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The Beauty of Ugly Prototypes

Posted by: Andrew Swanson, at 1:19 am on November 30, 2009

It is always amazing to look upon a final product out in the market, and know that at one point, it was nothing more than an idea in someones’ head (or multiple persons’ heads).  At some point that idea has to be taken into the ‘real world’ of  three dimensions, and that is one of the more interesting phases of design for me.  Understanding the methods and approaches that companies or individuals take, and seeing the phsyical forms that the prototype and proof of concept designs that are employed gives great insight into the thought process behind.  One recent example that made me take note of its simplicty was that for a video game peripheral, designed around the Tony Hawk video game franchise.

Tony Hawk's Video Game Franchise

Tony Hawk's Project 8: One of the many, many games in the Tony Hawk video game franchise

The franchise, while extremely successful, was in need of a ‘reboot’ of sorts.  It had explored all the available terrain and the development team was looking for a way to bring something new to the franchise.  What they arrived at, was a skateboard peripheral to play the game that more Tony Hawk plays his own game, Tony Hawk: Rideclosely paralleled the act of skateboarding in real life.  What they created was a peripheral that forced the user to act in a very similar fashion to a skateboarder in order to be successful in the game.  The end product is a very slick, functional peripheral that allows a fairly capable skater to jump right in and get the hang of the game fairly quickly.  What I find perhaps even more interesting than the end result however, is the interim stage that allowed the developers to truly believe that the idea was a viable one that would catch on in the mainstream, similar to the insanely popular Guitar Hero franchise and Rockband franchise.

The Tony Hawk Ride Prototype

The Tony Hawk Ride Prototype

While at first glance, it would be very easy to dismiss this prototype as the garbage Frankenstein of a video game obsessed skateboarder, the sheer beauty lies in it’s ability to forgo any sort of attention to physical beauty.  The prototype’s ugliness belies the fact that is doing its job and collecting all the necessary sensory information to fine tune and prove that the idea is viable.  Sensors instead of wheels capture weight distribution information, buttons on key areas of the grip tape capture information relative to feet positioning for both tricks and just general riding.  The prototype isn’t complex.  It’s down and dirty, composed of elements that the developers had at their studio, not sent away for manufacturing at some third party.  This allows them to efficiently use their time and have more time to gather information and refine the product use before moving to more final prototype designs.  Whenever I see prototypes like this, I’m reminded of a design school example that was constantly brought up.  When designers went to improve the scalpel for surgeons, they didn’t use expensive prototypes, but rather a couple pencils with some elastics.  Using these low tech prototypes, they were able to mock up the best angle for the surgeon to handle precisely, and with longevity in mind.  The stripped down nature of the prototypes allows designers to quickly and easily get results, iterate the design based on the feedback, and quickly move the design forward.  None of those would be possible without the ‘ugly’, low tech approach to prototyping.

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Comments (1)


  1. Mihnea Galeteanu
    Nov 30, 2009 at 8:49 am

    Andrew, thanks for bringing attention to this. I’m in my organization trying to show people the value of unfinished prototypes.
    Recently we had a former VP of innovation from P&G come and speak at school and she brought up the subject of “ugly” prototypes. She added another angle to your argument. She said that if you show customers a prototype that’s very polished and looks “finished” they will be more reluctant to give you feedback (maybe in order to not burst your bubble).


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