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Vague But Exciting (v3)

Dave Rupert
November 14, 2017

Vague But Exciting (v3)

A continuation of my talk on prototyping. Looking to industries outside web and app development for inspiration on how to build digital products.

This version of the talk was originally given at Beyond Tellerand. A video is available here: https://beyondtellerrand.com/events/berlin-2017/speakers/dave-rupert

It was also reprised and slightly extended at Refresh Austin the next week.

Dave Rupert

November 14, 2017
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Transcript

  1. VAGUE BUT
    EXCITING
    Dave Rupert @davatron5000

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  3. HOW THE F#$% DID
    THEY MAKE THIS?

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  4. HOW DO LARGE
    CREATIVE PROJECTS
    SUCCEED?

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  5. WHY DO LARGE
    CREATIVE PROJECTS
    FAIL?

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  6. SPOILER ALERT:
    THE ANSWER IS
    PROTOTYPES

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  9. Making a Movie
    Plan Edit
    Capture

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  10. Making an Animated Film
    Animate
    Plan

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  14. Introducing a revolutionary
    new Design Thinking
    Thought Technology…

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  16. Think through problems before
    getting to the expensive part.

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  17. Find (or make) technology that
    allows you to prototype quickly.

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  21. A combination of cobbled together parts.
    But it was instantly fun. And that's how
    we knew...
    – Jeff Kaplan, Game Director of Overwatch

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  24. Quickly create
    Minimum Viable Products.

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  25. Quickly create
    Minimum Viable Products.

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  26. “Find out if it’s a dumb idea
    as soon as possible.”
    - Dave Rupert, Startup Guru

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  30. There was a room made of simple Lego-like blocks, and
    Mario and Luigi could run around in there, climb slopes,
    jump around, etc. We were trying to get the controls
    right with an analogue 3D stick, and once that felt
    smooth, we knew we were halfway there.
    As for the courses and enemies, those actually came at
    the very end. They were done in a single burst of
    energy, just thrown together, almost.

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  31. We get the fundamentals solid first, then
    do as much with that core concept as our
    time and ambition will allow.
    – Shigeru Miyamoto

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  32. 「手応え」
    Hand Response or “Game Feel”

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  36. The way that Miyamoto-san [makes]
    games, the idea comes not from the
    design, but from the function. The design
    comes after.
    – Satoru Iwata

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  38. Prove ideas before
    committing to them.

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  44. 60 PROTOTYPES
    IN 30 WEEKS

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  45. MON TUE WED THU FRI

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  48. “80% IS BETTER
    THAN 90%”

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  49. You build the tip of the iceberg and
    people will come to you and describe the
    rest.
    – Manuel Clément, Google

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  51. Bring people in to test.

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  52. A short timeframe
    forces quick thinking.

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  53. Less polished gets
    better feedback.

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  59. That experiment showed us how great
    the title could be, but also the amount of
    work required to make it.
    – Hidemaro Fujibayashi

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  61. Build a prototype
    to validate ideas.

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  62. Experiment to get
    better estimates of
    the work required.

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  63. NO DATABASE!!

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  69. “Prescribe to an iterative
    development process, and use
    prototypes as a method of proving
    features and concepts before
    committing them to your design.”

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  70. VALUE
    PROTOTYPES

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  71. PROTOTYPES
    ARE FOR
    EVERYONE

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  72. THANKS!
    Dave Rupert @davatron5000
    Illustration by Kyle Ferrin @d20plusmodifier

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