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Essay on Mr5 |
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This is the first 1,000 characters of 395 words (1.58 pages) in the essay titled Mr5
Nintendo s databases contain information for more than 1 million users but when it comes to deigning a video game, it never listens to its customers. The reason behind this attitude is that it is becoming clear that current customers may be the wrong people to talk to about the designing of innovative or futuristic products.
· Not able to tell us what they want.
· Tell us one thing and behave in totally contradictory manner.
· Not know how they will behave if a certain series of cues are provided or they provide answers which are more about creating acceptance with their peers than providing accurate information.
· Not be deliberately mislead but what they say and what they do often have two distinctly different outcomes.
· Not be able to identify what to change on a product despite the fact that they know what they do not like about it.
As Von Hippel suggests: The mistake of staying to close to the customers will result to a very slow incremental product improvements, missed opportunities for dramatic product improvement and eventually obsolescence as new technologies take over
Martin (1995) believes that customers will often tell you what they would like to do and not what they actually do.
Product development in a mature, continually operating business is an interminable, cyclic activity. Each finished new product provides in turn the basis for the next sequence of product development.
A product development project includes several aspects of research,
operati...
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Keywords: product development project, fact that they, cyclic activity, interminable, product improvements, product improvement, product concept, product design, new product, distinctly different, futuristic products, missed opportunities, final preparation, research operations, obsolescence, focussed, intimately, contradictory, cues, incremental
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