A cheet sheet for Rapid Prototyping
Summary: Brainstorming doesn’t work. Rapid prototyping is all about the quick and dirty approach. Never involve more than 3 people in a prototype.
Back in grad school, there were four guys called the Experimental Gameplay team, who spent a semester prototyping digital games in 7-day cycles. I sat next to them for that semester while I worked on PeaceMaker, and learned a lot by observing how they worked. They wrote a great article called “How to Prototype a Game in Under 7 Days:
Tips and Tricks from 4 Grad Students Who Made Over 50 Games in 1 Semester” that summarized their experiences on this project. This can easily apply to a mobile app or microsite, just as it did game design. But it really requires a very different mindset.
I’ve noticed that interactive ad agencies and experience design teams are struggling to articulate more “rapid” approaches to prototyping, to gain an innovative edge. But they’re thinking about it the wrong way.
The goal of prototyping is NOT crafting pitch material, or anything like creating a concept — it’s to learn about what works and what doesn’t, to ultimately innovate from such experimentation. It’s much more agile and much less waterfall (although neither truly apply). With all that in mind, here’s a cheat sheet to the experimental game design approach, along with some of my own thoughts:

quick and dirty paper prototype - imagine the interactivity in yer mind!
Production: Rapid is a lifestyle
- Embrace the Possibility of Failure - “It’s like always choosing to go to McDonalds instead of an unexplored new restaurant”
- Enforce Short Development Cycles (circa 1 week)- extra time leads to diminishing returns
- Blank white paper is the antithesis of creation, so Constrain Creativity - Use restrictions and themes like “winter and snow” or “drag and drop” to help something focus and tighten the creative space
- Keep teams very small - Idealy you’ll have 1 person who can do code and art. If not, keep it 2-3 people max, with at least one person designated the project lead, who can have the final say. Each team should report to an “objective project advisor.”
- Develop in Parallel with each team, and allow for a short post-mort session after each cycle
Design: Concept and Pre-Prototype (Don’t brainstorm!)
- Formal Brainstorming Has a 0% Success Rate - The first meeting should be a kick off to gain clarity on the timeline - and nothing more! Don’t ideate in a locked room at a whiteboard!! Later meetings can happen when there are ideas ready for people to react to.
- Gather Concept Art and Music to Create an Emotional Target - Ideation can be simulated by collecting inspirational assets that illustrate the mood, aesthetic, or concept you’re planning on going for.
- Simulate in Your Head ( Pre-Prototype the Prototype ) - Little drawings that you can imagine working. Paper prototypes!!!
Development: KISS (Keep It Simple Stupid)
- Illustrate the most important interactions in basic ways first, to test the core concept
- Fake it whenever possible - prototypes don’t need to work, they just need to show an working idea
- Cut Your Losses and “Learn When to Shoot Your Baby in the Crib”
- Heavy Theming Will Not Salvage Bad Design (or “You Can’t Polish a Turd”)
- But Overall Aesthetic Matters! Apply a Healthy Spread of Art, Sound, and Music








3 Comments, Comment or Ping
Christian Watson
What grounds do you have for stating that brainstorming doesn’t work? I’ve used this technique many times in the past and found it to be very useful.
Jun 23rd, 2008
ross
Christian, What brainstorm technique specifically do you use? I’d like to hear.
My experience has been that for a large project, gestating and documenting lots of different ideas can be valuable. After all, there’s time, and the finishing product has to be one big deliverable that’s spot on.
But for a small, rapid approach, lots of ideas = wasted time. The purpose is to create working things, not a list of ideas. So, I’ve found it’s best to come up with an idea quick you want to test out, work on it for a set amount of time (7 days?), iteratively improve as best you can, then cut the chord — move on to the next prototype.
The difference between these two approaches is the artifacts/deliverables you have at the end.
Jun 24th, 2008
Penny Martin
hey ross-
my name is penny. i had an idea recently that i have been trying to get prototyped. i am finding that it will cost me at least $10,000.00 to get started. i was willing to spend 4 to 5.
i loved your article and i wanted to ask some questions.
as i have contacted companies that are willing to make my prototype, a lot of them are telling me that i am in the position as most people in this stage of the game. a great idea but no sales at the moment to back the production cost of a prototype or bulk order.
as i read your article i got excited because it seems to me that i don’t need to actually have a physical product in my hand to show potential clients. i can simply give them a good idea with great visual aids that don’t cost as much.
i have colored sketches with specific measurements and various references to common products that, i believe, will give the people to whom i am “pitching” a great concept of what i will accomplish. along with price quotes for mass production.
with this information, do you feel that i am ready to start to market with the minimal information that i have (basically a concept rather than a physical product). or would you advise that i gain additional funding to make the prototype?
please, feel free to ask for more details about my idea if necessary, i know i was vague.
thanks so much for your time- penny
Nov 18th, 2008
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