Tuesday, February 10, 2009

Steph's Toy Concepts





2 comments:

  1. Concept 1. Ball
    I think the ball concept will work well. Especially if the person has to figure out a way how to assemble/disassemble the product.

    Concept 2.
    It would be a good concept only that people would get tired of it after a period of time.

    Concept 3.
    Fun concept. It is possible but the only problem is drinking games often involve more than one person.

    Concept 4.
    Worth looking into. Only problem would be its manufacturing cost. A deck of cards costs around 1-4$, this would cost alot more for sure.

    Concept 5.
    Would be done. Would love to solve it. Is it possible to build this in time. If so, it would be something that would be enjoyed

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  2. Concept 1
    The Ball puzzle appears to require little/no communication strategies because of its simplicity, mostly due to the fact that the affordances are successfully employed (or would be employed). It seems impossible, if you start with a ball and take it apart, that you could assemble it to any other recognizable geometric form other then the ball. There is no feedback in the toy, but it works because it really requires none. Lack of feedback makes it a challenging toy. The toy has physical and logical constrains which make the toy fun. Overall I can see the toy being very fun, because it could be very addictive and appear to be simple. You could also continue where you left off on a later date. The toy may also trigger user’s childhood memories, because it resembles many classic puzzles many of us owned as kids. In my opinion this toy would appeal to all personas (mostly due to its simplicity)

    Concept 2
    The Spinning Man may need some communication strategies because of its extreme simplicity in use. Although some people will figure out what to do with it, others may need some explanation as to “what is the point?”. Although affordances are successfully employed (or would be employed), some people may need clarification (they might not know what to do with a Spinning Man). There is clear feedback in the toy. If you see the stick man spin then you are doing the right thing. The toy has absolutely no constrain s, which makes it fun and addictive (I can see it being a perfect stress relief or time-passer-by). The toy could be very “fun” because of it extreme simplicity and constant motion. It could also trigger some memories of climbing trees and fences as a child. I think it would appeal to personas like Joe, Daniel, Tesca, Claire and Daniel.

    Concept 3
    The Beer Pong will need some instruction with it, because if you have never seen Ball-In-A-Cup toy then you probably won’t know what to do. However the affordances are successfully employed (or would be). I don’t see any other way to use it then to put the ball in the cup. The feedback is also very clear. Once the ball is in the cup, you have done the right thing. The toy has no constrains, which makes it fun to use, but may become a little boring after a while. I think this toy would be very fun, as long as the alcohol is involved. Otherwise it may become boring after few tries. It appears to be very addictive and simple to use (once you know what to do). Once again for those who use Ball-In-A-Cup, this toy may seem fun because they had something similar to it in childhood. I think personas like Joe, Douche-Bag-Art-School-Hipster, Art-School-Dropout, Tesca and Daniel.

    Concept 4
    The Electronic Cards will defiantly require a manual, although if the mapping is done right, the user may figure out how to use it without the manual. The toy will require a lot of helpful feedback. It will need to be timely and appropriate to allow user to enjoy the toy more. The toy has semantic constrains, because it requires previous knowledge of the classic card games. However, with proper communication strategies the problem could be avoided. I can defiantly see this toy being fun. It triggers memories, it makes sounds (or it should), it is challenging and very addictive. It would also be helpful if you could save your current game and finish it later. I think it would appear to personas like Claire, Tesca, Daniel, Douche-Bag-Art-School-Hipster, Joe and maybe even Nicole.

    Concept 5
    The Stewie Cube requires no explanation although may have some Semantic constrains as it requires some basic knowledge of the Rubik’s Cube. You may need to include some brief guidelines on how to use it. Otherwise it may become very frustrating. The toy is fun due to its affordances and physical constrains. You cannot do anything with it the turn parts of Stewie head. I can see this toy becoming very popular, because it makes reference to POP culture. It appears to be very simple, yet it is probably very challenging. I can see it being very addictive. Although due to its difficulty, it may become boring over time (the user may get tired of it). I like that you can continue where you left off and that it is similar to the childhood toy (Rubik’s Cube). Personas like Nicole, Joe, Art-School-Dropout, Daniel and maybe Tesca and Daniel may enjoy this toy.

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