Rethinking Handheld Design: Three Years After Our First Device

Rethinking Handheld Design: Three Years After Our First Device

If you are an abxylute user or fan, you probably already know that abxylute’s very first product was a 7-inch cloud gaming handheld - abxylute One Handheld. Over the past three years, we’ve received countless questions and feedback about handheld design—from screen size to grip comfort. Today, for the first time, we want to share our perspective on what truly makes a handheld experience great.

If we look back at the history of mobile devices, the form factor of the handheld console was established long before smartphones became standardized. From the Game Boy to the PlayStation Portable, handheld consoles had already formed a stable structural paradigm in the 1990s and 2000s.

Interestingly, during the explosive decade of mobile internet growth between 2005 and 2015, handheld consoles experienced a “gap.” Now that large-screen handhelds are making a comeback, we have to rethink a fundamental question:

In the era of bigger displays, what truly matters most in a handheld?

What Is the True Golden Scenario for a Handheld?

Many people assume handheld consoles are built for “mobile scenarios” — on airplanes, in train stations, in a gaming chair, or during a commute.

But from our observations, the most frequent, comfortable, and immersive use cases are actually much more private:

  • Lying in bed
  • Sitting in the corner of a sofa
  • In a semi-reclined posture
  • Leaning against a wall or supported by blankets

In these scenarios, users are typically semi-reclined, with both hands raised naturally. At that moment, the logic of grip becomes very clear:

  • The bottom corners of the handheld must press into the palms to create a pivot point
  • The first knuckle of the index finger should naturally rest on the shoulder and trigger buttons
  • The right thumb must move within a fan-shaped range, covering ABXY while still reaching the right joystick
  • The joystick must not obstruct pressing A or B

This is a highly structured biomechanical relationship — not just a matter of aesthetics.

The Trade-Off Between Screen Size and Grip Height

When designing the abxylute One, we conducted extensive structural validation. The conclusion was clear:

Once the grip height exceeds around 9 cm, the handheld loses the stable “palm support” feeling.

Under a 9 cm structural threshold, and with chamfers and curvature optimization, compressing the effective grip height to around 8.5 cm becomes an ideal range.

The abxylute One series controls grip height to approximately 8.5 cm through edge curvature design.

abxylute One grip height

Similarly, the Logitech G Cloud achieves around 8.3 cm through corner transitions.

Logitech G Cloud grip height

Behind these numbers lies a hard limit:

Seven inches is almost the structural ceiling for traditional handheld architecture.

Increase the screen further, and you must sacrifice some aspect of grip logic.

In recent years, 8-inch, 8.8-inch, and even 10.95-inch “handhelds” have entered the market. Manufacturers take very different approaches when facing larger sizes.

1. PlayStation Portal

  • Sony recognized the ergonomic risk of redesigning the grip at 8 inches
  • Solution: Split a DualSense controller in half
  • Pros: Almost flawless ergonomics
  • Cons: Visual unity is sacrificed, but the design is highly recognizable

PlayStation Portal design

2. Lenovo Legion Go

  • 8.8-inch screen brings a direct problem: excessive height
  • Bottom lift angles help, but the distance from corner to the shoulder button exceeds 11 cm
  • Result: No palm pivot, vertical grip requires active force
  • Mechanically feels more like “portable display + controller” than a true handheld

Lenovo Legion Go design

3. ONEXPLAYER X1 & X1 Mini

Both 8.8 inches, but structural philosophy differs:

  • X1 Mini balances the handle and screen height more carefully
  • Same size, different experience—reflecting design philosophy differences

ONEXPLAYER X1 Mini vs X1

4. abxylute 3D ONE

  • 10.95-inch large screen
  • Larger bottom lift angle, wider grips, protrusions forming clear palm pivot points
  • Goal: Rebuild stable “palm support” structure at a large scale, not visual uniformity

abxylute 3D ONE grip design

Designing for Nintendo Switch 2: The N6 Controller

Recently, we designed a direct-attach controller for the Nintendo Switch 2.

The console body already exceeds 11 cm in height, and the stock rounded corners offer limited lift space.

As a result, the N6 does not use a fully wrapped grip structure. This is not a compromise — it is a prioritization.

In our structural hierarchy:

  • Palm pivot support
  • Natural index finger placement
  • Muscle load in long semi-reclined sessions
  • Visual completeness (last)

When full-wrap aesthetics conflict with grip height logic, we prioritize grip logic.

In other words:

The N6’s non-full-wrap structure is a protective design choice — preserving the core nature of what makes a handheld a handheld.

Because for a handheld device, what ultimately defines the experience is not how complete it looks — but whether it can still be naturally held.

N6 Controller design for Switch 2

Conclusion

Ultimately, a handheld’s experience is defined by whether it can be naturally held and used comfortably for long periods—not by how complete or visually polished it looks. At abxylute, our design philosophy prioritizes:

  • Palm support and pivot points
  • Natural finger placement for triggers and buttons
  • Minimizing muscle strain in semi-reclined play
  • Visual completeness as a secondary consideration

Design decisions like the N6’s non-full-wrap structure or the 3D ONE’s wide grips are deliberate choices to protect the core attributes of a handheld—comfort, usability, and immersion. In other words, our goal isn’t just to make a device look good; it’s to make it feel right in your hands, whether you’re gaming in bed, on the sofa, or in any private space.

As a bonus, this structure-first approach also helps reduce weight and improve heat dissipation, enhancing the overall handheld experience.