playing Forza Horizon 4 with a fellow Trailblazer Judith Merry. The XAC and the Co-pilot feature on Xbox allowed us to share controls, my chin switch was for acceleration and hand switch for braking whilst Judith handled the steering. It brought a sense of freedom and teamwork to a single-player game, instead of worrying about the controls we could just enjoy the game together. At times we were terrible, if we saw a tree or house, we would crash into it. Was that fun? Absolutely.

Me and Sightless Combat playing Gears Of War 4 Horde Mode

[alt text: Me and Sightless Combat playing Gears Of War 4 Horde Mode]

On the second day, I was privileged to play Gears of War 4 with SightlessKombat the awesome gamer with no sight. I was in charge of shooting and melee, we had to find a rhythm and flow so communication was key. It was such a profound experience gaining a deeper insight into a completely different perspective. Excuse the pun but it was eye-opening to game his way, using sound cues instead of visuals. I never in a million years thought that it would be possible for a blind gamer and physically disabled gamer to play co-op. Our teamwork was pretty amazing, for the first time, I could enjoy gaming away from my home setup. I’m glad that Cindy Rose had the opportunity to witness this important moment.

It demonstrates how crucial intersectionality is, challenging our perceptions and building a bridge towards a better inclusive world. All thanks to the XAC and the Microsoft Store London.

I couldn’t leave without buying new technology, so welcome to the family Surface Headphones! Fun Fact: I might have been the first customer at the Microsoft Store.

The future of technology has just landed in London, I’d recommend that you visit it!

To read the MDUK Trailblazer version of this blog go to ->


The Post-Apocalyptic game genre has recently bloomed, releasing the delightful bounty of Far Cry: New Dawn, Metro: Exodus, Days Gone & the soon to be released Rage 2 & Borderlands 3. These examples of games set in the aftermath of an Apocalypse suggest that the world will either be:

  • Slathered in pink, neon, vivid colours, powers, mutants, fancy weapons and explosions. Glorious carnage.
  • Reclaimed by nature, ready to extinguish the humans prey struggling to survive in any way possible. Basically, our days are numbered. Wonderful.
Borderlands 3 Poster, various characters  holding different weapons.
Borderlands 3 Poster

A post-apocalypse is a symbolic (what if?) future in which the existence of humanity has been threatened somehow by nuclear war or virus outbreaks. So, nature starts reclaiming Earth unfettered by the environmental devastation of a growing human population. Without advanced technology, humans are forced to revert back to their simple hunter/gatherer origins. It’s in this world that a new era for humanity begins, a glimpse into actually living rather than just surviving. Horizon: Zero Dawn has a beautiful post-apocalyptic world, a great narrative exploring what makes us human? and portraying nature in its purest form.

Horizon: Zero Dawn Poster
Horizon: Zero Dawn Poster

The use of mutated or zombie-like enemies goes one step further by giving us a tangible example of societal decay, the mindless consumption of the previous world. The parallels with reality can be quite shocking if you look at the current plastic crisis or global warming, a throwaway society full of advances forgetting to care for the world they live in.

The Last of Us Part II Poster featuring Ellie bearing her teeth.
The Last of Us Part II Poster

The Cordyceps fungus in The Last of Us is symbolic of how the media around us can slowly corrupt our mind, mutating our thoughts and ultimately our actions. The virus removes our perception, robbing us of clarity by firstly attacking the eyes. Beautifully tied into the ending. Ellie asking Joel “Swear to me that everything you said about the Fireflies is true.” Experiencing the previous hospital scene, we know that Joel is lying when he says “Yes”, metaphorically illustrating his corrupted perception. That lie waiting to mutate.

Days Gone Poster, picturing Deacon St John leaning on his bike while a Freaker Horde is running after him.
Days Gone Poster

The Freaker Horde in Days Gone mirror the toxicity of social media crowd dynamics, finding the inherent power in anonymity in order to troll a minority. Asking the question “Can one-person weather this storm alone?” It explores the link with mental health, the tagline “This world comes for you” is a common theme in depression, the feeling that the world is against you, that you’re alone and unwanted. But you’ll keep going, you have the strength to persist, to exist.

Personally, living with a disability draws easy parallels with existing in a world out to get you. Instead of zombies clogging up elevator space we have people who could easily walk up the stairs clogging it up.  Instead of escaping a zombie by hiding inside a shop, we would get eaten while facing the steps.

Thank you for reading my post, apocalypse.  

Review: Logitech Gaming Mice

Can you imagine a world without access to the Internet, Social Media or YouTube? Well, for many disabled people computers can be inaccessible due to keyboard and mice design or from the lack of alternatives available.

Writing from a personal perspective, I was forced into the tough task of transitioning from a Laptop trackpad to a PC with a mouse. Initially, I resigned to the fact that it would be impossible for me to use a regular mouse. Facing this obstacle made me feel powerless, unable to communicate with friends, play games or continue my work.

My PC setup is completely mouse-only however I effectively use the inbuilt Microsoft On-Screen Keyboard. A mouse is placed between both of my hands, whilst my wrists rest on 2 sponges so that my fingers end up at the right height to reach the mouse.

Holding a Logitech G903 Mouse

Let me paint a picture for you of the biological barriers I face. Duchenne Muscular Dystrophy causes progressive muscle deterioration, so presently I can only move my hands and fingers. It also drastically effects my energy levels, causing me to quickly fatigue especially after prolonged repetitive movements.

I decided to persevere in my search for the right input device by testing the different options of mice available. A tough task when there isn’t a one-stop shop for disabled people to try out accessibility devices before purchase. So, after numerous purchases of unsuitable mice, from touchpads, trackballs, upright mice even joysticks. I finally found the perfect mouse for me.

Click for the Logitech G502 Video Review

The Logitech Gaming G502 Hero. It ticked all the boxes, clearly designed with quality in mind, reliability, innovative customisable features and user comfort. Aesthetically the G502 looks gorgeous, especially with the bright RGB lights flashing.

What attracted me to the G502 was the 11 programmable buttons, adjustable sensitivity levels and the lightweight 121g design. It also comes with 6 adjustable weights to further tailor the mouse to you. The mouse has a unique feature to instantly swap between a notched scroll-wheel to a hyper-fast spinning one with a click of a button. Perfect for either reading a comic book online or should I say reading an article.

The G502 is ready for constant heavy usage, killing aliens is such a gruelling task so you expect to hear a reliable click from your well-oiled machine. The mechanical microswitches also activate with lightweight pressure so ideal to decrease my level of muscle fatigue. Increasing the DPI sensitivity levels enables the cursor to smoothly move around the whole screen with only minimal finger movement. The rubberized texture of the mouse is comfortable in your hand, with good grip. I always like to put my custom stamp on everything, so I further modified the grip by sticking Velcro strips in optimal positions for my fingers.


The Logitech mice all connect to the Logitech Software which it’s intuitive and easy to use. It allows you to program commands and macros to each of the 11 buttons, for example, I have radically altered the button for Right Click. The internal memory-slots store up to 5 profiles so you can take your personal setup anywhere. My favourite programmable command is called G-Shift, pressing it brings up a second layer of buttons ready for customisation. Just like a box of chocolates.

Logitech G502 Software & Button Placements

Logitech G502 Software & Button Placements

G-Shift Function of Logitech G502 Mouse

G-Shift Function of Logitech G502 Mouse

After speaking to Chris Pate, the Awesome (Logitech Gaming Project Manager) and discussing the unintentional accessibility of the G502 mouse. I thought that an ambidextrous layout would be better for me due to how I hold a mouse. I also was in the need for a wireless mouse for use at conferences, so Chris kindly sent me the new ambidextrous wireless Logitech G903.

Click for the Logitech G903 Video Review

The G903 has a fully-configurable button layout, 110g weight with an ambidextrous design ideal for all grip types. It functions superbly exactly like the G502 but with even more advanced functionality. The G903 mouse can switch between the LIGHTSPEED wireless and wired modes without any lag whatsoever. This portability caught my eye, as the wireless nature allows me to use my Microsoft Surface Pro 6 away from home. The buttons are all well positioned and as comfortable to press as the G502.

The Logitech Powerplay Wireless Charging Pad is revolutionary allowing constant power to your mouse through integrated wireless charging capability, with no lag or wires to halt your continuous battle to protect Earth.

I’m greatly appreciative of the work done by Chris Pate and Logitech for their innovative user-focused design. Accessible Technology like the G502 & G903 enable me to live a meaningful and productive existence, advances in the technology industry are vital for the evolution of accessibility.

Ending Video

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