UX Strategy • Team Project
Nintendo Switch
- $83.8B Nintendo market capitalisation, February 2025
- $7.7B hardware sales, FY ending March 2024
- $2.6B software and DLC sales, same period
- 20–25 core target age, alongside family households
Project summary
Our team was tasked with analysing the UX strategy of the Nintendo Switch and situating it within its competitive landscape. We selected the Xbox Series X|S as a representative traditional home console and the Steam Deck as a handheld counterpart, letting us evaluate how Nintendo's design decisions hold up against two very different competitor philosophies.
We examined each platform's strengths, weaknesses, subscription model, online infrastructure and target audience, built personas and scenarios to test the positioning against real user situations, then synthesised the findings into recommendations Nintendo could act on without abandoning what makes the Switch distinctive.
- Team of 3
- Competitive analysis
- Personas & scenarios
- Market research
- Strategy report
The platform
A hybrid home and portable gaming console supporting both digital and physical Nintendo games. Nintendo's stated value propositions are exclusive titles, innovative and unique gaming experiences, and collaborative play — aimed at two customer segments at once: families, and gamers and casual gamers.
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Primary strength
Portability paired with an exclusive first-party catalogue.
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Target user
Family-friendly and on-the-go, spanning younger kids to older adults.
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Key weakness
Online infrastructure and raw hardware performance.
Key features
- Hybrid design — handheld, tabletop kickstand, and TV dock
- Exclusive titles including Zelda, Mario and Pokémon
- Detachable Joy-Con controllers for handheld or instant multiplayer
- Local and online multiplayer support
Competitive analysis
We chose two competitors that pull in opposite directions — one a traditional living-room console, the other a handheld PC — so the Switch could be judged against both of the philosophies it sits between.
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Nintendo Switch
Versatility-first console with an exclusive first-party library.
Strengths
- Deep exclusive catalogue (Mario, Zelda, Pokémon)
- Three play modes: handheld, tabletop, docked
- Detachable Joy-Con for couch co-op
- Family-friendly brand reputation
Weaknesses
- Underpowered against competing hardware
- Online subscription lacks modern titles
- Peer-to-peer networking causes lag
- Voice chat requires a separate smartphone app
- Friend system is cumbersome to use
UX strategy: Nintendo doesn't compete on specs or subscription breadth — it competes on exclusive experiences and a versatile form factor. The Switch is the only way to play Nintendo games, which frees the platform from cross-compatibility pressure.
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Xbox Series X|S
Traditional console focused on value and Game Pass breadth.
Strengths
- Game Pass: hundreds of games for $10–$20 a month
- Strong online infrastructure (parties, Discord, servers)
- Series S offers a budget-friendly entry point
- Cross-device connectivity with PC, phone and TV
- Exclusives including Halo, Forza and Starfield
Weaknesses
- Weaker exclusives than Nintendo or Sony
- Not portable — must be connected to a TV
- Limited onboard storage
- Inferior performance to most gaming PCs
UX strategy: Xbox revolves around Game Pass — the widest catalogue for the lowest monthly cost. Best for users who prioritise variety, solid performance and seamless online play over mobility or first-party prestige.
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Steam Deck
Handheld PC gaming with the depth of the Steam library.
Strengths
- Access to the full Steam library
- Superior performance among handheld devices
- Linux-based OS allows deep customisation, including dual-booting Windows
- Expandable storage via micro SD
- Free online play through Steam
Weaknesses
- Heavier and bulkier than the Switch
- OLED models are expensive with no budget tier
- Digital only — no cartridge slot or disk drive
- Game compatibility varies widely
UX strategy: the Steam Deck targets tech-savvy handheld gamers who want PC-level library access in a portable form. SteamOS keeps a console-like environment friendly to casual users while still supporting a catalogue comparable to PC.
Head-to-head comparison
Seven dimensions, scored across all three platforms. The pattern that emerges is the argument of the whole report: the Switch wins decisively on portability, exclusives and local play, and loses on everything the other two are built for.
| Dimension | Switch | Xbox X|S | Steam Deck |
|---|---|---|---|
| PortabilityPlay anywhere | Best in class | TV-only | Handheld only |
| ExclusivesMust-have titles | Strong (Nintendo IP) | Weak | None |
| Game libraryBreadth of titles | Limited | Best, via Game Pass | Large (Steam) |
| PerformanceGraphics & speed | Lowest | Best | Mid (handheld) |
| Online experienceMultiplayer quality | Poor | Best | Acceptable |
| Couch co-opLocal play ease | Best (Joy-Con) | Extra controllers needed | Limited |
| Price / valueEntry cost | Mid range | Series S affordable | Expensive (OLED) |
Personas
Two personas were built to cover the two segments Nintendo targets at once — a lapsed PC gamer who needs portability, and a returning player coming back through nostalgia. They pull the product in different directions, which is exactly why both were worth writing.
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John
Teacher, 24 — Pittsburgh
- Income
- $40,000
- Technical
- Average proficiency for his age group, familiar with a variety of interfaces
- Devices
- iPhone, personal and work laptops, smart TV, Apple Watch, gaming PC
- Background
- Regularly plays video games on PC in his free time
- Context
- Single, lives alone, friends mostly within his profession
I've loved playing games since I got a PC a few years ago, but I want an option I can take on the go.
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Sally
Stay-at-home parent, mid-40s — suburbs
- Income
- $120,000 household
- Technical
- Comfortable with technology but not an expert
- Devices
- Phone, TV, laptop, iPad
- Background
- Grew up playing retro games on Sega and older Nintendo consoles
- Context
- Husband, two sons and a family dog, in a house in the suburbs
I have been struggling to find things to do, since my youngest child started school.
Scenarios
Each persona was walked through a scenario demonstrating the product's value proposition — from the moment the need appears to the outcome after purchase.
John — finding a way to play during a lunch break
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What he wants
John has been getting back into gaming recently and wants to figure out a way to play during his lunch break.
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How he gets started
He knows older portable consoles like the PSP and DS but hasn't kept up with newer models, so he starts researching options online.
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What happens next
Research turns up everything from gaming laptops to portable consoles. Ideally he'd buy a laptop — that's what he knows — but on a teacher's salary he can't justify the cost, and he walks and buses to work daily, so the extra weight is too much.
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What he chooses
He narrows to portable consoles and picks the Switch, a brand he already trusts. Current models are cheaper than rival handhelds and far cheaper than a gaming PC.
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The outcome
John can carry his hobby through the day with the option that actually fits his budget and his commute.
Sally — coming back to games after the kids start school
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What she wants
Always busy with her kids, Sally suddenly has free time now that her youngest has started school — and no idea what to do with it.
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How she gets started
She remembers how much she loved video games as a child and is tempted to get back into them.
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What happens next
She researches consoles to see which suits her. Most modern games look nothing like the ones she grew up with, but she still wants to try.
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What she chooses
She finds the Switch and recognises games that look like the ones she played when she was younger. She buys it and downloads Super Mario, Mario Kart and Zelda.
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The outcome
She reignites her love of video games — and gets to share it with her children.
Both scenarios land on the same insight from opposite ends. Neither persona was won by specifications: John chose on price and portability, Sally on familiarity and nostalgia. Nothing in either journey depended on the things the Switch measurably loses at, which is the strongest evidence that the niche positioning is deliberate rather than a compromise.
Recommendations for Nintendo
Four changes that would widen the Switch's reach without eroding what already works.
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Upgrade hardware performance
Improve graphics, loading speeds, storage and processing to attract more tech-savvy users and support resource-intensive third-party titles.
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Expand the online subscription library
The current catalogue skews heavily retro. Adding modern and third-party titles would raise the subscription's perceived value significantly.
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Modernise online infrastructure
Move away from peer-to-peer networking, build native voice chat into the console, and streamline the friend system to compete with Xbox and Steam.
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Add PC and cloud connectivity
Explore cloud gaming support and Discord integration to appeal to users who also own a PC and want a connected ecosystem.
What I learned
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Niche positioning is a valid strategy
Nintendo's decision not to compete on raw specs or subscription breadth is intentional — owning a niche can be more durable than chasing a crowded middle ground.
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UX extends beyond the screen
The Switch's controller flexibility and play modes show that hardware design is as much a part of UX as software — form factor shapes the entire experience.
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Exclusivity works as a moat
Exclusive content removes the need for cross-platform parity. It was useful to see how that shapes both product decisions and user expectations.
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Online is a weak point worth studying
Comparing Nintendo's peer-to-peer approach to Xbox Live showed how much infrastructure investment shapes perceived quality in modern gaming.