In the previous article, we shared how Cheertone developed from an idea to a mass-producible product. This time, we won't just talk about the process. Instead, we'll take you inside Cheertone to see how a children's smartwatch, camera, game console or learning computer is gradually refined in terms of circuitry, structure, software and security, and why we can do it both quickly and steadily.
The "heart" of every product is a small motherboard. It determines the product's performance ceiling, power consumption, and stability.
Different product categories have different priorities for hardware, and there will be obvious differences in our architectures:
Kids' smartwatches / Kids' mobile phones
More attention is paid to: power consumption, battery life, and functions.
Typical practices: reserve independent keys or quick access entries for "frequently used functions" to reduce the frequency of screen lighting; plan a separate area for power management to facilitate heat dissipation and troubleshooting.
Kids Camera / AI Learning Camera
More attention is paid to: image acquisition and processing capabilities, and storage read and write speed.
Typical practices: matching the appropriate image sensor and storage solution based on the target resolution and shooting speed; keep the layout around the lens module as "clean" as possible to reduce electromagnetic interference and vibration impact.
Game console / Learning computer / Sleep alarm clock / Walkie-talkies
More attention is paid to: response speed, sound performance and button response.
Typical practices include: designing circuits that are clear and easy to test, facilitating quick troubleshooting during mass production; reserving sufficient power and drive capability for the audio output section while considering low noise; and using child-friendly buttons that provide rhythmic feedback.
For children's products, battery life is a key factor in the user's real experience. Parents will be anxious if the watch's battery level is unstable, and children will be disappointed if game consoles and learning computers frequently run out of power. Therefore, we implement multi-layer power consumption control designs at both the circuit and software levels.
Hardware layer:
Choose a suitable power management solution, such as setting up a power switch control between the main controller and peripherals, and turning off the hard switch can completely cut off the power.
Reasonably plan the balance between battery capacity and product volume to ensure a balance between play duration and wearing comfort, avoiding compromise on either.
Software layer:
Set up automatic standby and sleep logic, such as automatically turning off the screen after a long period of inactivity and restricting certain functions in low battery mode.
The way children use products is often very different from what adults expect. Therefore, in the structural design, we will very "pessimistically" assume various extreme scenarios.
Structural engineers will focus on the following aspects during the design stage:
Internal "reconstruction"
External "buffer zone"
We will conduct multiple rounds of drop tests during the prototype stage, including different heights, angles and ground materials, record the product's performance after multiple impacts, and fine-tune the internal support structure accordingly.
Children have a natural interest in taking things apart, and this must be taken seriously during the design phase.
Preventing accidental disassembly:
Key screws are placed in locations that are not easily accessible, and concealed designs are used when necessary.
For battery compartments that need to be opened frequently, use dedicated clasps or require dual actions (such as "press and slide") to open.
Preventing accidental contact:
Avoid placing power-off or reset buttons in positions where children can easily press them frequently, or set them to trigger only after a long press;
For sensitive functions such as volume, a limit or gradual adjustment can be added at the software level to avoid sudden increases or decreases.
Software experience is often the primary criterion for children to determine whether they like a product or not. For children, the challenge of UI lies in: it should not be overly complex, but also not too childish.
Icon design:
Use highly figurative images, such as cameras using camera shapes, and games using controller or block images;
Control the number of icons to avoid displaying too many on one screen, which can cause cognitive burden.
Menu structure:
Frequently used functions are placed at the first level, and physical shortcut keys (such as single press or long press of the side button) are set for certain functions to be called directly.
In actual projects, we will conduct internal tests to simulate the operation paths that children would take when using the product for the first time. We will check whether they can quickly find frequently used functions such as "Take Photo" and "Game" within a few seconds; whether they often make mistakes or get lost; and which icons are most likely to be misunderstood.
For younger children, a "large and simple" operation method is more necessary:
The buttons should be large, the functional system should be limited, and the prompts should be clear, such as sounds, light illumination, etc.
Older children are looking for more functions and a sense of "exploration":
for example, discovering more DIY photos and ways to play in the children's camera, and finding "challenge-based" learning content in the learning computer.
At Cheertone, we have always understood that: Children are not mini versions of adults. They have their own pace, interests and usage methods. Only by understanding them can the product truly be used, rather than being left in a corner unused.
Technical strength is not only reflected in "being able to make prototypes", but also in "being able to consistently produce the same products over a long period of time".
During the design phase, we will consider the following issues simultaneously:
These designs will make it easier to train workers on the production line, reduce the error rate, minimize rework, and enhance the overall production efficiency.
Before entering mass production, we will arrange small-batch trial production:

Cheertone production line workers testing products
By resolving the issues as early as possible in the pilot production stage, we can ensure that once we enter the mass production phase, the production line will be "running smoothly" rather than "fighting fires while operating".
Many partners would be curious: "We have so many product categories. Why can we still keep the time for new projects under control?"
The answer is simple: we don't start from scratch every time.
Over the years of research and development, we have continuously summarized which elements can be reused:
For example, a stable and reliable motherboard solution can be transformed into the "core" of a watch, camera, or gaming device by using different appearances and screen sizes.
A mature audio and lighting control solution can be reused in sleep alarm clocks and watches, only requiring adjustments to the presentation based on the product positioning.
Some key layouts and menu structures that have been widely verified will continue to be used in new products and will be slightly adjusted based on the target age group.
For customers, this means:
Platformization doesn't mean all products look the same. On the contrary, we will make significant differences for our customers in "visible aspects":
The appearance, color scheme, UI design, and content resources can be completely customized according to the brand style, while the internal components should be selected based on proven and universal solutions to ensure stability and ease of maintenance.
This is like building with blocks: the foundation is solid, and the changes are concentrated in the parts that best reflect the brand's characteristics.
For Cheertone, design and development are not just a bunch of cold technical terms, but a series of specific choices centered around "how children use it, how parents choose it, and how the brand sells it".
We start from the child's perspective to ensure that the product is easy to understand and fun;
Then, through close collaboration between design and engineering, we can transform "good-looking" into "useful and durable";
By leveraging the platform and experience accumulated over the years, we make new product development faster and more stable;
We always strive to find a balance between safety and cost, ensuring that our products make children happy and give brands peace of mind.
If you have ideas for children's smartwatches, cameras, game consoles, or educational toys, but are unsure how to bring them to fruition, please feel free to share them with us for discussion.
Also, we welcome you to share what was the most challenging part in your past product development experience - perhaps this is exactly the problem we can help you solve.