My latest project focuses on two industry misconceptions about computer peripherals. Firstly, the idea that the gaming industry has to re-design the same mouse over and over with feature creep, and flashy lights to entice young consumers when the average age of gamers has risen over the last ten years. Second is to show that existing ergonomic solutions for computer mice is flawed.
Video Game industry quickly became the largest entertainment industry surpassing the movie industry in 2019. Video games have shown a innovative and complex understanding of story telling for all ages to engross themselves in. Gaming peripherals have stagnated in design the last decade; sicking to their RGB lighting and over-designed ergonomic speed forms. The industry’s population has shifted towards an older demographic of 25-50 years of age. Demand for more sophisticated gaming peripherals for the working class adults.
Existing ergonomic solutions provided by competing products are not truly ergonomic because they do not address the problem of repetition being the single most reason for discomfort in the workplace. Repetition is the most common cause for pain inducing conditions such as carpal tunnel. The only way to avoid this is to exercise other muscles in your hand Either by Stretching or utilizing different hand positions.
After researching and discovering these misconceptions I decided there was a niche in the market that could still be filled, as the target of most gaming peripherals were for young gamers between the ages of 12-20. I targeted the next generation; the working adult who plays games after work. So I designed Zephyr to be the mouse that could be used in the workplace and at home environment. Ergonomic options for different uses for the mouse i.e; browsing the web, (not needing mouse precision) or gaming and CAD modeling (mouse precision needed). Giving the user options in which they use their mouse. Activating different muscle groups and therefore diversifying repetitious actions.