TWU Student Partners with UTA Libraries on Adaptive Gaming Project
Video games open up new worlds for people to explore, complete quests, and become heroes. That's why Texas Woman's University graduate Yasmin Tukhi brought her capstone project to The Basement at UTA Libraries to help make those possibilities available to everyone.
Over the course of the Spring 2026 semester, Tukhi worked alongside UTA Libraries staff to create adaptive gaming resources and controller modifications that can be attached to a standard gaming controller in a matter of minutes, helping open the world of gaming to people with a variety of physical abilities.
"My biggest thing was that I have a passion for video games. I've always had," Tukhi said. "One thing about UTA is that they have a really big adaptive sports culture. So, I thought maybe they have that with their gaming area."
Tukhi recently earned her Doctor of Occupational Therapy degree from Texas Woman's University. Her long-term goal is to become an occupational therapist certified in hand therapy and, eventually, work in the adaptive gaming field, helping individuals continue participating in activities they enjoy.
These Xbox and PlayStation video game controllers have been adapted for everyone to use with snap-on modifications by Texas Woman's University graduate Yasmin Tukhi as part of her capstone project.
The project served as the culmination of her doctoral studies and combined two passions: occupational therapy and gaming.
"One of the biggest things about occupational therapy is that we consider that we are just temporarily able-bodied persons," Tukhi said. "Eventually, down the line, something may happen that changes our abilities. Moving forward, there is still a way for us to continue doing the things that we love, like video games, through adaptive resources."
Tukhi noted that many people assume individuals with disabilities are less likely to enjoy video games because games can be physically demanding or complex. However, research suggests people with disabilities are just as likely, and often more likely, to participate in gaming communities because gaming provides opportunities for recreation, social interaction, and self-expression.
"People have the assumption that if they're not fully able-bodied, they won't be able to enjoy things like video games the same way," Tukhi said. "But studies show that people with disabilities are very involved in gaming communities."
This Xbox video game controller was adapted by Texas Woman's University graduate Yasmin Tukhi as part of her capstone project with snap-on modifications so that everyone can use it.
Seeking a place to explore those ideas in a real-world setting, Tukhi turned to UTA Libraries and The Basement.
She reached out to Britt LaRiviere, FabLab Technician, before the semester began to discuss her vision for creating a more accessible gaming environment.
"She felt like The Basement, with the size of our community and the diversity of our group, would be a great place to do her research," LaRiviere said. "It allowed her to survey the space, interact with students, and test some of the adaptive controller modifications she was developing."
Throughout the semester, Tukhi became a familiar face in The Basement. She attended gaming events, observed how students interacted with the space, and gathered feedback from a variety of gaming communities, including tabletop gamers and competitive esports players.
Those conversations helped shape one of the project's primary outcomes: an adaptive gaming resource website designed specifically for The Basement. The site provides information on adaptive gaming technologies, available resources, and accessibility options for gamers seeking to customize their experience.
As part of her capstone project, Texas Woman’s University graduate Yasmin Tukhi transformed this PlayStation video game controller with custom snap-on modifications, demonstrating how innovative design can make gaming more accessible to all.
Another major component of the project focused on creating 3D-printed controller accessories that can be attached to existing PlayStation and Xbox controllers. Using open-source designs and community feedback, Tukhi developed modifications to help individuals with limited mobility, one-handed gameplay needs, and fatigue from repetitive movements.
Turning those ideas into reality required collaboration across UTA Libraries.
LaRiviere connected Tukhi with experts throughout the Libraries, including FabLab student worker Alex Patrón, who helped guide the technical aspects of the project.
"My involvement was mostly from a consultant standpoint," Patrón said. "I gave advice on the best ways to 3D print certain parts, what materials would work best, and how to adjust designs when problems came up."
Patrón introduced Tukhi to Tinkercad, a computer-aided design program that allowed her to modify designs and make adjustments throughout the prototyping process.
"We taught her how to use Tinkercad so she could make changes when needed," Patrón said. "A lot of what we did was helping solve design challenges and making sure the pieces would print successfully."
As the project progressed, Tukhi worked extensively in the FabLab, learning about materials, printing techniques, and design modifications. The collaborative environment allowed her to refine multiple prototypes and create accessories that could be easily attached to existing controllers without causing damage.
When demand for FabLab equipment increased later in the semester, Patrón even stepped in to help keep the project moving forward.
"There were a few prototype pieces that I printed at home so her project wouldn't be delayed," he said. "We wanted to make sure she could stay on schedule and continue testing her designs."
Community feedback also played a critical role in the project's success.
One of the individuals who helped test the controller modifications was John Pointer, FabLab Coordinator, whose feedback helped Tukhi evaluate how the designs performed for users with limited mobility and varying levels of hand function.
"Yasmin needed someone who could use the controllers as they were intended to be used, and by that, I mean by someone who is missing digits or does not have the use of their fingers on one hand. I personally am missing the majority of my left hand, so it's difficult for me to engage the left triggers on practically any gaming controller I've ever used," Pointer said. "What her controller mechanism allowed me to do was to engage the triggers with what essentially was a series of small extended levers that reached from the left triggers to the right side of the controller, where I could then manipulate them with my right fingers. I was able to test the controller adaptation by using it how I would use it with my hand, and I also tested it using strictly one hand."
Pointer noted that his experience working in the Libraries' makerspace helped him advise on improving the feel and placement of some parts to give the user better feedback from the controller and a slightly more comfortable design.
"After playing Elder Scrolls V for about 20 minutes with the adapted controller, I can confidently say I could have played through the entire game using the adaptation she had built," Pointer said. It was really cool to be able to use the left triggers so effortlessly, before I'd have to push the controller into my thigh if I needed to aim in a game, for example."
LaRiviere shared Pointer’s feeling about how valuble the feedback was into getting the design just right.
"That kind of feedback was incredibly important because it helped ensure the solutions were actually meeting the needs of the people they were designed to serve," LaRiviere said.
For Patrón, the project demonstrated how technology can help address real-world challenges.
"There are people who may have mobility issues, muscle control challenges, neurological conditions, or injuries that make gaming more difficult," Patrón said. "Having affordable solutions available can help remove those barriers."
One of the most innovative aspects of the project is its simplicity. Rather than requiring expensive specialty controllers, the 3D-printed accessories attach directly to existing gaming controllers and can be added or removed without permanently altering the equipment.
"It's a smart design because it isn't permanent," Patrón said. "Someone can use the accessibility attachment when they need it and remove it when they don't."
The project also highlighted the versatility of the Libraries' makerspaces. While many students use the FabLab to complete class assignments or prototype new ideas, Tukhi's capstone demonstrated how those same tools can be used to improve accessibility and quality of life.
"I think it shows people that 3D printing can be used for much more than class projects," Patrón said. "It can help solve everyday challenges and create opportunities for people who may not have had them before."
For UTA Libraries, projects like Tukhi's represent the power of collaboration, innovation, and student success.
"I'm glad she was able to use all of the resources available through the Libraries," LaRiviere said. "Working with the FabLab, collaborating with staff, connecting with students, and gathering feedback from the community all came together to help make the project successful."
By providing access to technology, expertise, and spaces where ideas can flourish, UTA Libraries helps students transform concepts into meaningful outcomes. For Tukhi, that support helped turn a passion project into a resource that will continue serving future gamers and expanding accessibility within The Basement for years to come.
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