Nintendo Labo: A Six Paths Innovation Case Analysis
Nintendo Labo was not simply a cardboard accessory. Its make–play–discover system is a useful example of reconstructing buyer value across several market boundaries.
Executive Takeaways
- Powerful innovation can emerge from crossing several market boundaries at once, rather than adding another feature within one category.
- Nintendo designed an integrated make–play–discover journey around hardware, software, materials and interactive instructions.
- The transferable lesson is to align customer utility, delivery capabilities and the business model — not to imitate the visible product.
The case
Nintendo introduced Labo in 2018 as a series of kits for Nintendo Switch. Users assembled pre-cut cardboard pieces into physical creations called Toy-Con, then combined them with Switch software and Joy-Con controllers.
Nintendo described the experience through three connected activities: make, play and discover. Users built the physical object, played with it and could explore how the mechanisms and technology worked.
This analysis does not depend on whether Labo became a long-term commercial success. Its strategic value is as a visible example of a company reconstructing an offer across category boundaries instead of competing only on conventional console performance.
Path one: across alternative industries
Labo crossed video games, construction toys, physical making and informal discovery. The cardboard mattered because it changed the role of the player: before using the software, the customer became a builder.
That combination created different utility from either a conventional game or a static model. The physical object was not merely packaging, and the software was not complete without the making experience.
For strategy teams, the question is not which industries can be combined for novelty. It is which alternative experiences solve different parts of the same customer problem and could be integrated into a coherent journey.
Paths two and three: strategic groups and the chain of buyers
Within games hardware, competitors are often compared through processing power, software catalogues and online services. Labo shifted attention towards creativity, physical interaction and accessibility. That made direct specification comparison less useful.
It also widened the buyer chain. A child or player might use the product, while a parent could influence the purchase and participate in construction. People interested in making or explaining mechanisms could find value beyond completing a game.
Nintendo did not claim authority over formal educational outcomes, and neither should this analysis. The strategic point is narrower: the offer considered users, buyers and influencers as distinct participants in the experience.
Path four: complementary products and services
Labo depended on a system of complements: the existing Switch console, Joy-Con sensors, cardboard components, software and assembly guidance. Nintendo’s developers described seeing Joy-Con controllers as bundles of sensors that could be used in different attachments.
Consumer testing influenced the instructions. Nintendo created interactive video guidance after observing difficulties in assembly, and designed the cardboard forms so they did not require glue or scissors.
This is an important innovation lesson. Complementary steps before and during use can determine whether the core product creates value. Improving the instruction, setup or handover may matter as much as changing the product itself.
Path five: functional and emotional appeal
A conventional games console is highly functional, but the category also depends on identity, immersion and fun. Labo added the satisfaction of constructing, customising and understanding a physical object.
The emotional appeal did not replace function. The cardboard mechanisms had to work with the controllers and software. The experience was coherent because the physical and digital elements supported the same make–play–discover promise.
Leaders can use this path to challenge categories that have become over-engineered on function or dependent on image. The opportunity may be to add confidence, participation or delight to a functional offer — or to make an emotional category more practical and transparent.
Path six: participate in a trend without chasing it
Labo connected several visible trends of its period: digital and physical play, customisation, hands-on making and interest in how technology works. Nintendo did not simply attach a trend label to an existing game. It designed the product journey around active participation.
That distinction matters. A trend becomes strategically useful when it changes what buyers value or enables an offer that was not previously practical. Copying the language of a trend without changing utility creates marketing, not market reconstruction.
Why several paths can be stronger than one
The Six Paths Framework is often introduced as six directions from which to search for opportunity. Labo illustrates how several paths can reinforce one another. Crossing industries widened the experience; the buyer chain widened participation; complementary elements made the experience usable; and the functional–emotional shift made construction part of the value.
A multi-path idea is not automatically superior. Complexity can destroy value if the elements do not reinforce one another. The test is coherence: can the customer understand the proposition, can the organisation deliver it and do the operating choices support viable economics?
Questions to apply to your organisation
The goal is not to copy cardboard, game mechanics or Nintendo’s brand. It is to use the case as a prompt to reconstruct the boundaries around your own customer problem — then test whether the resulting value, capabilities and economics truly fit together.
- Which alternative industries solve adjacent parts of the customer’s problem?
- Which buyer, user or influencer is overlooked by the category’s current offer?
- What happens before, during and after use that creates avoidable friction?
- Has the category overemphasised function or emotion?
- Which trend is changing buyer value, rather than merely attracting attention?
- Do the new elements reinforce one clear value curve and a deliverable operating model?
