How was the World’s First Telescope-shaped Controller Born? An inside story from the designer

As a new challenge for Atmoph, we announced the third generation “Atmoph Window Yo” in 2024. One of its major features is the world’s first telescope-shaped controller, the “Atmoph Scope”.

Behind the development of this new product is the desire to provide an entertainment experience through the window. The Atmoph Scope was developed to further evolve the concept of ‘enjoying the scenery by seeing and hearing’ that the previous Atmoph Window offered.


With the introduction of the Scope, you will feel more immersed in real landscapes than ever before. In this article, we interviewed two designers, Yoko and Mune-kun, and our CEO, Kyohi Kang, to learn about the background behind the creation of the Atmoph Scope and how it came to take its current form.

Member Introduction

Mune-kun: A designer at Atmoph and the originator of the new product “Atmoph Scope.” A gadget enthusiast who constantly discovers and tests various products from both domestic and international markets, sharing this information with the team. Known as “Mune-kun” within the company.

Yoko: Director and Designer. Responsible for designing all aspects of the user experience, including Atmoph’s website, app, and in-window UI.

Kyohi: CEO of Atmoph. Came up with the idea for the Atmoph Window during his studies in LA and has evolved this “window of the future” over three generations.

Chikako: Media Content Editor and the interviewer for this article.

Find a completely different Plus X, not just an extension.

―― The idea for the Atmoph Scope emerged from the desire to do something different with Atmoph Window 2 (hereafter AW2) and Atmoph Window Yo (hereafter AW Yo). Could you tell us what inspired the creation of this new controller?

Kyohi: First of all, hardware follows a product lifecycle of introduction, growth, maturity, and decline, so at some point, we need to think about new products.

So, when considering a new product this time, I wanted to achieve three things: be competitive in the future, become a global standard, and remove the constraints of AW2. Enjoying the scenery, connecting with the world, and finding relaxation were accomplished with AW2, so I wanted to go beyond that significantly. The theme we came up with was “entertainment.”

With various experiences like games and the metaverse, I kept thinking, “What kind of entertainment can Atmoph provide?” If Atmoph is to strengthen its focus on “entertainment,” it would be better to have interactions between the user and the window, rather than just watching.

While AW2 was operated using an infrared remote control or smartphone, the idea arose to incorporate “pointing” for the next product. This might have been the starting point for what eventually became the telescope-shaped Atmoph Scope.

Yoko: Kang-san had been talking about pointing for a long time. I didn’t want users to feel like nothing had changed from AW2 to AW Yo. At that time, Mune-kun also said, “We definitely need a unique point,” didn’t you?

Mune-kun: Yes, I did. When we were brainstorming ideas for the new product, we did it many times. But at first, most of the ideas were based on improving or slightly evolving AW2, just extending what we already had.

But I thought, “It’s a waste to release a new product after several years and just make small improvements.” So, I felt we needed a completely different Plus X, not just an extension of AW2. At that time, Kang-san mentioned wanting to create “Windowtainment,” incorporating entertainment elements like games.

But internally, there was quite a bit of resistance to the idea of “games on the Atmoph Window?” The Atmoph Window had always been about “watching, listening, and enjoying,” with minimal interaction, so many people felt uncomfortable with moving in the opposite direction.

―― There were opposing opinions within the company at first, weren’t there?

Mune-kun: Yes, there were. But I was always intrigued by the idea of “Windowtainment” and kept thinking about how we could push this idea forward. Having studied product design in university, I wondered if we could incorporate Windowtainment from a hardware perspective.

Yoko: We discussed for quite a long time what the “Plus X” should be, didn’t we?

Mune-kun: When everyone was wondering what to do, Kang-san posted in the company chat, “Everyone, think of some bold ideas by next week’s meeting.”

Yoko: That sounds like him (laughs).

―― What other ideas were being proposed at that time?

Yoko: I proposed “ATMOPH BARs.” Up until AW2, the number of modules that could be attached was limited, but I thought it would be great to remove that constraint and allow as many modules as desired. This idea has been incorporated into AW Yo in a similar form.

Mune-kun: At that time, I brought up the idea of the “Atmoph Scope.” Unique hardware, like the “click” of the Nintendo Switch controller or the iPod’s click wheel, has a distinctive interface. I thought it would be interesting if the Atmoph Window had such an interface. Something that, at first glance, everyone would want to try out and touch.

“Unique” points found on various hardware products.

Mune-kun: When I thought about Atmoph’s concept of “making everyday life an adventure,” the content of landscapes, and related items, I came up with “telescope.” I thought, “This could also tie into the pointing idea that Kang-san mentioned.”

At that time, I was watching the anime “One Piece” quite a lot, and they often use telescopes in the scenes. I realized again, “Adventure and telescopes, they really go hand in hand.”

Yoko: About a month after Kang-san mentioned “Windowtainment,” Mune-kun presented the first materials for the Atmoph Scope.

Kyohi: When Mune-kun proposed the Atmoph Scope, everyone had that “Oh!” moment of pleasant surprise. It encapsulated the essence of what we were struggling to figure out.

Yoko: I thought it was an idea that worked precisely because it was a window product.

Mune-kun: After that, we even tried it out using toilet paper rolls (laughs).

―― How did you feel when the Scope idea was adopted?

Mune-kun: Up until then, I hadn’t really achieved much at Atmoph.

Kyohi and Yoko: That’s not true!

Mune-kun: It had been about five years since the release of AW2, and making the next new product would likely take another five years. Thinking of it that way, it was a valuable experience, and with hardware and software professionals in the company, I felt I had to do my best as a designer. So, I was honestly very happy.

Kyohi: The Atmoph Scope is the face of the new AW Yo and shows incredible potential for future development. I think it’s an excellent foundation.

With the direction set, we commissioned the design to “acasso”, who are renowned worldwide.

―― Once the direction of using a telescope was decided, how did you determine the specific design from there?

Kyohi: The Scope was important, but we also wanted to improve the Atmoph Window itself. So, we decided to revisit its design and considered various product design companies from around the world.

For AW2, we introduced a system where the window frames could be replaced. This time, we thought a simple and minimal design would be better, something that could be accepted as an interior element worldwide.

So, we decided to go with a design firm in South Korea called acasso.

Yoko: They are very kind, and their expressions are gentle. When we present our requests, they say, “Let’s think about it.” However, they have a firm core when it comes to their designs and won’t just bend their opinions carelessly.

But they are not like stubborn artists who refuse to change anything. They strike a great balance, and that’s what makes them true professionals.

―― How did you communicate your design requests to acasso?

Mune-kun: I communicated the broad concept, like the telescope concept and the desire to convey a futuristic feel. Other than that, I left most of it up to them.

Yoko: Yes, if we convey too many details, it can narrow the designer’s thinking.

Kyohi: When you trust and rely on professionals, it would be a waste not to leverage their strengths. Our job is to consider what essential information is needed, identify what they might lack, and then simply convey the vision.

When we visited their office in Seoul, they had come up with a lot of ideas using sticky notes. It was clear they had put a lot of thought into it, and I felt that trusting them was definitely the right decision.

Mune-kun: Since they are world-renowned designers, I thought they would be more flashy. They originally did design work in the U.S. before returning to Korea, and their office is incredibly stylish. But when we met them, they were humble, grounded, and sincere, with a strong core in their design principles. It was surprising.

Yoko: The staff at Acasso are not only talented but also very approachable and professional.

Kyohi: After a while, we received the initial concept proposal. They were still in the brainstorming phase, but the materials they presented, asking “How about this design direction?” were already incredibly cool. From there, we went back and forth many times, and while the design evolved a bit, it remained fantastic. I was confident that this would turn into something exciting.

Mune-kun: It was truly cool. What they came up with exceeded our expectations, and the moment I saw it, I thought, “This is exactly what we wanted.” I felt that it would be an instant buy even if it cost around 80,000 yen.

―― It’s important for people within the company to feel like they want it. Did the design come together smoothly?

Kyohi: There were about two major directions, but after going through various iterations, we chose the current design.

The Scope is a standout product, but if the overall balance isn’t harmonized well, it can turn out strange. Balancing that while making the Scope a unique point is a challenge, as the designers at acasso also mentioned.

Of course, it’s not just about designing; it has to be something feasible as a product. Considering the shape, design, mechanism, and functionality, creating something “unprecedented and unique” is not as easy as it sounds.

―― Can it do pointing and zooming?

Kyohi: Yes, it can. Pointing and zooming are simple concepts, but they’re actually quite challenging to implement. We’ve combined various sensors to make it work and have filed for patents. This is a fundamental feature of the AW Yo and one of its highlights, so we need to ensure it’s provided properly.

―― Can you tell us a little about how the zoom function works?

Kyohi: The zoom function enlarges the area around the point in the landscape in a circular manner. Naturally, the image quality deteriorates when zoomed in. We’re researching various aspects, like how many times it can be zoomed in while remaining viewable and whether AI can be used to compensate for the roughness.

This zoom function serves as a starting point for discovering something in the landscape, engaging in battles, or going on adventures, expanding the possibilities of the “Windowtainment” concept I mentioned initially. We plan to create various content in the future, so stay tuned!

Bonus Content

―― Are Yoko-san and Mune-kun uncomfortable with being in the spotlight?

Yoko: I’m not good at it, but I wonder about Mune-kun.

Kyohi: Tell us, Mune-kun.

Mune-kun: Basically, I’m a punk.

(This article was translated by AI.)