These notes are a summary of concepts presented during the developer interviews about the design process and development of Nintendo Labo. Nintendo Labo is a series of DIY kits for the Nintendo Switch that combine cardboard constructions with interactive gaming experiences. Introduced by Nintendo in 2018 and discontinued in April 2021, the platform is further detailed on the Nintendo website.
Kawamoto, Kouichi, Tsubasa Sakaguchi, and Yoshiyasu Ogasawara. 2018. Ask The Developer – Nintendo Labo developer interview – Part 1: The Concept. Nintendo (April 2018). https://www.nintendo.com/au/news-and-articles/nintendo-labo-developer-interview-part-1-the-concept/
Kawamoto, Kouichi, Tsubasa Sakaguchi, and Yoshiyasu Ogasawara. 2018. Ask The Developer – Nintendo Labo developer interview – Part 2: The Concept. Nintendo (April 2018). https://www.nintendo.com/au/news-and-articles/nintendo-labo-developer-interview-part-2-prototyping-and-development/
- Control-and-Response Relationships
- Designing control schemes specific to Nintendo Switch and Joy-Con Controllers
- Advancing the application of separated controllers working together (e.g., Wii Remote and Nunchuk)
- Joy-Con Controller
- Splitting Joy-Con Controllers (inspired by Original Famicom setup)
- Differentiating the sensors and motions in left vs. right Joy-Con controllers
- Additive control relationship
- Each controller independently capable but enhanced when combined
- Dual gyro sensors, IR Motion Camera, and HD Rumble as key technology
- Nintendo Labo Design Approaches
- Starting the user experience with a internal hands-on building phase
- Simplified assembly with cardboard sheets featuring
- Clearly printed designs on at least 50% of the surface
- Easy-to-insert tabs and minimal parts for intuitive assembly
- Iterative design to reduce complexity and improve clarity
- User-friendly approach
- Ability to build, fix, and modify the projects independently.
- Joy of discovery encouraged through freedom in the making process
- Interactive instruction manuals with videos for user-friendly guidance
- Enhanced Interaction and Feedback
- Immersive haptic systems using physical feedback (e.g., rubber bands)
- Levels of haptic feedback tailored to different designs and uses
- Movement Constraints and Data Optimization
- Restricting Joy-Con movement to predefined directions to improve data precision
- Limited input values for better sensor data collection
- Visual and Explanatory Design
- Short, simple explanations paired with explanatory visual elements
- Design elements serving dual functional and instructional purposes
- Optical Technologies and Sensor Integration
- IR Motion Camera paired with reflective tape markers for motion tracking
- Reflective markers enhance optical attachments by bouncing light for camera recognition
- Prototyping and Research
- “Prototype parties” to gather diverse ideas, prioritizing creativity over cost
- “Usage research” conducted by another internal team to make different prototypes