Krypton is designed for 3-8 years old kids. The goal is to design the next generation group interactive play experience for kids.
This toy design project was sponsored by Mattel, CA
Observation
To understand children’s play patterns and both explicit and implicit needs, observation was conducted primarily with pre-school kids at the age from 3 to 5. Kids take pleasure in group playing, role playing, continuous achievement of playing and they are sensitive to forms and colors. Girls and boys have different group play patterns- Girls like cooperating, while boys enjoy expressing individual competence. Kids would like to show off the toys. Whatever toys they get, they will invent their own ways to play.
Product in the Market
We collected examples and designed this position map. Traditional physical toys cover both individual play and group play. Most digital toys are for individual play except some high end video game consoles. We believe that there is a sweet spot for low end digital group play.
Concept Development
Borrowing the idea from video games, we developed the new definition of “remote”, which can be the bridge between kids and toys. The “remote” can be a toy or part of the toy and can be controlled by one or many kids. We developed 4 concepts from the idea of “remote” categorized in the number of remote and object. Our concern was how to encourage group play and provide new interactive feedbacks.
Snitch
“Snitch” is a passing-ball game concept which requires children to pass the ball to the kids with random sequence. The ball will tell kids who the next is through the changing colors of the ball and the gloves.
We also thought about setting different difficulty levels for kids, for example, inncreasing the color changing frequency. Kids can record their score on the ball, which is , how many times they have passed the ball, and try to break the record.
Behavioral Prototype
To give initial idea and context of this product to children, we developed the behavioral prototype by using projector to simulate the color change. The test was conducted with five children at the age from 3 to 5, in both genders selected by preschool teachers. They understood the concept and enjoyed playing with the ball. They were very sensitive and excited to the light from a projector. We set up a strict rule for the game. However, to our surprise, we found that our rule was too complicated to them and it was hard for them to catch the ball to continue the game.
Krypton Design
The Bracelet
The bracelet is like a watch. When you connect it you turn the light and RF transmitter on. There is a light insigde the bracelt. The tube transmits the light to the whole bracelet.
The Ball
We change the form of the ball to star-shaped ball to provide a striking appearance. Pipes transmit light from the core of the ball to the tips. One of the spikes can be detached for you to load batteries. The core is covered by hard plastic shell. The spikes are made of soft rubber which protects the chip and RF sensor inside.
Lighting Prototype
We made a prototype to simulate the lighting effect of Krypton, We placed a bulb inside the white foam- constructed prototype then we found that a pipe-shaped florescent light conductor transmits the light well. When the ball rotates, the traces of the lights are amazing. We were lucky that we came to very good effect at last and impressed friends. When people see someone playing this on the playground or in the park, they will be attracted and join, and consider buying one, too.
Rule of the Game
Before the game starts, all the kids in the game put on bracelets with different colors. There is an RF sensor in the ball. Different rings send different RF signals.
Once the kids start the game, all kids touch the ball to let it sense what colors are there in this round of the game. When the game starts, the ball changes the color. Kids should throw the ball to the person who wears the same color of the bracelet which matches the ball.
During the game, the ball can sense whether kids get the ball or not. If it can’t sense any color near it in 5 seconds, it assumes the kids fail to pass the ball and it shuts down. The game is over. Kids have to press the button to restart the game.
Kids can set higher level of difficulty for the game, for example, higher color changing frequency. We simplified the rule to make it fit kids from 3 to 8 years old.
This concept was manufactured by Hasbro and reached the market- Cosmic Catch
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