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From wheelchair to console: Mennens Tech's inclusive setups

A set of Mennens Tech adaptive controllers on a light background: large and compact joysticks, buttons, adapters, and a Nunchuck-style controller, with the Mennens Tech logo prominently displayed.

When we talk about accessible gaming, we often focus on the "right title" or accessibility settings in the menus. But there's an even more basic and crucial level: how we interact with the game . For many people, the problem isn't "learning to play," but finding (or building) an interface that respects movement, posture, resistance, fatigue, and precision. In other words: not adapting the body to the controller, but adapting the controller to the person . In this article, we take a closer look at the work of Mennens Tech , a project that revolves around joysticks and adapters designed for the Xbox Adaptive Controller (XAC) ecosystem and, in some cases, to even bring control from wheelchairs to the console . ( mennens.tech )


Mennens Tech: an artisanal approach (but with ecosystem logic)

On their adaptive controllers page, Mennens Tech describes a set of hand-crafted solutions with software partly developed in-house , so you can adjust movements, buttons and functionality “as desired.”

This is an important detail: accessibility isn't just about having "a different device," but being able to calibrate it . Because two people with the same diagnosis can have completely different needs; and because needs can change over time (fatigue, progression, rehabilitation, context of use).


The heart of the setup: Xbox Adaptive Controller as a “hub”

Many of Mennens' solutions are designed to connect to the Xbox Adaptive Controller , which essentially functions as a powerhouse. Users can combine joysticks, switches, and buttons, positioning them according to their ergonomic needs and building a modular setup.

In the Mennens product sheets, compatibility with Xbox / Windows / Mac OS is mentioned , and upon request, also with Hori Flex .


Four “building blocks” for tailor-made control


1) The big joystick: stability, grip and positioning

The "big joystick" focuses on a larger format and the ability to customize the grip with accessories/grips. The possibility of attaching it with Velcro to Logitech mousepads to keep it stable is also mentioned.

Additionally, there is a mouse mode that can be activated via a touch button, with a dedicated LED indicator.

Why it matters (accessibility): Stable foundation = fewer micro-adjustments = less effort and fewer errors.


2) The mini joystick: fine control with one finger (and anti-stick drift option)

The mini joystick is designed for one-finger operation when your hands are resting on a table or tray. It connects via USB and includes an interesting feature: the joystick itself can be pressed like a button , although this requires a certain amount of force.

You can also add a touch button in a chosen position and, most importantly, there is the Hall sensor option to reduce the risk of “stick drift”.

Why it matters: Not everyone needs “bigger”; sometimes you need the opposite: a close, compact input with minimal travel.


3) Nunchuck Adapter: One hand, two axes, two buttons

The Nunchuck Adapter allows you to use a Wii Nunchuck with XAC or directly with a PC/laptop/tablet, offering dual-axis , two-button control with just one hand.

Also mentioned is the mouse mode with sensitivity adjustment and the possibility of ordering a “clone” Nunchuck.

Why it matters: The shape of the Nunchuck is already “one-hand friendly”: for many people, this can be a very effective ergonomic compromise.


4) 3.5mm jack → USB adapter: reusing what already works

This adapter is used to use joysticks with a 3.5 mm jack via USB with the XAC (or Hori Flex / PC / tablet). Mouse mode with adjustable sensitivity is also mentioned here.

Why it matters: Accessibility often also means continuity : if an input already works for you, being able to integrate it without starting from scratch is a huge advantage.


The “strong point”: the large multi-joystick (multiple actions, one hand)

The multi-joystick adds complexity (and possibilities): in addition to dual-axis movement, you can also rotate the stick (left/right movement) and choose the direction of reaction via a small switch. It can be connected to the XAC via a 3.5mm cable ; a future USB version is also anticipated.

It also has three buttons (two touch and one “click”), so you can associate actions without adding too many external devices.

Why it's relevant: For some people, the problem isn't "having more buttons," but reducing the amount of movement between buttons. Concentrating inputs on a single device can simplify everything: fewer devices means fewer motor transitions, fewer errors, and less cognitive load.


From wheelchair to game: IO Game Adapter (R-net)

Here the discussion becomes really interesting for the Accessibility category: Mennens Tech offers the IO Game Adapter , an adapter that allows you to use the electric wheelchair's joystick to control games (or other applications controlled via switches).

The adapter can connect to wheelchairs with the R-net system (often Sunrise or Permobil). And it uses the official R-net IO module , so the wheelchair can be programmed and recognize the IO module even on older models.


A useful insight: prototype vs. “working” version

The page also tells the evolution:

  • a first prototype connected to the XAC via seven 3.5mm jack cables , mapping functions such as forward/backward/left/right, speed +/-, horn;

  • a 1.0 version that can be connected via USB to the Xbox Adaptive Controller (or as a separate joystick to a laptop/PC/smartboard), while also retaining the ability to use the 3.5mm jack as a switch control.

Why it's relevant: It's a concrete example of structural accessibility: not adding an aid, but reusing an already familiar interface (the wheelchair) to create spaces for play, learning, and independence.


And PlayStation 5? The problem is often not "playing", but connecting

Mennens Tech dedicates a page to the topic: connecting XAC to PS4/PS5 is described as historically difficult, with “intermediate boxes” and a setup often full of cables and configurations.

The same page mentions a Besavior module (from the organization behind Beloader/Beloader Pro) that can be integrated into the DualSense controller , along with links to resources/guides.

Note: These systems are third-party solutions. Before investing, it's worth evaluating compatibility, reliability, and warranty/upgrade implications.


ForAllWe Checklist: 7 Questions to Build a Truly Inclusive Setup

  1. What's the most reliable movement today? Finger / wrist / forearm / shoulder / rotation.

  2. Do you need stability or precision? Large joystick (firm base) vs. mini joystick (minimal travel).

  3. How many controls can I concentrate in a single point? (multi-joystick + buttons vs. multiple separate peripherals).

  4. What platform should I use? Xbox, PC, Mac (and special cases like PS5).

  5. How important is setup simplicity? Fewer cables = fewer points of failure.

  6. Placement: on a table, tray, wheelchair, stands? (ergonomics before “product”).

  7. Who can help me test? Occupational therapist / assistive technology center / community: iteration is part of the project.

  8. Am I planning for today or even for a possible future change in my capabilities?

Conclusion: accessibility is designing around real life

The most interesting aspect of the work shown by Mennens Tech isn't just "a different joystick," but a method: modularity, customization, intelligent reuse . Large or mini joysticks, adapters that transform input into a mouse, and above all, a bridge between wheelchairs and gaming with the IO Game Adapter.

For ForAllWe, the message is clear: inclusion is not an accessory or an exception. It's a design expertise that manifests itself in technical details, configurability, and the ability to adapt to people's real lives.

You can find all the proposed solutions on the mennens.tech website

You can find more articles on accessibility and adaptive gaming systems in the dedicated category: ForAllWe Gaming



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ForAllWe is an independent project focused on digital accessibility and inclusive technology. If you find our content useful, you can support us with a voluntary contribution. Your support helps us stay independent and involve people with disabilities as authors and testers.



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