Action Toy Figure with Movable Controller and Pivot Button

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing toy figures simulating fighting lack variations in play, leading to repetitive and less engaging experiences for users.

Innovation Solution

The design incorporates movable body portions, controllers, and base members that allow for synchronized movement of toy figures, along with buttons that trigger pivotal movements of body parts, enhancing the realism and interaction during simulated fights.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If toy figures have fixed body portions, then the structure is simple and easy to manufacture, but the play experience becomes repetitive and less engaging

Engineering Contradiction:
Improveplay experience variationVSAvoidstructure complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The toy figure is divided into multiple movable body portions (head, chest, arms, legs) that can independently pivot relative to each other. Each body portion is connected through pivot points allowing separate movement control, enabling diverse fighting poses and actions without requiring an overly complex overall structure

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic body portions that can change position during play. The chest portion can pivot to simulate breathing or taking hits, arms can pivot for punching motions, and legs can pivot for kicking or dodging. This dynamic capability provides play variation while maintaining a relatively simple mechanical structure through straightforward pivot connections

Inventive Principle:
Principle #15Dynamics

2Reliability

If toy figures have synchronized movement mechanisms, then realistic fighting actions are achieved, but the device complexity increases

Engineering Contradiction:
Improverealism of fighting simulationVSAvoidmechanism complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The controller is positioned to allow preliminary positioning of the toy figure before action sequences begin. Users can pre-set stances and positions of multiple body portions, then trigger coordinated movement sequences that simulate realistic fighting exchanges. This preliminary setup capability enhances realism without requiring complex automated positioning mechanisms

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The pivot connections and controller are designed to handle multiple body portions through a unified mechanism. The same basic pivot-and-control approach is applied consistently across different body parts (chest, arms, legs), allowing the system to perform multiple fighting functions (punching, kicking, dodging, breathing animations) without requiring separate complex mechanisms for each action

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS8137151B2Action toy
Publication Date: 2012.03.20 MATTEL INC
  • US8137151B2 patent drawing
  • US8137151B2 patent drawing
  • US8137151B2 patent drawing

AI summary

A toy figure for use in a game is provided, the toy having a body portion coupled to a controller movably secured to a base member that is fixedly secured to the body portion, wherein movement of the controller with respect to the base member causes a corresponding movement of the body portion with respect to the base member and movement of the base member causes a corresponding movement of the body portion and the controller; and a button disposed on the body portion, the button being capable of movement from a first position to a second position wherein movement of the button from the first position to the second position causes a pair of body parts pivotally secured to the body portion to pivot from a closed position to an opening position.