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New
Toys-New World: How To Invent Toys And Transform The World
by
Eric Frydler
ISBN: 0970177402
Spiral-bound - 80 pages (September 1992)
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Nuts 'N Bolts
1. Inventing Toys
There is no substitution for a hands-on demonstration of
how something works. Frequent toy stores. Buy a couple of toys. Go outside and play.
Then go inside and play. Find out what toys look like inside and out.
Be curious. Observe. Play detective.
Here are some clues to look for when studying the products:
- If the toy is plastic and hollow, it may have been formed by the technique
called blow molding. This manufacturing process uses a heated tube through
which passes air or gas, which expands against a mold to form a hollow object.
Familiarize yourself with the technique by learning to recognize toys which were formed by it.
- The toy and the packaging around it will likely have one or two dominant colors.
- There will be a mechanism, or specific technology, incorporated into the toy.
- There will be identifying words printed on the package, such as: the product
name, theme line, call-outs, bursts, and logo.
- There is generally a unifying design which connects a line of products.
As you learn
to recognize some of these product distinctions, as well as to incorporate
them into your own new product presentations, you will begin to acquire the
professionalism and savvy respected by the toy industry. It is vitally
important for you to learn the standrad vocabulary for communicating with
the industry.
Get in touch
with the market. What do you think kids are looking for? What are the parents
willing to buy? What are they likely to reject? Do you see an emotional hook
or tie-in to the text, graphics, and product? What's neat about the package?
Is there something to collect? A new toy grabs, grips and shocks you. It's
got to make you want to rip open the package, and play with it right in the
store! Does your new toy product concept do that?
Be open to
collaboration. There is a good deal of talent already established in the
inventing community. Industrial designers and engineers will sometimes
team up with a good inventor whose ideas they feel have market and
technological potential. There are resource workbooks listing illustrators
and technical illustrators. There are toy design groups which will review
new product concepts.
If your new
toy product concept is rejected at first, don't automatically give up. It
may take a new concept several incarnations before it becomes commercially
viable. Often inventors generate a hundred new concepts for every one sold.
If your idea
is not new, it may not be considered, and your reputation as a real innovator
will be questioned. Put your best brain forward with a toy company. Otherwise,
nothing in this book will help you. If you feel that your one idea is your
only good idea, this book won't help you very much. However, this book will
help you to learn to generate more ideas, and to develop an understanding
of the criteria used to determine a new concept's market potential. If you
do have a good idea this book will help you. It can help make the difference
between hundreds of man-hours wasted, or well-spent; between thousands of
dollars invested, or saved; and between a definite rejection, and a potential
sale.
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