element14 presents
Routing Hall effect sensor readings into a digital potentiometer replaces binary key inputs with variable speed control for PC games.
AI-assisted summary of XBOX Controller Mods: Analog WASD Gaming Keyboard — original source. Check the original for full context.
Source published:
Key ideas
- Ben Heck modifies a standard PC keyboard using cylindrical rod magnets and linear Hall effect sensors to deliver analog movement controls comparable to console thumbsticks. (0:03)
- The custom hardware architecture translates key displacement voltages through an MCU into I²C commands, which control a digital potentiometer wired to an Xbox 360 controller board. (1:18)
- A portable oscilloscope 'geek watch' prototype stalled after coin cell batteries proved unable to provide sufficient amperage, dying after roughly 20 seconds. (0:03)
- Addressing viewer requests for a fully battery-powered Xbox 360 laptop, Ben clarifies that the sheer volume of batteries required makes such a build impractically bulky. (12:35)
Detailed notes
## Background Published on YouTube by element14 presents on November 26, 2012, this episode of *The Ben Heck Show* follows Benjamin J. Heckendorn as he tackles a custom hardware build. The video demonstrates how to modify a standard PC keyboard using magnets, Hall effect sensors, and an internal Xbox 360 controller board to achieve analog WASD movement control.
## TL;DR Host Ben Heck modifies a mechanical PC keyboard to replace binary on/off WASD keys with true analog movement comparable to an Xbox 360 thumbstick. He outfits key stems with magnetic rods, mounts linear Hall effect sensors underneath, and feeds the resulting analog displacement voltages through a microcontroller and a digital potentiometer wired to an internal Xbox gamepad board. After remapping in-game keys and testing progressive movement speeds in *Left 4 Dead*, Ben closes the episode with a rave for *Borderlands 2*, a critique of rapid DLC release cycles, and an explanation of why battery-powered Xbox laptops remain impractical.
## Atmosphere & style The presentation carries the breezy, approachable confidence of a seasoned maker working out of an informal electronics workshop. Fast-paced bench demonstrations and practical prototyping tips—such as using a floating packing peanut as a makeshift compass—keep the technical explanations lively and accessible. Between intricate soldering work and testing in-game walking speeds, Ben's casual asides, personal gaming rants, and direct responses to viewer inquiries give the video an authentic, conversational, and enthusiastic workshop feel.
## Bulletin - [00:03](https://www.youtube.com/watch?v=gEwDImE0DU4&t=3s) Ben Heck modifies a standard PC keyboard using cylindrical rod magnets and linear Hall effect sensors to deliver analog movement controls comparable to console thumbsticks. - [01:18](https://www.youtube.com/watch?v=gEwDImE0DU4&t=78s) The custom hardware architecture translates key displacement voltages through an MCU into I²C commands, which control a digital potentiometer wired to an Xbox 360 controller board. - [00:03](https://www.youtube.com/watch?v=gEwDImE0DU4&t=3s) A portable oscilloscope 'geek watch' prototype stalled after coin cell batteries proved unable to provide sufficient amperage, dying after roughly 20 seconds. - [12:35](https://www.youtube.com/watch?v=gEwDImE0DU4&t=755s) Addressing viewer requests for a fully battery-powered Xbox 360 laptop, Ben clarifies that the sheer volume of batteries required makes such a build impractically bulky.
## Key takeaways - [01:18](https://www.youtube.com/watch?v=gEwDImE0DU4&t=78s) Standard PC keyboard inputs are strictly binary, preventing gradual speed adjustments like those available on console thumbsticks. - [01:18](https://www.youtube.com/watch?v=gEwDImE0DU4&t=78s) The analog conversion uses rod magnets mounted in key plungers and linear Hall effect sensors beneath the PCB to measure depression depth. - [02:20](https://www.youtube.com/watch?v=gEwDImE0DU4&t=140s) A linear key switch without tactile clicks or bumps is essential to maintain a predictable, continuous mechanical spring profile. - [02:20](https://www.youtube.com/watch?v=gEwDImE0DU4&t=140s) Hall effect sensors require uniform magnet polarity; Ben identifies North and South poles by floating magnets on foam peanuts in water as an improvised compass. - [04:42](https://www.youtube.com/watch?v=gEwDImE0DU4&t=282s) Custom 3D-printed brackets mount directly to the keyboard circuit board to ensure rigid standoff distance regardless of chassis flex. - [07:28](https://www.youtube.com/watch?v=gEwDImE0DU4&t=448s) A dual-channel digital potentiometer replaces the mechanical gamepad joystick, receiving resistance values over I²C from an intermediate microcontroller. - [07:28](https://www.youtube.com/watch?v=gEwDImE0DU4&t=448s) Fixed resistor dividers are soldered onto unused controller stick pads to prevent floating pins and phantom inputs. - [09:38](https://www.youtube.com/watch?v=gEwDImE0DU4&t=578s) Integrating the modified Xbox 360 controller into the keyboard's internal multi-port USB hub allows the entire setup to run through a single external cable. - [09:38](https://www.youtube.com/watch?v=gEwDImE0DU4&t=578s) In-game WASD bindings must be cleared and remapped to unused keys so normal digital key strokes do not preempt the analog controller inputs. - [11:07](https://www.youtube.com/watch?v=gEwDImE0DU4&t=667s) Gameplay testing in Left 4 Dead confirms smooth, graduated character speeds across forward, backward, and strafe movements. - [11:38](https://www.youtube.com/watch?v=gEwDImE0DU4&t=698s) Ben critiques modern DLC release pacing, arguing that rapid rollouts shortly after launch cause player desynchronization and community fragmentation. - [12:35](https://www.youtube.com/watch?v=gEwDImE0DU4&t=755s) Unlike consumer laptops designed for thermal efficiency, home consoles like the Xbox 360 use larger, cost-effective components that preclude compact battery-powered builds.
## Detailed walkthrough ### [00:03](https://www.youtube.com/watch?v=gEwDImE0DU4&t=3s) Introduction and "Ben News": The Oscilloscope Watch Experiment
The episode begins with the show's intro, introducing Benjamin J. Heckendorn—a former graphic artist turned electronics enthusiast who takes on hardware projects, shares technical tips, and answers viewer questions on *The Ben Heck Show*. Ben outlines the core mission of the episode: building an analog WASD keyboard. As Ben explains his goal:
> “I want to improve the PC gaming experience by allowing the same kind of analog movement control that you have while playing your video game console but on your PC.”
Before diving into the build, Ben shares a quick update in "Ben News" regarding a miniature oscilloscope he wired up the prior week. Intrigued by the idea of converting the portable oscilloscope into a wearable "geek watch," he mounted coin cell battery slots to the back of the unit. However, the test hit a power bottleneck: the coin cells lacked sufficient amperage to sustain operation, keeping the display alive for only about 20 seconds. Ben concludes that he will either need to locate a battery capable of higher current delivery or repurpose the project into something else entirely.
[01:18](https://www.youtube.com/watch?v=gEwDImE0DU4&t=78s) Keyboard vs. Gamepad: The Analog WASD Concept
Ben compares keyboard input with a standard game controller using *Left 4 Dead* on the PC. On a standard keyboard, movement inputs are entirely binary: pressing W propels the character forward at maximum velocity, and pressing S sends them backward at full speed. Because most modern PC games are ports of console releases, they offer native support for Xbox controllers. On a thumbstick, input magnitude correlates to displacement, allowing a player to creep forward slowly, accelerate to full speed, backpedal gently, or make smooth lateral strafes. Ben sets out to map those continuous physical gradations onto the standard WASD keys.
```mermaid flowchart LR accTitle: System Architecture for Analog WASD Keyboard accDescr: Diagram tracing input flow from magnetized keys through Hall effect sensors, MCU, digital potentiometer, and Xbox controller back to the PC. subgraph Inputs["Keyboard Switches"] A["WASD Keys with Rod Magnets"] end subgraph Sensing["Sensing & Conversion"] B["Hall Effect Sensors"] C["Microcontroller (MCU)"] D["Digital Potentiometer"] end subgraph Host["Controller & PC"] E["Xbox 360 Controller Board"] F["PC (Left 4 Dead)"] end
A -->|"Physical displacement"| B B -->|"Analog voltage"| C C -->|"I²C commands"| D D -->|"Simulated resistance"| E E -->|"USB / Controller input"| F ```
Ben details the planned hardware architecture: - Cylindrical rod magnets mounted inside the plungers of the WASD key switches move downward as the player depresses the keys. - Linear Hall effect sensors positioned beneath each switch register the magnetic flux density and output a variable analog voltage proportional to key depth. - An onboard microcontroller unit reads these four analog channels and translates the displacement values into commands over the I²C bus. - An I²C-controlled digital potentiometer receives the commands and mimics the variable resistance of the controller's original analog joystick. - The Xbox 360 controller mainboard processes the signals and relays the stick data back to the PC via USB.
[02:20](https://www.youtube.com/watch?v=gEwDImE0DU4&t=140s) Keyboard Disassembly and Magnet Polarity Alignment
Ben inspects the keyboard selected for the modification, purchased in person at a TigerDirect retail store so he could manually evaluate switch mechanics. His criteria required switches with a long travel distance (throw) and linear, continuous resistance rather than a tactile click or sudden tactile drop. This ensures a predictable mechanical spring profile across the full stroke.
Upon opening the casing—locating a hidden chassis screw under a "do not remove" warranty sticker—Ben discovers the keyboard is built with higher quality than expected: individual switches are snapped into a front mounting plate and wave-soldered directly to a single shared printed circuit board. Removing the entire PCB would require desoldering every key switch on the board. To avoid unnecessary labor, Ben chooses to desolder only the terminal pins for the target WASD cluster.
Ben fits miniature magnetic rods through the switch stems so that pressing a key simultaneously makes contact with the keyboard's internal switch pads while driving the magnet closer to the underside of the PCB. Because linear Hall effect sensors respond directionally depending on whether they face a magnetic North or South pole, every rod must be inserted with identical polarity:
> “They're sensitive to North or South Poles a magnet so it's important that we Mount all these rods in the same orientation either with all North down or all South down.”
To identify the poles without dedicated instrumentation, Ben places a magnetic rod into a buoyant foam packing peanut and floats it in a cup of water, creating an improvised compass. Once the Earth's magnetic field aligns the rod toward geographical North, he marks the South-facing end to ensure uniform orientation across all four key switches.
[04:42](https://www.youtube.com/watch?v=gEwDImE0DU4&t=282s) Installing and Calibrating Hall Effect Sensors
With the magnetic rods trimmed to length and seated inside the W, A, S, and D stems, pressing the keys projects the tips of the magnets outward through the rear of the switch bodies. Ben introduces the three-pin Hall effect sensors, which take 5V power and ground and provide a continuous analog voltage output relative to the proximity and polarity of the magnetic field.
To position the sensors at a precise, repeatable standoff distance above each switch post, Ben designs and 3D prints custom mounting brackets. Mounting the brackets directly to the keyboard's circuit board rather than the outer plastic case ensures the spacing remains rigid and immune to case flexing.
Ben tests the sensor output with a digital multimeter before final assembly: - Connecting supply voltage, ground, and probe leads to a sensor, he exercises the key travel and observes a sweep spanning nearly a full volt between rest and bottom-out. - After verifying the response, he secures the 3D-printed holders with hot glue. - The four sensors share common power and ground buses, while their four discrete analog signal lines are routed out via a wiring harness destined for the microcontroller. - Ben then sets aside the keyboard assembly to prepare the Xbox 360 gamepad hardware.
[07:28](https://www.youtube.com/watch?v=gEwDImE0DU4&t=448s) Emulating Thumbsticks with a Digital Potentiometer
Ben explains how an analog gamepad stick operates electrically and how to replicate it digitally. A standard mechanical joystick uses two perpendicular potentiometers (one for the X-axis, one for the Y-axis). Each potentiometer acts as a three-pin voltage divider consisting of a high reference voltage rail (e.g., 5V), a low ground reference, and a center wiper. Moving the physical stick slides the wiper along an internal resistive track, outputting a variable voltage proportional to position.
Because a moving physical wiper cannot interface directly with digital code, Ben substitutes the mechanical assembly with a dual-channel digital potentiometer integrated circuit sourced from element14:
> “And a microcontroller unit sends commands to it over the I²C bus which we'll talk about in a little bit telling it what to do. In this case basically it says set this value for pot zero and set this value for pot one.”
Ben connects an Arduino to the keyboard's four Hall effect sensor lines to map their real-world dynamic range. Running a sketch that executes continuous `analogRead()` operations on the WASD pins, he opens the serial monitor and repeatedly cycles the W and S keys. The serial feed confirms clean, responsive data swings across the key strokes. Ben logs the minimum and maximum analog boundaries, which are then mapped in code across the discrete step resolution of the digital potentiometer.
On the Xbox 360 controller circuit board, Ben desolders the left mechanical analog stick and wires the digital potentiometer IC directly across its solder pads. Because an unpopulated stick input floating without reference signals would drift randomly and introduce phantom inputs, Ben solders fixed resistor dividers onto the unused second stick pads to hold that axis in a permanent, centered steady state.
[09:38](https://www.youtube.com/watch?v=gEwDImE0DU4&t=578s) Hardware Integration and In-Game Configuration
Ben brings all sub-assemblies together inside the chassis. The keyboard's original internal controller board features an integrated multi-port USB hub, allowing Ben to connect the Xbox 360 controller directly into the keyboard's internal hub bus, consolidating the hardware to a single external cable. The intermediate microcontroller captures the analog voltages from the WASD Hall sensors, processes the axis math, and transmits target resistance values across the I²C lines to the digital potentiometer grafted onto the Xbox controller.
To test the hybrid controller in *Left 4 Dead*, Ben adjusts the game's control configuration: - In the keyboard and mouse options menu, the native bindings for WASD movement are cleared and remapped to unused keys (such as B, N, and M). Ben explains: > “I have to actually disable the WD keys because I don't want them to be pushed as keys I want them to work as a joystick if I don't do this they'll trigger before the joystick is fully pressed.” - Gamepad input is enabled in the game settings to allow the modified Xbox 360 board to drive character movement. - Ben enters the game environment to demonstrate how the custom WASD setup successfully breaks away from rigid digital run/stop movement, giving the player analog speed control on a PC keyboard.
[11:07](https://www.youtube.com/watch?v=gEwDImE0DU4&t=667s) Testing the Analog WASD Keyboard
Ben jumps straight into the gameplay test to demonstrate that the custom analog modification works as intended. Moving through the directional inputs, he checks forward movement, testing both slow and fast speeds, followed by backward movement, and then left and right strafing. Each direction successfully registers subtle, gradual input before ramping up to full speed as the key is pressed deeper. Having proven the concept, Ben recaps the entire build pipeline: “Well there you have it, we used Hall effect sensors, magnets, a microcontroller, an Xbox 360 controller, and a PC keyboard to give the PC keyboard analog motion controls.”
```mermaid flowchart LR accTitle: Analog WASD Keyboard Signal Flow accDescr: Diagram showing how key presses are converted from magnetic proximity to Xbox analog stick input. subgraph Inputs ["Physical Input"] Key["WASD Keys + Magnets"] Sensor["Hall Effect Sensors"] end subgraph Processing ["Logic & Translation"] MCU["Microcontroller"] Xbox["Xbox 360 Controller PCB"] end subgraph Output ["Target System"] Game["PC / Game Input (Analog Movement)"] end
Key --> Sensor Sensor --> MCU MCU --> Xbox Xbox --> Game ```
[11:38](https://www.youtube.com/watch?v=gEwDImE0DU4&t=698s) Ben's Rave and Rant: *Borderlands 2* and DLC Fatigue
Ben transitions to his regular segment with a rave for *Borderlands 2*. He praises it as an exceptional sequel that resolved most of the nagging problems from the original release, particularly the confusing navigation system that he could never make sense of. He notes that the game delivers over 20 hours of gameplay—a rare achievement for modern first-person shooters, even if *Borderlands* functions more as a "first-person looter." Because it provides significant value straight out of the box, it serves as the backdrop for his rant against modern downloadable content (DLC).
Ben clarifies that his frustration is not with the existence of DLC itself, but rather the breakneck pace at which publishers push it to market. With *Borderlands 2*, only three days elapsed between his team finishing the main campaign and the arrival of the first expansion pack. He argues that rapid-fire releases create consumer cynicism, making players question why content was not included on the disc in the first place. Furthermore, it fragments the community: “Another downside is desynchronization: if you don't get a pack when everyone else does, you'll no longer be on the same level as them, so I like DLC, I just wish there was a little bit more breathing room between expansions.”
- *Borderlands 2* praise: Addresses navigation flaws from the first title and provides 20+ hours of campaign content out of the box. - Core DLC complaint: A 3-day turnaround between beating the game and the launch of the first expansion pack. - Multiplayer consequence: Rapid DLC rollouts cause player desynchronization, locking out players who do not buy expansion packs immediately on release.
[12:35](https://www.youtube.com/watch?v=gEwDImE0DU4&t=755s) Viewer Mailbag and Next Episode Teaser
Before wrapping up, Ben tackles a question he receives frequently from viewers: whether he can build an Xbox 360 laptop that runs entirely on battery power. He confirms that while it is technically feasible, practical constraints make it unappealing: “Yes, I could do that, but the size of the batteries required would make the unit larger than anyone would want.” He explains the hardware difference between consumer laptops and home consoles: standard laptops rely on proprietary, miniaturized components engineered for thermal efficiency and tight spaces, whereas the Xbox 360 relies on bulkier, off-the-shelf parts engineered to keep console manufacturing costs down.
Looking ahead, Ben announces that the following episode will tackle a double-decker 3D printer build. He encourages viewers to participate in discussions, pitch upcoming project ideas, and enter build giveaways on the element14 website or by emailing him directly.
- Battery-powered console limitation: Battery pack volume would produce an unwieldy, overly thick chassis. - Console architecture: The Xbox 360 uses larger, cost-effective components rather than miniaturized laptop-grade parts. - Upcoming project: Constructing a custom "double-decker" 3D printer.
## Notable quotes > [00:03](https://www.youtube.com/watch?v=gEwDImE0DU4&t=3s) I want to improve the PC gaming experience by allowing the same kind of analog movement control that you have while playing your video game console but on your PC. — Ben Heckendorn
> [11:38](https://www.youtube.com/watch?v=gEwDImE0DU4&t=698s) I like DLC, I just wish there was a little bit more breathing room between expansions. — Ben Heckendorn
## Mentioned Benjamin J. Heckendorn, The Ben Heck Show, element14, TigerDirect, Xbox 360, Left 4 Dead, Borderlands 2, Arduino
## Video description Ben modifies a keyboard so the WASD keys provide the same analog control of an Xbox controller. Ben takes apart a standard keyboard to install magnets, Hall effect sensors, and a modified Xbox controller to create a better gaming keyboard.
[Source](https://www.youtube.com/watch?v=gEwDImE0DU4)