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Behind The Machine Industrial Design
Internal Design Visual Impact
Brian Leonard: When we first started talking about changing the design of what the Alienware hardware
image was, we wanted to go into a structure that felt like it was protecting
the technology inside.
Josh Probst: We basically started at the drawing board, doing a lot of sketching, working with some
outside vendors, getting a lot of concept generation going. We were really shooting for a solid
weapon feel, something that our gamer can really go to battle with.
Cecilia Sun: If you look at Obsidian rock, one side could be very chiseled but once you turn around
that rock, you can see a very smooth surface. That’s where the inspiration is coming from.
Brian Leonard: We take performance, form, and behaviors and fuse them together in the Alienware
gaming experience. We spend a lot of time with our engineering partners, working back and forth
between form and function and making sure that those two were integrated so seamlessly it’s difficult to
determine what is there because of the performance or what is there because of the form.
Industrial Design Lighting Zones
Josh Probst: The lighting zones provide the user the opportunity to fully personalize their machine.
Let’s say we’ve got a punk rock gamer, she can change them to be red and that machine is just on fire.
Industrial Design Internal Components
Brian Leonard: We’ve focused a lot on tapering the form and thinning the forms out so that, not only
were they much smaller but visually they looked much, much thinner.
We spent a lot of time studying keyboard design and how they’d react in the snap of the keyboard.
And that’s no less important than gaming – it’s actually more important.
Design is a really huge aspect of Alienware. What we’ve done with the new design just raises
that to a higher level.