Most of the plush toy designers in our country are designers, and they are truly original, and there are not many designers who combine design and development. The main reason is that in the development of China's toy industry, long-term OEM manufacturing has restricted the development of the industry in the design field. Although the original and imitated copies are a shortcut and expedient measure for the weak and backward design of Chinese toys. However, if it stays at this level forever, there is absolutely no way out. At the 19th National Congress of the Communist Party of China, Comrade Xi Jinping emphasized “promoting the transformation of Chinese manufacturing to Chinese creation, Chinese speed to Chinese quality, and Chinese products to Chinese brandsâ€. In recent years, the cheaper labor force in Southeast Asia has made the advantages of OEM foundry in Chinese companies no longer. The requirements of higher safety standards, the increase in raw material costs and labor costs have made the original limited profit margins very few. But on the other hand, with the rapid development of Internet technology in recent years, China's innovation is at the stage of overtaking in corners, and plush toy companies are also facing great opportunities. Our children have been exposed to computer phones since they were very young. They have been exposed to many new things through the Internet and prefer creative toys. Therefore, toys can be innovated from both technical and content levels. As far as plush toys are concerned, the innovation or introduction of content at the content layer is more direct. Therefore, the only way for Chinese toy companies to get out of this bottleneck development is to clarify the market position through design innovation and creativity, and establish their corporate image and brand. There are several ways for designers and companies to collect ideas:
One is the feedback from front-line sales staff and end customers. Especially with the development of modern science and technology, the advent of a knowledge society, and the evolution of innovative forms, design is also evolving from the work of professional designers to a wider range of user participation. User-centric and user-involved innovative design has attracted increasing attention. The innovative 2.0 model of user participation is gradually emerging. Design is no longer a patent for professional designers. User participation and user-centricity have also become keywords for design. As a front-line salesperson, standing at the forefront of the entire design chain, direct feedback and opinions from customers can best Understand first, and have the right to speak, so designers must listen to their opinions and suggestions with humility and earnestness, and make timely improvements and adjustments to make the products more in line with customer needs.
The second is the analysis of Internet big data. As an emerging business form of grafting on the Internet, e-commerce is currently developing very rapidly in the field of plush toys. It should be said that e-commerce is a new world for the market of plush toys. In fact, big data has always been in the entire work of toy design. A good designer used to collect data through observation, interpret the data through thinking, and then use data to adjust the design through sales behavior. Now, big data is just omitted. We have collected and processed one by one. Therefore, mastering big data is convenient for designers to better grasp the design direction and make more products that meet the needs of consumers.
The third is various media and exhibition exhibitions. An excellent designer must pay attention to the development of the toy industry, watch and study the information released by the media in all aspects of the toy market, and at the same time, pay attention to the exhibitions and exhibitions of toys, such as the Hong Kong Toy Fair in early January each year (HongKong Toys Games Fair), the International Toy Fair in Nuremberg, Germany in early February and the New York Toy Fair in the United States, which was subsequently held in the United States. Domestic such as the first "China International Toys, Baby Products and Gifts Exhibition" held in Shanghai every October. In addition, in the spring and autumn Canton Fair, there will be a full range of all kinds of latest toy products concentrated in the exhibition, and at the same time, many exhibitors will distribute promotional materials and conference materials, as designers, we must carefully collect information, and Communicate more with buyers to obtain first-hand market information.
The fourth is cultural creativity. Different cultures produce different ideas. For example, Hello Kitty is a symbol of Japanese culture, not a symbol of American culture. On the road of Kitty cat internationalization, all Americanized and Taiwanese cats have failed because of the fusion of Japanese culture Kitty cats are already popular. Nowadays, plush toys are not just children's playthings. It is a leisure culture phenomenon in itself. We feel the leisure of the soul on many creative pillows for home leisure and car decoration.
The fifth is fabric creativity. In the design of plush toys, fabrics and ornaments are the basis of the design. The texture of the fabric directly reflects the style of toy design. For example: white and soft plush, often used for cute and soft toys; leather cortex has been used to design and make toy shapes in recent years, but also has craftsmanship office decorations; many fabrics on clothing will be used to Design ethnic style toys and so on.
Sixth, creative extension and transformation. For an excellent toy designer, it is often found that an old idea is not meaningless, but if through certain means and methods, it can be transformed into a new idea. For example, exaggerate or reduce, increase or decrease the original idea. You can add more decorations, details, colors, clothing, packaging, etc. to the toy to make the toy image more abundant. On the contrary, it can reduce ornaments, clothing, detail organs, etc., and change the image of toys. Therefore, we often say that the new and the old are relative, and the ordinary and the extraordinary are just one step away.
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