Shining Study Watch is a clock-shaped educational toy for 3rd graders. The watch helps children develop the habit of learning by being aware of the time at the start of their independent learning, and allows them to experience simple programming.
I was in charge of managing the development of a clock-shaped version of an existing small game console toy. Our goal was to achieve a high evaluation from two perspectives in a customer survey. The top 2 boxes out of 5 in terms of expectations were over 80%, and the top 2 boxes in terms of satisfaction with the materials were over 80%, which is a very high result for an upgrade (not a new development). (This is a very high result for an upgrade (not newly developed).
The concept was smart watch and programming learning. As a product manager, I was responsible for the overall development and management of the project, from planning and proposal of the concept, taking into account cost and technical hig constraints, to the software and hardware of the watch, as well as the linked applications.
The expected UX was learning to program on the tablet and reflect it on the toy. However, for cost reasons,high-grade communication between the tablet and the toy was not possible. To achieve this within the constraints, we decided to reflect the programming in a number code using the 4-digit hour and minute display of the digital display clock.
As a result, the children seemed to find it easier to understand than more complex communication, and we got a good feeling about it during the investigation using the prototype. Being able to produce an experience with low technology was a learning experience for me, and it has inspired me to develop products that do not rely on high technology.
High performance devices such as those represented by the Apple watch are not at all feasible with the project's budget size. Based on the feedback we heard in the survey, we decided on three "smartwatch-like" elements that we could expect to see in a smartwatch on the market.
1. Black screen and streamlined shape
2. It is not only a watch, but also multifunctional.
3. Interchangeable belt.
I prioritized these elements, consulted with designers and hardware manufacturers, and sometimes held meetings with three companies to make repeated adjustments.
Hardware development often requires design completion before software. Ideally, software specifications can be determined by then, but it is quite difficult to come up with software specifications for hardware that has no form. Nevertheless, if we proceed only for the convenience of the hardware side without considering the software, it may lead to adjustments and problems.
In other words, we needed to define the necessary software requirements at a timing that would not interfere with the progress of the hardware. Since UX planning was done at an early stage, we were able to list the programming specifications that could be done within the constraints of the LCD resolution and button layout, and the entire development process proceeded smoothly.
When developing both software and hardware, the two must be connected through planning. UX planning is important for any product or service development, but I have come to believe that it is especially important to solidify UX for simultaneous development of software and hardware, and for simultaneous development of media mixes.