Nintendo - Interactive Product Library
Objective Nintendo marketing uncovered many non-gaming shoppers didn't complete the sale, as they considered themselves insufficiently educated in the products at the time of purchase. Education required to turn shoppers into buyers. Action A central product database with images explaining the hardware, software, accessories and their synergy was created with an easy to use visual interface, that was usable by all. A prototype was created and installed in Myer (Sydney Australia) to great acclaim. Outcome The result was a measurable increase in sales overall with a particular spike around Christmas and when the new products Wii Black and DSXL were launched. A by-product being the reinforcement that the Nintendo Products 'Touch! Generations'.
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There's no shortage of creative thinkers out there. What's a little harder to find are creative thinkers who understand business - what drives consumers to buy, what makes brands compelling, and how small strategic decisions today can have huge ramifications to your bottom line down the road.
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