The NOK gaming system is an attempt to create a fully interactive gaming system. You see lots of interactive games out there - tamagotchi and the like. But all of these just let you play one game. Over and Over. And Over. The idea here was to create not a game - but a gaming system. Of course, doing this is a lot easier than it sounds. You've got to think about things like scalability -- will you let people play with others and is it safe to bring a new product to the market which ignores the Internet? What about maintainability? Is this something that's going to break after two years or do you want this to last forever? Lastly, what about the sheer cool factor? Yes, if you're going to rule the market, it's got to be cool. This is what I wanted to do with the NOK. I sat down and thought and rethought about every aspect of portable gaming. What makes a system portable (you only need your hands to operate it) and how do you interface with the system? I was tired of the old gameboy, lynx, gamegear, _everyother portable system_ interface. I wanted a portable gaming system you could really get into. Additional benefits like force feedback and stereo sound are included because people know that it's not just the price - but the value. I really enjoyed this project and really got into it. I rendered everything and thought about everything to the smallest details. One of the things I hate about portable systems (read cd players) is that you can put it in your bag, move around, and have it come on by mistake and kill the batteries. To solve this problem I depressed every button into the main chassis. But this made them harder to press so I depressed the button hold spaces (so the surface is flat) then created and raised each individual button. I thought about the power supply and realized you can't beat double-A batteries for lifetime versus size. I thought about the screen. Everybody with a scratched gameboy sceen or a broken gamegear screen know how much they can suck -- the NOK has the screen depressed into it with a scratch resistant, clear plastic over it. And backlit display for easy playing in the dark - something you can't do with gameboy - was a must. Lastly, it _had_ to be ergonomic. Very, very, very easy to hold and very easy to hold for long times. And, of course, it had to be sexy. It had to be curvy and organic and bright, the kind of thing you couldn't wait to show your friends -- the kind of thing you might put on your mantlepiece. Finally, the interface had to be interesting. The normal portable gaming system interface is boring. After an hour of pressing button, you get bored. I thought about this and created an involving, interesting interface.