C10.11.2deflection-to-magnitude mappingdesignresearch

Deflection angle usually maps to magnitude of the control, not only to a directional switch

Aliases: analog deflection · stick gain curve · switch-stick · throw-to-rate

What it is

The farther the stick, the faster the head pans, the harder the vehicle pulls—deflection writes magnitude, not only “that way.” Make the same stick a directional switch (cross a threshold, go full speed) and the middle of the throw is thrown away. Deflection-to-magnitude mapping decides continuous versus switch control. It is not whether the stick centers, and not which world axis “forward” means.

Why it happens

A moving stick yields a continuous angle; the compatible default is more angle, more command, so intermediate states can exist. The gain curve then decides how the middle behaves: linear maps small deflection to small output; shallow then steep outside a center dead zone favors trim; full scale the instant the dead zone is left, and the stick has degenerated into a switch. Switch mapping is faster in a reaction task and harder to stall at half speed, but fine pursuit and “a little” fail. People use deflection as a magnitude ruler in a spring field because proprioception can hold an angle, and struggles to hold an un-feedbacked force step—so magnitude mapping on isometric sticks is coarser. A plateau or a fold in mid-curve makes the same feel correspond to two outputs; the magnitude channel fights itself.

Studying it

Compare a continuous magnitude curve with a switch threshold on two task classes: fast pointing and slow pursuit.

Independent variables: curve shape (linear / exponential / full at threshold), max output at max deflection, a mid plateau or not. Dependent measures: settled error in slow pursuit, time to full, ability to sit on an intermediate output, reports of “it goes full when I touch it.”

Do not stop at “feels good” in a game. Show operators a plot of output versus deflection and ask how fast they think they are going; that calibrates perceived magnitude, not preference.

Where it stops holding

Binary functions (open a door, up one gear) should switch; continuous magnitude is then a false-trigger source. Micro caps with tiny throw have no working band for continuous magnitude; a switch is more honest. A software speed limit that clips before full deflection leaves the hand at the stop with output not at the stop; people add force into the dead end. Vehicle throttles often have regulatory curves; a game-stick exponential does not copy over.

Applying it

  • Default to writing deflection as magnitude; go threshold-to-full only when the task itself is binary.
  • Channels that trim a lot want lower gain near center than at the edge; channels that need instant full put full near the mechanical stop, not the instant the stick leaves center.
  • Keep the curve monotonic in the working band; no plateaus or folds.
  • Verify: have people hold output at 10% and 50% of full, then do a “full as fast as you can.” If the middle will not sit, or a touch goes full, change the curve, not only the dead zone. Plot the gap between estimated speed and real output.

Related

  • Same group: C10.11.1 A multi-axis stick must map simultaneous direction components onto different control dimensions · C10.11.3 A dead zone that is too small amplifies mechanical error at center and causes drift while still · C10.11.4 Whether a lever’s gates require crossing resistance to switch sets tolerance for accidental bumps
  • Adjacent: C10.03 Levers and Joysticks · C1.03 Control-Display Gain
  • Search: deflection mapping · analog stick · gain curve

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