Page 19 - Jan Krueger
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ACTIVE AGING - JAN KRÜGER FORM & STORY
INDUSTRIAL DESIGN
TAKING INSPIRATION FROM Important objectives in the development of the console were:
THE NINTENDO WII ™ - Striking a balance between designing it as a toy and designing it as a more serious piece of technology, due to
a changing age range of the users
- „A Design for Everyone“, a concept created in order to allow as many people to use Wii as possible
When designing a new product, it is often useful to look
- Making Wii into a device that everyone likes was more important than a having fiercely individualistic design.
at successful products of the past, that shared similar
- The console is a somewhat specialised device containing only carefully selected technologies.
design challenges and objectives.
- Console and Controller should be both „Simple“ and „Comfortable“. The controller should be usable by anyone
and shouldn‘t be seen as an enemy. Rather it should make you want to pick it up.
The Nintendo WII was targeted at new user groups - Accessibility as a priority. Rather than making something that would make people wonder if they could use it or
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not, it should be something that would make people want to pick it up and try using it.
outside the main video game playing demographic
(e.g. entire families, including the youngest and oldest A number of these objectives can be incorporated as insights to guide
members). This strategy was very successful and the visual characteristics and improve acceptance among users.
company sold over 100 million units.