Innovative Design of Traditional Educational Toys Based On Experience Design

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Innovative Design of Traditional Educational Toys Based on

Experience Design

=KDQJ%DRURQJ,-LDQJMLD[L
Zhejiang University of Science and Technology
Hangzhou, ZheJiang Province 310023, China
hgyid@163.com

Abstract enable consumers with a wonderful experience during the


process of the business activity.
Innovative product design based on experience design
results in more personalized and emotionalized products. The
design philosophies vary with different needs of different
target users. By analyzing the features of Traditional Chinese Ċ. Features of Traditional Chinese Educational
educational toys, the paper proposes a new mode of Toys
innovative product design based on experience design, and by The design of Chinese traditional educational toys is the
referring to and making use of the design philosophies that result of the Chinese culture over the centuries. These toys are
make foreign toys successful, points out the direction for designed to be highly intelligence-provoking and interesting,
innovative design of traditional educational toys. such as the Tangram, the Nine Interlinks, the Huarong Trail,
and Magic Cubes, etc. With the advancement of science and
Keywords: Experience design, Traditional Chinese technology, however, more and more of nowadays’ toys are
educational toys, innovative design being produced with application of high technology, new
techniques, and are being made as electrical, intelligent, laser
toys or other types of hi-tech toys with increasing added
value. These toys are not only highly entertaining but also
ĉ. Basic Ideas about Experience Design meet modern children’s curiosity about high technology and
The Disney Theme Park is a land of joy, where Disney their desire for excitement. Besides, hi-tech toys are mostly
works are presented to be experienced by visual, auditory, available as foreign brands, while Traditional Chinese
olfactory, gustatory, and tactile senses, clips of classic Disney educational toys are rarely available in the market but in
movies are fully displayed, and all those wonderful memories exhibition halls or temple fairs. Compared with modern
play back perfectly in a moment. The Disney Theme Park, educational toys, Traditional Chinese educational toys are
“The Entertainment Capital of the World” Las Vegas, and characterized in:
various theme restaurants popular in the urban such as glacial
period theme and aviation theme restaurants, provide us with a 1. Focus on edutainment
lot of opportunities to experience different things. Such
emotional interaction between the experiences and the Traditional Chinese toys represent much importance
experiencers are a representation of spirit. It is the attached to edutainment, which means educational
combination of sense and sensibility, and people’s entertainment or entertainment-education. For example,
materialistic and psychological needs, all of which are playing with the Nine Interlinks is an exercise of brain as well
indispensable and ever changing, transforming, and replacing as the hands, which helps develop and improve logical
with the change of times and environment. thinking and also helps make people more concentrated on
Experience economy is described in the book The and patient about their study and work. The Nine Interlinks
Experience Economy by Joseph Pine like this: “A company are a set of toy consisted of nine rings and a frame. Each ring
provides its service as the focal point and products as the is connected to a straight rod that goes through the next ring,
materials to create memorable feelings for the consumers, and the other end of the nine rods are fixed in place with a
form the sensory experience and ideological acceptance, draw board or ring. The Nine Interlinks is a complicated,
the consumers’ attention, identify their consumption behavior, challenging, and interesting toy to play with. A lot of
and find out the new value of and room for its products”. [1] mathematical knowledge is involved in it, and by play with it,
Nathan Shedroff explained it as getting consumers involved in children are challenged and helped to explore, develop, and
the design, where a company makes its service as the “stage”, improve their intelligence[2]. For the first time when someone
products as the “props”, and environment as the “scenery” to plays with this toy, she needs to think and reason, have great
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patience and determination to meet the challenge. The more ҉. Direction for innovative design of traditional
she plays with it, the more skilled she becomes and has a more
profound understanding about the toy and thus realizes the
educational toys based on experience design
ideas and thoughts hidden in the toy. 1. Comparison of modes of product innovation

2. Focus on learning about traditional culture from the


games
Feasibility of Product
Among so many Traditional Chinese educational toys,
new products innovation
the Huarong Trail is about the Battle of Chibi during the
Three Kingdom Period. The toy is set in the background of
the story where the famous warlord Cao Cao escaped towards
Jiangling through Huarong Trail. The toy serves as a very
good storybook in a way. By playing the game, people can
learn about its historic background and experience the historic Customers’
figure’s life and destiny in the particular scene. Rather than a purchasing choice
simple toy, it carries traditional Chinese culture and thoughts.
Huarong as in the name of the toy refers to Huarong County,
the best route for Cao Cao to escape to Jiangling. In the
Romance of the Three Kingdoms, a historic story well known Original mode of product design
by a lot of Chinese over history is described: ĀZhuge Liang
wisely made the Huarong trick, and Guang Yunchang let go (a)
of Cao Cao for the former favorsā. [3]
Innovative product mode based on experience
economy. See chart 3.
3. Focus on developing hands-on ability
Feasibility of Offer
Traditional Chinese educational toys are also characterized experience
with the focus on developing hands-on ability. For example, new products
the tangram game allows combination to have more than 1000
patterns. Tangram looks simply structured and easy to
manipulate, but that simple seven pieces can be used to form a Direct customers’
lot of figures, animals, objects, and scenes, etc. There are Product purchasing choice
more challenging patterns that can be pieced. The challenge is innovation by experience
also the fun of tangram. 䥋ᄅ

4. Environmental-friendly materials and smart ideas New mode of innovative


product design
Traditional Chinese educational toys are commonly made
of wood, bamboo and metal, which are readily available
around us. The materials are handy, inexpensive, and
environmental-friendly as they are mostly recyclable. These
features coincide with the society's idea of green environment
It can be seen that innovative product design based upon
or environmental protection. Traditional folk toys are the
experience design lead to more personalized and
products of Chinese culture over the centuries, and it takes
emotionalized products designed. To meet the different
master hand and fine craftwork to make them. These toys
consumers' needs, there should be different ideas of design
involve handily accessible materials, come in diversified
accordingly. By adding perceptive experiences of people’s
forms and dozens, or even thousands of ways to play with
visual, auditory, olfactory, gustatory, and/or tactile sense in
them. If the mass production of modern products and
the design, capturing the reasonable interaction between
scientific technologies are properly integrated while the
product and human, fully utilizing the features of human
cultural characteristics of traditional Chinese educational toys
senses in design of products, the products can turn out to be
are retained, then we will have the kind of products that cater
more attractive and bring people spiritual pleasure.[5]
for the modern market.


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2.3 Traditional educational toys for experience of modern
technology
2. Direction for innovative design of traditional ducational Traditional Chinese educational toys are designed as the
toys based on experience design products of Chinese culture over the centuries, and the way
they are designed and the materials they are made of are
Today's toy development tends to turn to development of
greatly different from that of modern toys. A fledgling
toys of larger size or scale, and toys in the future are even
toymaker called Zizzle beat out the industry's big guns Hasbro
expected to become more operable and more experience-
and Mattel, and win the master toy license for Disney’s
oriented. Speaking of experience, one cannot think of
"Pirates of the Caribbean" sequel. Zizzle set a great example
Disneyland that is all about experience. Disneyland offers a
of adding scientific and technological creation to traditional
rich variety of items for experience by means of, for example,
toys. In order to provoke inspiration for design, Zizzle
fairy recreational facilities. There are facilities for people to
decorated the hotel room they had rented to look like a
experience taking part in Festival of the Lion King, and
pirate’s lair, with axes hanging on the walls, gold coins
meeting Disney friends like Mickey, Minnie, and Donald
thrown all over the room, and even CEO Roger Shiffman
Duck, joining Winnie Pooh's venture, flying over the Space
wore a pirate hat and chief marketing officer Marc Rosenberg
Mountain, and Buzz Lightyear Astro Blasters, etc. In here,
donned some pirate-like headgear. They themselves had
experiences go to its maximum possibility. When we develop
experienced a lot to learn about pirate’s life, studied plots of
the traditional Chinese educational toy, the Huarong Trail, we
the movie, and looked up related documents and information.
can refer to experience function. Rather than focusing on the
The toy figures they designed are not simple duplicates of the
product itself only, we should pay more attention to its
figures from the movie but rather the former gave the latter a
historic background and the history story about it. This kind of
second life. [6]
toy can be made an experience of history education. When
children are listening to the story of the Three Kingdoms in
their classroom, or when they are watching historic TV plays 2.4 Direction for innovative design of traditional
or movies about the Battle of Chibi or other tales about the educational toys of independent brands independently
Three Kingdoms, the children are just lookers-on. Instead, if developed
they stand right in front of large toys of the Three Kingdoms,
the representation of the battlefield from the time of the Three China is a big country of toys but not a strong toy making
Kingdoms and the representation of the figures from the Three country. More than half Chinese toymakers get designs and
Kingdoms will become a part of their surroundings as they are raw materials provided from overseas. They make very little
too. When the children put on an outfit and carry the weapons profits, only getting the processing fee and overhead charge as
from the time of the Three Kingdoms to play a role of that OEMs (original equipment manufacturers). The 2008
time, they can experience the history, the figures, and the financial crisis brought global toy market down, made China’s
personalities of the figures while playing the game. toys export volume drop drastically. After that, foreign trade
protectionism became harsher. With insufficient independent
brands and famous brands, there is an even smaller margin for
China. These are the biggest challenges for China’s toy
2.2 Design of toys with systematic and serial experience industry. Due to the limit to their capability of design, many
Currently, traditional educational toys are not developed in Chinese toymakers have been imitating or copying foreign
a systematic way. Take the Nine Interlinks for instance, while toymakers’ design, and that leads to frequent occurrence of
it is one of the most mysterious and amazing toys ever patent infringement. Only those toymakers with their
invented by human being, the development of this toy is not independent brands and develop toys on their own can better
innovative in other ways but the materials. It gets made of pass on and carry forward the design of traditional educational
alloy, copper and something else but the design has hardly toys.
changed, let alone to say systematic development of this toy.
Take the Transformers for comparison, since they landed in
China, great profits at five billion yuan have been made, Č. Conclusion
owing to the constant systematic experience and systematic
development. The toymaker Hasbro sticks to its business To sum up, innovative design of traditional Chinese
mode of “toys before animation”, which enables the educational toys based on experience design will greatly
consumers to have continuous experience of the figures. The change the appearance, implications, and functions of
toy-to-animation cycle has made Hasbro succeed in taking traditional educational toys. The use of new materials meets
adults into the supposedly childish world of the Transformers, the demand of the era’s development and enormously
with the 2007 live-action movie The Transformers as the best enhances toy products’ competitiveness and economic
proof. benefits in the market. We will be able to create educational
toys with the Chinese nationality’s characteristics, if and only
if we refer to and make use of the ideas of successful design


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of modern toys, further study traditional educational toys,
reasonably apply the ideas of experience design, integrate the
national, traditional, and cultural features of traditional
Chinese educational toys with international, fashionable, and
scientific features of toys in general, and never stop
innovation.

References:
[1] Pine, Joseph. & Gilmore, James. The Experience Economy.
Beijing: China Machine Press; 2002.
[2] Wang, L.H. Folk Toy Patterns. Changsha: Hunan Fine Arts
Publishing House; 2000: 18.
[3] Ye, Z.X. Deities from Traditional Chinese Folk Art. Beijing:
China Light Industry Press; 2000: 18.
[4] Cagan, Jonathan. & Vogel, Craig. Creating Breakthrough
Products: Innovation from Product Planning to Program Approval.
Beijing: China Machine Press; 2004.
[5] Norman, Donald. Emotional Design. Beijing: Electronic Industry
Press; 2005.
[6] Britton, Terry. Priceless: Turning Ordinary Products into
Extraordinary. Beijing: China Citic Press; 2003.


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