Tuesday, 6 March 2012

DESIGN PRINCIPLES. RESEARCH. TOYS.





These are the answers that I've got out of the survey. So I'm going to research into all the toys and try to categorise them after I looked in to them properly. 

1. Pull along toys.


Pull toys have been enjoyed by children for centuries and have been made from a variety of materials ranging from wood to clay to cast iron. These toys feature a string that is about 4 feet long that is designed to pull the toy along. Pull toys have generally been enjoyed by preschool-age children who are steady walkers, usually 18 months old or older


  1. Origin

    • Pull toys go back to ancient Egypt and Greece and date back to 2000 B.C. Early examples of clay animal toys with wheels attached to the legs were perhaps some of the first pull toys. The ability to pull the animal along added a dimension of movement not found with other kinds of toys.

    Tinplate Pull Toys

    • Tinplate pull toys were first manufactured in the United States in the mid- to late 1800s. Tin plate is made from very thin sheets of steel that have been plated with tin. This material was both durable and lightweight. While the metal edges of tin plate pull toys would not meet today's safety standards, they were enthusiastically manufactured during the industrial revolution. In the 1880s, spring-driven toys, including pull toys, became popular.

    Cast Iron

    • Cast iron wheels and other elements were used in conjunction with tin plate to create children's pull toys in the mid-1800s. After the Civil War, toys made entirely of cast iron became more common. Since molds were used to manufacture these toys, they could be easily mass produced. Some toys were simple carts and rolling vehicles that were propelled by hand, while others came equipped with the traditional pull toy string.

    Wooden Toys

    • The W.S. Reed Toy company began producing wooden pull toys in Leominster, Pennsylvania, in 1875. The company was known for its bright and detailed decorations. These decorations were a result of lithographed paper that was adhered to the wood.

    Lego

    • The Lego corporation got its start manufacturing quality wooden pull toys along with other wooden vehicles. Beginning as a way to supplement his income during hard times, Ole Kirk Christiansen of Jutland, Denmark, began the Lego company in his carpentry workshop in 1932. As economic times improved, Christensen continued to build his fledgling toy business and eventually grew it into a major player in the toy market.

    Today's Pull Toys

    • There are many manufacturers that still make pull toys. Classic Fisher Price pull toys that are still available today include the Chatter Telephone, Dr. Duck, Snoop 'n Sniff Hound, Pull-a-Tune xylophone and the Bouncy Bee.

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    2. Tamagotchi  

    The Tamagotchi (たまごっち Tamagotchi?) is a handheld digital pet, created in Japan by Akihiro Yokoi of WiZ and Aki Maita of Bandai. It was first sold by Bandai in 1996 in Japan. As of 2010, over 76 million Tamagotchis have been sold world-wide.[1] Most Tamagotchis are housed in a small egg-shaped computer with an interface usually consisting of three buttons, although the number of buttons may vary for different variations.


    Interface

    The Tamagotchi interface first consisted of three buttons and a black and white LCD screen on the front of the toy, a small inset button on the back of the toy to reset the device, and an internal speaker capable of producing beeps. Later versions featured a variety of changes and variations, such as larger/differently shaped casings and screens, grayscale/colored LCDs, pedometers, interlocking contacts for communication, infrared communication capability, and/or sound sensors to sense the player tapping the screen. The screen displayed an animation of the pet and two horizontal menus at the top and bottom of the screen, containing several icons navigable by using the buttons to select, confirm, or cancel. Icons led to different menus, the exact layout of which varies from version to version, but several options from the original toy usually appear.
    • A 'health meter' menu, which displays different details of the pet's health, such as hunger, happiness, and weight.
    • A food menu, where the player may feed the pet a meal or snack.
    • A 'play' icon, to play with the pet using one or more minigames.
    • A 'toilet' icon allows the player to clean up after the pet.
    • A 'discipline' icon, to scold a misbehaving pet.
    • A 'medicine' icon, to administer medicine to a sick pet.
    • A 'lights' icon, where the lights in the pet's "room" may be turned on or off while it sleeps.
    • An 'attention' icon, which lights up when the pet is in need of attention.
    The clock is accessible by pressing the middle button while no icons are selected. Additionally, the sound can be turned on and off by pressing the first and last buttons simultaneously.
    The 2004 Tamagotchi Plus/Connection marked the beginning of the 'second wave' of Tamagotchi, with increasing expansion on the features of the original. It sported a larger casing and screen, and introduced the infrared communication feature. Prior to this, the only connectable Tamagotchi toys were the Osutchi and Mesutchi pairs, which used interlocking top-mounted metal contacts similar to Bandai's original Digimon toys.


    Gameplay

    Upon activating the toy, an egg appears on the screen. After setting the Tamagotchi unit's clock, the egg will wiggle for several minutes, and then hatch into a small pet. In later versions, inputting the player's name and birthday is also required when setting the clock, and at birth, the player can name the pet and learns of its family group and/or gender. The player can care for the pet as much or as little as they choose, and the outcome depends on the player's actions. The first Tamagotchis could only be paused by going to set the clock, effectively stopping the passage of time in the game, but in later models a pause function was included.


    Life Cycle

    The pet goes through several distinct stages of development throughout its life cycle. Each stage lasts a set amount of time, depending on the model of the toy, and when it reaches a new stage, the toy plays a jingle, and the pet's appearance changes. The pet can "die" due to poor care, old age, sickness, and in a few versions, predators.

    Beginning
    The pet begins its life as a baby, with a very small, simple sprite, and a higher rate of care needed than any other stage. The baby stage typically lasts for an hour, and while in this stage, the pet cannot die, no matter how poor the care. The baby stage of the original Tamagotchi had only one option, but later versions included different appearances, determined by gender, by family, or at random.

    Child
    The child stage usually has a larger sprite than the baby, but mostly remains a simple, rounded form. The original toys had only one option for a child character as well, but recent toys have child stage characters that correspond to family, gender, and/or player care.

    Teen
    The stage usually lasts for a few days, and the appearance usually changes to either a "good care" or "bad care" option, depending on the care received by the pet thus far. The pet's sprite becomes larger and a bit more complex at this stage, and it may start to gain appendages like arms or legs.
    Adult
    Adult was the final stage for the early toys, unless the player raised one of the special adult characters that could change to a hidden character not revealed in the manual. Adults have larger sprites and more variation than any other stage. More recent toys can age past adult into a senior. After remaining in the adult stage for a number of days, the pet can marry and eventually have an egg.

    Seniors and Other Stages
    In more recent Tamagotchi models, when a pet passes a certain age, it becomes a senior. Seniors have only two appearances, a male and a female, with the face of an old man or woman respectively, and little stick legs.


    Mechanics

    Meters in the health menu tell the player how hungry and happy the pet is, with additional meters tallying different requirements depending on version. The pet prompts the player for attention through beeps or different facial expressions, usually beeping when meters are low. The type of foods given to the pet, the ways the player boosts its mood, the cleanliness of its environment, and the amount of discipline it receives are only a few factors that influence how the Tamagotchi's life cycle progresses. Different adult pets, as well as pets in other stages, will require different amounts of care, may be more or less prone to sickness, and may have different bedtimes.

    Bedtime
    Until recent versions, the pet did not turn off the light on its own when it went to sleep. In order to raise a healthy pet, the player was encouraged but not required to turn off the lights when the pet fell asleep. Recent versions also allow waking the pet for a short time once it has fallen asleep.

    Discipline
    If the pet beeps for attention, but its meters indicate that it's full and happy, or if it refuses to eat or play when its meters indicate it needs attention, the discipline icon gives the option of scolding the pet, and the pet's discipline meter increases when it's scolded. Typically the discipline meter does not fluctuate like hunger and happiness, and only increases intermittently when the player scolds the pet for misbehaving. The amount of discipline given also plays a role in determining the type of creature it will grow into. Some versions change the discipline option to "training" or "praise," or include options to either scold or praise the pet.

    Feeding
    Feeding the pet a meal fills up the hunger meter, and feeding it a snack fills up the happiness meter, but feeding causes the pet to gain weight. Reaching the "best care" outcome requires the pet to maintain a healthy weight, as well as being well-fed and happy. The pet can be overfed, and will refuse meals when overfed or become sick if given too many snacks. In some more recent games, the pet's appearance may change if it reaches too high or too low a weight.

    Happiness
    Playing a minigame with the pet also makes it happier and causes it to lose weight, with higher scores filling up more of the pet's happiness meter. The earliest Tamagotchis featured one minigame, a simple guessing game, but games became more complex and numerous in later versions. In recent models, the player earns currency called Gotchi Points while playing games, and can use the currency in an in-game shop to buy different foods, toys, accessories, or even room decor for the pet.

    Sickness
    Sickness is represented by a little skull next to the pet as it sits still at the bottom of the screen, wearing an unhappy expression. The pet can become sick for a number of reasons, and can die if sickness is left unchecked. Some instances of sickness are arbitrary and determined by the game's programming, while others are the result of the player's neglect, such as overfeeding of snacks or failing to clean up droppings.

    Toilet
    The pet will leave droppings around the screen from time to time, and can become sick if they are not cleaned up. Before the pet goes to the bathroom, it will make a face and stink lines will appear around it. In the Tama-Go version, if the player activates the toilet icon during this animation, but before the pet has gone to the bathroom, the pet will use a toilet instead. When done repeatedly, the pet can be toilet trained.

    Connection
    Using infrared communication, two players can link their toys and the pets may form friendships, play games, exchange gifts, and even marry. Infrared connection was introduced with the Plus/Connection, but the Japanese Chou Jinsei Enjoy Tamagotchi was the first model to interact with a computer. Since then, many subsequent models have also been able to interact with the E-Tamago or Tamatown websites by using alphanumeric codes generated by the toy to log into the website's Flash game. After generating a code, the toy remains paused until the player either enters a logout code or cancels. The player may play minigames in the town to earn Gotchi Points, or use Gotchi Points to buy items in the town shops. To transfer points and items back to the toy, the player signs out of the Flash game and is given a code to input back into the toy.

    Marriage and Family
    The Mesutchi and Osutchi Tamagotchis were the first to introduce marriages and offspring, and the feature returned in the Plus/Connection and subsequent models. Two players with a male and female pet may link their toys and allow the pets to develop a friendship and fall in love. Once the pets have raised their relationship meter sufficiently, the pets may marry. The player can also choose to have their pet marry a random pet brought in by the "Matchmaker." Once married, the female will eventually produce two eggs, keeping one and leaving one with the male. While the parent remains with the baby, the only care it needs from the player is medicine in the case of sickness. After a few days the parent will leave, and the player is left to care for a new generation. This can continue for as long as the player manages to care for the pets.
    The Chou Jinsei Enjoy Tamagotchi also introduced the idea of character "families" or "groups." These "families" are a kind of classification for characters obtainable in the game, grouped mainly by appearance, though they are also associated with certain skills. A character of one group cannot grow into an adult of a different group, and if two pets of different groups marry and have an egg, the baby will be of the female's group.
    Some characters are only obtainable by breeding certain characters together, and some groups are only obtainable by using a special card for the Matchmaker.

    Others
    With the many different versions of the toy, there are other less common mechanics that influence the pet's growth, including but not limited to friendship with the player, varying types of skills, and career. The Chou Jinsei Enjoy Tamagotchi also introduced Skills , which can be built by playing certain games with the pet, or using certain toys or foods bought from the E-Tamago or in-game shops. Having certain skills can help the pet obtain a career, and if built up high enough, can unlock special characters.

    Death
    Poor care can cause a pet to die, but it can also die of old age. If an old pet dies without producing offspring, the family line has ended. The Japanese Tamagotchi toys usually feature a ghost and headstone when the pet dies, but English versions have been changed to show an angel at death, or simply a floating UFO to indicate its returned to its home planet. After the pet dies, the game can be restarted.

    Tamagotchi releases

    As of 2009, there have been over 44 Tamagotchi versions released since their creation in 1996, several of which were only released in Japan. Along with the original Tamagotchi, the first wave of Tamagotchi toys included Christmas, angel, and ocean themed versions. The newer versions began in 2004 with the Tamagotchi Plus, and the most recent version is the Japanese Tamagotchi iD L,[4] an enhanced version of the Tamagotchi iD. Outside of Japan, the TamaTown Tama-Go is the latest model, featuring a grayscale screen and attachable figurines containing small microchips that enable the pet to visit different shops and play different games.


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