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Vol.01 Optimizing the grip on the small movie camera! Hiroyuki Matsumoto

The fit of the grip makes all the difference

“I’ve been designing movie cameras for the past nine years now, but I was responsible for designing professional cameras for a time during my early days with the company. I really wanted to design products that fit in the palm of the hand, so I felt a little uncomfortable working on function-oriented professional equipment that seemed so bulky to me. Still, I’ve come to realize that it was precisely that experience with professional cameras that has enabled me to design consumer products with terrific grips. Since there’s no tolerance for the slightest imprecision with professional cameras, the highest priority is placed on operator control and the way the grip fits the hand. I learned a lot from that.”

When consumers look at movie cameras, their first considerations tend to be small size and innovative styling. But when it comes to actually purchasing one, they want to hold it in their hands and try it out in the store. Senior designer Hiroyuki Matsumoto of the AVCN Mobile Group’s AV Team sees limitless potential for improving movie camera designs by enhancing the feel of the grip.

“The grip may very well be the place where a camera can be differentiated most clearly from the competition,” he suggests. “Of course, there’s a difference between the professional movie camera, whose weight is supported by the cameraman’s shoulder, and the consumer market camera, whose weight and operation are handled solely by the palm and fingers. Our objective is to create designs that position the grip as the core element in camera functionality.”

Realizing “goo size” (GS) by assigning the grip the leading role.

This concept gave birth to the popular palm-sized NV-GS5 movie camera with its “affectionately compact” tagline.

“Most people consider the side of the body with the LCD as the key aspect of movie camera design, but we adopted a perspective that focused on the side with the grip and pursued a structure that ensured a proper grip and optimal operation, rather than treating the grip as just a handle to hold the camera with. We also incorporated slits in the grip, treating them as visual design elements, to let sweat escape and prevent slipping or excessive adherence of the palm that could cause discomfort. Since the hand forms a fist like the “rock” (“gu” in colloquial Japanese) in the rock-scissors-paper hand game, and since the grip is “good,” we gave this model the initials “GS” for “goo size.”

After his success with the NV-GS5, Matsumoto pushed ahead with even bolder designs. “Our sales and product planning departments were begging for designs that made the camera look small, but I felt that emphasizing only the profile, or the impression it made when viewed from the side, was the wrong approach.”

At this point, Matsumoto broke away from the received wisdom of movie camera design and created a breakthrough prototype with the top of the grip positioned higher than the lens.

Creating mockups day after day.

“This design enables users to hold the camera firmly with their fingers above the grip. We had just kicked off a special project aimed at developing a product that could become a mainstay sales model, and I completed the NV-GS250 based on a form and design derived from the ‘natural holding’ concept I proposed for that project.”

But getting from the abstract concept to the actual product is far from easy. “The design, which we call ‘minimalist construction,’ has a symbolic appearance that evokes the 3 CCD high-resolution image even in the lens barrel, though we obviously still hadn’t started considering the interior design details yet. We worked out the optimal placement of the constituent parts first, and created a working model that was as close as possible to the mockup image. Then we refined the grip design further to make holding it feel natural.”

Three to four mockups are generally produced for each product. The study of the grip design, in particular, has to be conducted completely by hand in a trial-and-error process that includes modeling and carving the papier-mâché with a powder-molded prototype as the base. Since new issues inevitably arise when examining the overall balance between the size and fit, the problems seem endless. Repeating the work day after day is a painstaking but unavoidable part of the process.
“It was an essential daily routine if we were to achieve the optimal grip with minimum volume we were looking for.”

Grip design is 50% good sense and 50% perseverance!

One of the challenges in grip design involves the variations in people’s palm sizes and finger lengths.

“Since the various elements intertwine like a net, I’m still learning every day. Constructing a good grip involves more than just improving the fit. Since we wanted to use an SD memory card for the high-vision HDC-SD1/SD3 movie camera, for example, we explored a new grip structure that permitted in-line arrangement of the center of the lens and the control buttons. Our aim was to combine a superior fit with a symbolic form as a distinctive design concept for the world’s first HD movie camera with no mechanical add-ons. Since too much grip flexibility can actually confuse users, we added a bulge where the hollow of the palm contacts the grip and added new changes one after another while monitoring the camera’s stability when held.”

It was also with the HDC-SD5, moreover, that the team proposed a control system that allowed comfortable operation with a single hand accompanied by a “slanted form” that reduced the load on the wrist during shooting. They asked a total of 100 testers to hold the camera to gather input for making all the fine adjustments.

“To tell the truth, designing the grip required a lot of endurance. It was 50% good sense and 50% perseverance — or maybe more than 50% perseverance,” says Matsumoto.

Design evolution in touch with the times.

“There’s no final structure for grip design,” Matsumoto asserts, explaining that the form taken by the movie camera itself will continue to evolve with changes in memory media and technological trends.

“There are DVCs, DVDs, hard disks, SD cards and all sorts of other memory media on the market,” he says, “and they’re changing every day. We have to reconsider our grip design from the bottom up every year to respond to changes in composition and body size while considering a whole range of factors, from the best control system layout to the optimal weight balance. A product won’t sell just because it has a good grip, of course, and the grip quality has to be combined with refined styling of the camera body itself. The important thing is to undertake the design while maintaining a focus on the ‘ideal grip’ concept.”

“We continue our persistent efforts to perfect the form even after submitting the preliminary design to the design department, and the designers there empathize with our persistence. All of us participating in the design process pursue the optimal grip together right up to the time we order the metal mold. Our new products this year, the HDC-SD9 and HDC-HS9, reflect this concern with the compact size and ideal grip that set our products apart.
“We’re never completely satisfied, though, however impressive our achievement. We intend to continue this product evolution that embodies the very design identity of our movie cameras.”

Clearly, then, size, weight and performance are not the only things that differentiate one movie camera from another. There are also other factors that are conveyed through the palm and fingertips when the user actually holds and operates the camera.

Next time you see one of our movie cameras in a store, pick it up. Hold it in your hand. And savor the exquisite feel of its grip. You’re sure to find it conveys a sincere message to you from Matsumoto.

Hiroyuki Matsumoto
Senior Designer
AVCN Mobile Group
Panasonic Design Company
After designing professional cam-corders used for broadcasting and portable editing equipment, he went on to design video camera equipment for consumer use such as a DVD standard digital video camera and "D-snap" which uses an SD memory card for its recording media.
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