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Product Design
Specification
Fall 2019
Bryden Pearson
Grace Yang
Helen Jung
Peng Peng
Nico Demet
Raghav Goswami
Richard Mahuze

Table of Contents

1
1 Product Identification 4
1.1 Product Name and Number of Models 4
1.1.1 Product Name 4
1.1.2 Basic Functions of the Product 4
1.1.3 Special Features of the Product 4
1.1.4 Key Performance Targets 4
1.1.5 Service Environment Conditions 5
1.1.6 Prediction of Misuse Cases 5
1.1.7 Picture of Concept Products 5

2 Market Identification 6
2.1 Target Market 6
2.1.1 Market Size 6
2.1.2 Consumer Metrics 7
2.1.3 Survey Results 7
2.2 Bass Model Prediction 9
2.3 Competitors 11
2.4 Branding 12

3 Project Deadlines 13
3.1 Gate Review Dates 13
3.2 Total Completion Timeline 13

4 Physical Description 15
4.1 List of Requirements 15
4.1.1 Customer Requirements before Concept Design 15
4.1.2 Engineering Characteristics of Concept 15
4.2 Renderings & Analysis 16
4.2.1 Analytical Hierarchical Process 16
4.2.2 Quality Functional Diagram 17

5 Financial Requirements 19
5.1 Pricing Policy 19
5.2 Financial Executive Summary 20
5.3 Income Statement 21
5.4 Operations Headcount 22
5.5 Warranties 22
5.6 IRR/ Return on Investments 22
5.7 Capital Investment Required 24
5.8 Part Costs 24
5.8.1 Prototyping Costs 24
5.8.2 Production Costs 24

6 Life Cycle Targets 24

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6.1 Installation Costs 24
6.2 Failure Mode & Effect Analysis (FMEA) 25

7 Legal Requirements 25
7.1 Certification Process 25
7.2 Safety & Environmental Regulations 25
7.3 Potential Liability Issues 25
7.4 Intellectual Property Licensing Considerations 26

8 Manufacturing Specifications 27
8.1 In-House Manufacturing 27
8.2 Sourced Components and Suppliers 27
8.3 Potential Machinery 28

9 References 30

10 Appendix 31
Appendix A: QFD 31

1 Product Identification
1.1 Product Name and Number of Models

1.1.1 Product Name

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The name of our product is Youngir Wiimote.

1.1.2 Basic Functions of the Product


The Wiimote is an ergonomic version of the remote controller used when playing the Nintendo
Wii. Its main function is to allow for users to comfortably handle and use the controller while
using the Nintendo Wii Console.

In particular the Wiimote serves the following functions-

1. Provide grips and padding to allow senior citizens to easily use the system,
2. Ensure that users can play games on the Nintendo Wii without any hindrance in the
experience.

1.1.3 Special Features of the Product


The Wiimote would be a unique addition to the existing controller as it would provides-

1. Buttons that can be gripped easily and distinguished while playing games on the
Nintendo Wii, without having to look at the remote
2. Plastic finger-grips at the bottom of the remote to minimise the risk of slipping the
remote while playing the physically intensive games on the Wii.
3. Memory foam pads which ensure that the remote fits comfortably and securely in the
hands of each and every user.

1.1.4 Key Performance Targets


Based on our target audience, which consists primarily of senior citizens, followed by
infants/children, our key performance targets are-

1. Usability of the Console by users,


2. Consecutive and cumulative hours that the user uses the Wiimote,
3. It must be easy to grip and fit comfortably in the hands of all users,
4. The remote must not slip out of the hands of any user while being used.

1.1.5 Service Environment Conditions


As our product cannot be used without the Nintendo Wii and a television set, we are assuming
that the average user would be using our product in living rooms of their homes. Another key
service environment would be in common rooms/messes of senior homes where the users would
have access to the technology necessary for usage of the system. In general, we are assuming that
the product is being used in spaces where there is ample room for moving about, no obstructions

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or breakable items in the near vicinity of the gaming setup, and proper natural or artificial
lighting.

1.1.6 Prediction of Misuse Cases


Since the product is a remote controller, we assume the following cases of misuses-

1. Gripping the controller in the wrong/incorrect orientation,


2. Using it for other activities, like, striking a nail,
3. Sitting on the controller,
4. Putting the controller in water.

1.1.7 Picture of Concept Products

Figure 1: Design Two (1) Figure 2: Design Two (2)

2 Market Identification
2.1 Target Market
In developing the Wiimote, we are trying to enable senior citizens to get both mental as well as
physical stimulus. We chose to work on a controller as we observed that most senior citizens feel
that they would want more avenues to bond and connect with their grandchildren, nephews, etc.
We kept this need in mind throughout our design process and hence, to an extent we feel that the
product could also be targeted at the other end of the spectra, i.e, young adolescents and infants.
The product would also come in different colours, which can also be customized, as a future

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prospect of further development of the product. A typical user of our product is described
below-

John is a 75 year old, retired firefighter. He lives with his family in a 2


bedroom apartment in upstate New York. Since he retired he has taken to
different hobbies, which include reading books and solving crossword
puzzles. John has two grandkids, aged 13 and 6 respectively. Although he
used to be close with his eldest grandchild, as the years pass, there came a
rift between the two of them. With his declining dexterity and capabilities
of mobility, he has found it more difficult to reconnect. The younger
grandchild is more interested in electronics, a child born well into the
current digital climate. John sees both his grandchildren playing games on
their console and often wished to join in, but a couple of mishaps with the
controller has seen him grow apprehensive of the possibilities of using it.

2.1.1 Market Size


As we are primarily looking at tailoring the product for senior citizens, the market size is one that
has a lot of potential to say the least. With the increase in quality of healthcare, the longevity of
the average individual increases annually. Currently the market size, i.e, the number of senior
citizens who would have both the incentive and the financial capabilities to afford the system,
and the accessories would be 70 million in the United States alone. The interests and needs of
this demographic would vary as we move across the country and the market size would vary with
these changes. However, it would be safe to assume that we are looking to launch our product
into a market of 11 million individuals on an average.

Further data that would streamline our information on the target audience would be the number
of individuals who are willing to or actively playing video games. This group would further be
classified into individuals have a proclivity towards the particular console that we are aiming
at,i.e, the Nintendo Wii.

Another factor to take into account would be that there is no current development of the
Nintendo Wii, i.e, it has become outdated. However, this presents itself as an opportunity as
prices for the console would be relatively low, and the social bonding that is associated with
cooperative gameplay is one of the key aspects that we hoping to target, and the extant library of
games in itself would suffice for the elder community at least.

Our secondary target group of adolescents and infants, would thus, be dependent on families that
have both grandchildren and grandparents living under one roof, or children who are in regular
contact with their grandparents, uncles, aunts, etc.

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2.1.2 Consumer Metrics
The Youngir Team’s target demographic for the initial sale of their product is over 1.1 million
American gamers with Essential Tremor. This statistic was derived from research showing 23%
of 47.8 million people over 65 in the US play video games. Of these people, about 10% have
Essential Tremors (ET). There is virtually no competing products in this market that seek to help
those with age-related (or otherwise) dexterity issues.

From here the Youngir Team hopes to spread its product to the 11 million elderly gaming market
as a whole. This market could benefit from a controller that is easy to use and has an improved
ergonomic button and grip architecture. As this product helps to lower the barriers to entry for
novice video gamers it could become increasingly popular with the nearly 70 million
grandparents nationwide who are seeking ways to relate and play with their younger
grandchildren.

2.1.3 Survey Results


As part of our testing phase, they performed a conjoint analysis through Sawtooth to rate which
possible design feature was most favorable for their video game controller. The team created and
sent out questionnaires that contained the following design features:

● Buttons: mechanical, color-distinguished, textured and larger buttons.


● Material (to the touch): smooth plastics, soft rubber, and metal.
● Controller geometry: provides better grip, more ergonomic, and lightweight.

We did not include price as a design feature in their conjoint analysis because the team wanted to
focus on the design variables first. Price would have been a constraint to the design and their
intention was to find the “fit” first and then try to reduce the cost as much as possible.

As shown in figure 18, the result pointed out that the material (to the touch) was the most
important design feature followed by buttons. Soft rubber material was particularly favored
among the possible combinations and metal was the least preferred material. For the buttons, we
found that the respondents preferred mechanical buttons.

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Figure 3: Importance Summary of Conjoint Analysis

We also performed a market simulation to determine shares of preference given the different
combinations of the design features (Figure 19). This simulation gave us insights into the
probability of a design combination being preferred by the customers. The team found that a
system with mechanical buttons, ergonomic geometry, and smooth plastic material had a higher
probability of being chosen than the one with a soft rubber material.

Figure 4: Market Simulation

2.2 Bass Model Prediction


The P and Q values for Youngir Wiimote's Bass Model are 0.003 and 0.38, respectively. These
values were selected based on the market average provided by the study of Sultan and Lehmann.
Besides, we set the market size to 11 million, because the Youngir Team hopes to spread its

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product to the 11 million elderly gaming market. Below the Bass Model show the process of how
Youngir Wiimotes get adopted in a population in detail.

Figure 5: Bass Model

Table 1: Bass Model Data

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2.3 Competitors

Competing Product Differentiation

Wii Remote Skin Case Wii Remote Skin: Protective casing for the
Wii remote. Came with most consoles.
Official Nintendo first party accessory.

Differentiation: Youngir Wiimote’s design


focuses more on improving the user’s grip on
the remote and making the actual controller
easier to use rather than protecting the
controller itself.

Wii Remote Skin Wii Remote Skin: The Wii Remote Skin is a
thin wrapping of the Wii Remote. These are
cheap third party add-ons to the controller.

Differentiation: The Wii Remote Skin is


mainly intended to be used as a customization
or personalization option for the Wii remote.
It also offers minor protection against
scratches. It does not, however, provide any
sort of grip that will help the user hold onto
the remote like the Youngir Wiimote does.

Xbox One Adaptive Controller Xbox One Adaptive Controller: The

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adaptive controller for the Xbox One is a
modular controller that has a base of a few
large buttons with the option to add numerous
different accessories onto it. These accessories
are designed to accommodate people with a
range of disabilities.

Differentiation: The adaptive controller for


the Xbox One is a more expensive and
complicated solution for accessible gaming.
The Youngir Wiimote is at a much lower
price point and has a much easier setup. The
adaptive controller is also exclusive to the
Xbox One which has less social and family
oriented games than the Wii.

2.4 Branding

Figure 6: Brand of the team

The mission:
To design a rejuvenating physical and psychological experience for the elderly

Youngir's premise is that senior citizens often experience difficulties in completing daily tasks or
performing enjoyable/leisure activities. The team’s logo and mission statement convey that its
product is focused on improving the lives of the older generation. The use of “young” in
YOUNGIR conveys how this product is meant to bring to the elderly some aspect of youth that
they have lost. YoungIR’s mission statement is to design solutions that promote ease of mobility
to the elderly.

3 Project Deadlines
The purpose of making a timeline is to create an easy step-by-step task list to check individual
and overall team progress and to help identify problems/setbacks/bottlenecks early on. The

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timeline follows the five steps of the Systems Design Thinking Process including: empathize,
define, ideate, prototype, and test. Two reviews to check and present current short-term
achievement and get corresponding feedback for the next steps. Two iterates are added at the end
of the semester to work on the product continually. As seen in Table 1, each milestone has
corresponding tasks, which should be completed before deadlines.

3.1 Gate Review Dates

Table 2: Gate Review Dates

3.2 Total Completion Timeline

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Table 3: Project Timeline

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4 Physical Description
4.1 List of Requirements

4.1.1 Customer Requirements before Concept Design


1. System shall fit over the most recent version of the Nintendo Wii Remote.
2. System shall allow easy installment.
3. System shall be easily removable.
4. System shall accommodate standard U.S. ring sizes.
5. System shall be easy to hold by the user.
6. System shall be soft.
7. System shall secure user’s fingers.
8. System shall provide buttons with more friction than Nintendo’s Wii Remote.
9. System shall mold to the user’s hands.
10. System shall add insignificant weight to the pre-existing Nintendo Wii Remote.
11. System shall be intuitive to the user.
12. System shall relieve user discomfort.
13. System shall allow for washing.
14. System shall allow for drying.
15. System shall be flexible.
16. System shall not have sharp edges.

4.1.2 Engineering Characteristics of Concept


1. Case shall fit over a Ninento Wii Remote.
2. Case shall be removed easily by the user with minimal effort.
3. Case shall be easy to handle by the user.
4. Case shall be soft to the touch.
5. Case shall be flexible.
6. Case shall range from U.S. rings sizes 3 through 14.
7. Case shall add no more than 0.25 lbs to the Nintendo Wii Remote.
8. Case shall be smooth.

4.2 Renderings & Analysis


The Youngir attachment is ergonomically designed to ensure optimal comfort by the user. The
design was modeled and developed on Autodesk Inventor CAD software. The CAD model was
then exported as a stereolithography-compatible file format (STL), which then was sliced into
two-dimensional profiles that would then be used to 3D print the attachment for prototyping

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purposes. The final design would involve a designed mold for injection molding at a mass-
production level. The final design specifications is elaborated in detail in section 8. The rings in
the figure show a subtle addition to the original remote that would help the controller stay on the
users hand without manipulating their already familiar Wii experience. Further, the memory
foam around the remote ensures that any user who might be suffering from any joint/muscle-
tissue diseases, as well as allow for the case to mold around to the user specific hands. These two
features would ensure usage capability across a wide audience of users.

Figure 7: Renderings

4.2.1 Analytical Hierarchical Process


The Analytical Hierarchy Process (AHP) was a valuable tool in Youngir's design process
because it allowed them to rank the various needs that the team found and unpacked from their
empathy fieldwork. The inputs for this process were the six groupings of 1st level needs that the
team interpreted from their empathy data. The team then ranked the needs against each other on
a comparison matrix to find which category the team valued the most through the normalized
weights and calculated the consistency ratio to see if their opinions were consistent. For the
pairwise comparison, they implemented the 0-9 scale from Dieter and Schmidt’s Engineering
Design Textbook. As seen in Figure 6, the need category that the team valued the most was
social life or social interaction with a total normalized weighted percentage of 39%.
Furthermore, their pairwise comparison was consistent, meaning that there were no
contradictions when assigning the relative importance scales. The consistency was confirmed
through calculating the consistency ratio as seen in Figure 6. The resulting ratio value was
0.0894, which was below 0.1. The AHP allowed them to rationally identify what the senior
citizens value the most based on their fieldwork.

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Figure 8: Analytical Hierarchy Process

4.2.2 Quality Functional Diagram


The Quality Functional Deployment (QFD) is an important tool for the Youngir’s design process
because it provided them with a way to rank engineering characteristics that would fulfill the
specified customer needs. The QFD interfaced between engineering characteristics, customer
requirements, competitor analysis, and characteristic importance. For a full QFD, please refer to
Appendix A.

The following figure 24 shows the customer requirements that the Youngir determined for the
video game controller design based on their previous systems tools and empathy data.

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Figure 9: Customer Attributes

The result of their QFD was the following engineering characteristic ranking. The type of button
stabilizer was ranked 1st and then followed by type of switch mechanism, number of clips,
actuation force, and system’s coefficient of friction (material). The button stabilizer is a part of a
button that ensures a button is being uniformly pressed. The switch mechanism is a method to
actuate a mechanical button. The number of clips represents how the system would be firmly
secured. In addition, the actuation force is the amount of force needed to actuate a mechanical
button.

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Figure 10: Engineering Characteristics

5 Financial Requirements
5.1 Pricing Policy
The Youngir remote attachment will be priced at $20 based on a survey of potential users. The
survey size was thirty people ranging between the ages of 13 to 85, of which two-thirds of the
sample population expressed general interest in the product. Within that category, approximately
80% claimed they would purchase the product for a $20 and over. While ideally the remote
would be even less expensive than the suggested high-end of the desired product price, the
quality of materials and fabrication methods drive up the at-cost price.

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Figure 11: Distribution of product interest and desired sales price

5.2 Financial Executive Summary


The financial projections for Youngir operates on some basic assumptions. First, as the times
progress and people who have been introduced to video games when they were younger age and
become the new elderly, the market size of video gaming specifically amongst the elderly will
grow. Second, while Youngir have only devoted efforts to optimizing the Wii remote thus far,
the same concept and similar design can be applied to other video game controllers as well, such
as PlayStation, GameCube and Nintendo Switch. Finally, while Youngir is aiming to target the
elderly demographic specifically, people from all ages who play video games or want to play
video games can benefit from having more ergonomic and more comfortable video game
controller sleeves and thus the market is not limited to the elderly.

Figure 12: Financial executive summary

The financial executive summary is shown in Figure 11 above. The sales per year further breaks
down to 15,000 units in the first year, 20,000 units in the second year, 35,000 units in the third
year and 45,000 units in the fourth and fifth years. While the number of units sounds high, it is
only a fraction of the target market. According to IBISWorld, the video game industry creates an
enormous market that generates on average, $66.7 billion annually and is expected to experience
13.5% growth in 2019 alone [1]. While the Wii itself has not been in production since 2016, it

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has sold more than 101 million copies worldwide [2], and is still used by many in 2019 (we still
chose the Wii remote as the first controller to design upon for Youngir due to it being a
phenomenon upon its release, so much so that it caught the attention of the elderly, a group that
does not usually keep up to date with the latest technology release, especially with its abundance
of multiplayer games). On top of Wii sales alone, the GameCube has grossed 21.75 million
copies in sales up to date [3], and the PlayStation 4 has grossed 102.8 million copies in sales up
to date [4]. The combined estimated 5 year sales for Youngir only comprises 0.005% of the
existing controllers sold. Of course, this model does not account for the fact that not all
controllers sold are still actively in use, but it also does not account for the substantial growth
and market is estimated to go through. We believe that the rapid growth of the market and the
increasing number of people, not just amongst the elderly, showing growing interest in video
games, we can capture enough of the market to generate profit.

5.3 Income Statement

Figure 13: Income statement summary

The income statement summary is shown in Figure 12 above. Across all years and across all
potential types products, the sale price will retain $20 per unit as per pricing policy. In the years
1 and 2, the company and the product (focusing on just the Wii remote) will start to be
introduced and gain recognition amongst consumers while focusing on a product that is no
longer actively in production. Thus in the initial years of the company, the net income will be
negative. Starting in year 3, the company will have gained some recognition and momentum and
will be starting to branch out to other controller types. Thus, the company will be starting to
make small but steady profit to make up for the loss of revenue in the starting years.

5.4 Operations Headcount

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Figure 14: Operations headcount summary

The operations headcount summary is shown in Figure 13 above. Since the product is relatively
simple and changes/adaptations can be made with relative ease, the demand for people across the
5 years is low and unchanging. In total, three engineers will be needed with one design engineer
for prototyping and concept ideation and two manufacturing engineers to coordinate with
vendors detailed in section 8.2 of the report. The sales marketing and customer support
department will employ five people in total to coordinate advertisement placement and shipping
and selling of the product either through first-party services like the Youngir website, or third-
party services like Amazon. The entire company will be managed by one executive who is tasked
with overseeing the entirety of operations.

5.5 Warranties
Youngir’s remote control product warranty is modeled off of Ninento’s 12-month warranty. This
warranty is currently the longest warranty provided within the gaming industry as a whole. The
product would be covered under Youngir’s warranty for any manufacturing defects for repairs
and/or replacements. This warranty would also have a 3-month sub-warranty for any physical
damage to the product from drops, and regular use to ensure customer satisfaction. Within the
first month of purchase, the user would be able to return or exchange the controller case for a
different size fit or a change in desire, free of charge.

5.6 IRR/ Return on Investments

Figure 15: Estimated valuation using ROI

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Figure 16: Standard curve for investor’s ROI

Figure 15 above shows the standard curve for investor’s ROI for successful startups that reach
IPO as of 2019 according to John Nesheim [5]. To reach a curve similar to the standard ROI
curve according to the ROI estimation method using sales, the company will need to be valued at
$350 million upon IPO with a company valuation multiple of 388.9 as Figure 14 shows. The
company multiple is absurdly high and thus it is safe to say that Youngir will never reach IPO
and the IRR method is a better way of measuring return on investments.

Figure 17: Estimated IRR

As shown in Figure 16 above, assuming an initial investment of $1.66 million from capital
venture (explained in section 5.7), the internal rate of return for the 5 year period is 12%. The
assumption for $1.66 million investment might be an overshoot, and if that is the case, the IRR
can further increase, showing that Youngir is still a viable company.

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5.7 Capital Investment Required

Figure 18: One estimate of venture capital required

As shown in Figure 17 above, to ensure that the company has a decent amount of surplus cash in
case of emergencies and events not accounted for in the balance sheet model, the ideal amount of
capital investment required is $1.66 million. Another way to calculate the amount of initial
statement needed is to simply calculate the amount of money in the red that needs to be made up
in the initial years of the company. According to the income statement in Figure 12, the amount
of capital investment required using this method is $632,000.

5.8 Part Costs

5.8.1 Prototyping Costs

Figure 19: Prototyping costs

5.8.2 Production Costs

Figure 20: Mass production costs

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6 Life Cycle Targets
6.1 Installation Costs
There are no installation costs associated with the Wiimote.

6.2 Failure Mode & Effect Analysis (FMEA)

Figure 21: FMEA

7 Legal Requirements
7.1 Certification Process
There are no known legal certifications relevant for Youngir Wiimote. All data will be
communicated through the use of short range bluetooth and infrared in order to avoid any licence
or permit requirements.

7.2 Safety & Environmental Regulations


There are no safety or environmental regulations that affect the Youngir Wiimote.

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7.3 Potential Liability Issues
Potential liability issues could arise from misuse or accidental injury. First, Youngir Wiimote is
made of plastic. If Wiimote is broken, sharp fragments of Wiimote may hurt the user. Besides, if
the user puts Wiimote in the water and makes it wet, Wiimote may leak electricity. Therefore,
the user may get an electric shock due to the product being wet.In addition, the user may throw
Wiimote out accidentally while playing video games, thus hurting the person standing in front.
Last but not least, placing Wiimote at random on the ground runs the risk of tripping people.

Other potential liability issues could come from inaccurate user expectations, including, but not
limited to, the expectation that Wiimote is extremely firm, the expectation of waterproofing, the
expectation of perfect fit with hands, etc.

7.4 Intellectual Property Licensing Considerations


Youngir Wiimote is completely based on Nintendo's Wii product. If Youngir wants to distribute
and produce it, you need a Nintendo license. Nintendo of America Inc has many patents about
Wii. For example, Enhanced video game jukebox-type system and methodology with patent
number US20100160048A1, including a hard drive that is able to execute video game software
designed for execution on a conventional home-based system. Besides, Youngir Wiimote also
needs Remotely controlled mobile device Authorization of the control system, its patent number
is US20120309261A1. A remotely controlled mobile device control system is disclosed a remote
controller of an existing game apparatus is double attached to a remote-controlled toy and used
for controlling the movement of the remote-controlled toy in conjunction with the game
apparatus which is used as a central processing unit.

In addition, there are similar products on the market. For example, a video game controller
attachment apparatus with a patent number of US8568233B2, comprising: a handle portion
configured to accept and hold a controller, and an attachment portion affixed to the handle
portion such that it allows a covering to be disposed over the handle portion once the controller
is placed into the handle portion.

The relevant patents of Youngir Wiimote and their information are listed below. Youngir
Wiimote needs to obtain their authorization.

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Table 4: Patent

8 Manufacturing Specifications
8.1 In-House Manufacturing
To cut down production and labor costs, all manufacturing, including FATP (final assembly, test
and packaging), will be outsourced to China. This is detailed in the next section (section 8.2).

8.2 Sourced Components and Suppliers


The Wii remote case is made from three materials. The actual casing will be made from memory
foam and the button caps, ring grips will be made from plastic, and the textured button caps will
be made from rubber (polyurethane of 80A durometer or higher for rigidity, which leads to better
touch based feedback when the buttons are pressed). The button caps will not be made from
plastic even though plastic deflects less than polyurethane because we do not want the button
caps to fall out during use with the help of friction, and the texture of polyurethane is “stickier”
than a typical plastic like ABS.

All three types of materials in the form of casing can be mass manufactured through injection
molding. From past internship experiences of working with suppliers and vendors in China, we
located two companies in southern China that have the capabilities to manufacture the product.

The company that we would outsource the manufacturing of the foam case and plastic ring grips
from is called Melon, located in Guangzhou, China. While their website is elusive (not linked in
references below), they are known for the mass production of children's toys and have in-house
machines for foam injection molding and plastic injection molding. A sample of Melon’s
products is shown below in Figure 22 (a).

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(a) (b)
Figure 22 (a) Sample product from Melon (b) Injection molded product with foam and plastic

From personal experience, Melon has been actively perfecting the technology to manufacture
scooter wheels with a layer of foam on the inside of the wheel to for better shock absorption
within the wheels when going over cracks and bumps on the road. This technology involves
overmolding the liquid polyurethane mixture over already injection molded foam where layers of
the liquid mixture will penetrate into the foam and create adhesion between the two different
materials. Unfortunately, the picture regarding their products are proprietary and cannot be
pictured, but similar concepts and technologies have been introduced to the market in August
2019 by Slick Revolution [6], a skateboard company based in the United Kingdom. In the case of
the Youngir Wiimote, the plastic ring grips will be injection molded onto the outside of the
memory foam casing.

The company we would outsource the rubber button caps from is called XDX Group [7], located
in Dongguan, China. They are leaders in the realm of polyurethane formulation and injection
molding in China and they have final assembly and packaging capabilities inside their factory.
The finished casing with the ring grips will be shipped from Melon to XDX Group (the two
companies are relatively close geographically) and will be cleaned, packaged along with the
button caps, and be ready to ship to customers.

8.3 Potential Machinery


Manufacturing the Youngir Wii remote case involves injection molding tooling and facilities in
order to mass produce the product for our wide audience. While the injection molding process
itself can be automated, the initial prototyping of designing a proper mold involves manual
iteration either in-house or at a cost at an external prototyping company such as Protolabs or

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Xometry. If Youngir decides manufacture in-house, we would need to invest in the upfront cost
of purchasing and installing an injection molding tool and machine. The downside of in-house
manufacturing would be the initial tooling cost, but outsourcing production in the long run will
amplify longer lead time. Based on our market size, Youngir will be fronting the cost of an
injection molding machine, but outsource the actual mold manufacture to accelerate the mold
iteration process.

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9 References
[1] IBISWorld, I. (2019). IBISWorld - Industry Market Research, Reports, and Statistics.
[online] Clients1.ibisworld.com. Available at:
https://clients1.ibisworld.com/reports/us/industry/currentperformance.aspx?entid=2003#CP
[Accessed 20 Dec. 2019].

[2] Nintendo.co.jp. (2019). [online] Available at:


https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf
[Accessed 20 Dec. 2019].

[3] Web.archive.org. (2019). Wayback Machine. [online] Available at:


https://web.archive.org/web/20111027052007/http://www.nintendo.co.jp/ir/library/
historical_data/pdf/consolidated_sales_e1106.pdf [Accessed 20 Dec. 2019].

[4] Sie.com. (2019). SIE Business Development | Sony Interactive Entertainment Inc.. [online]
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30
10 Appendix

Appendix A: QFD

31

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