On Design

I had a friend who played guitar. Well, he had a guitar. And, in pursuit of learning how to play it, he'd watch videos of like Stevie Ray Vaughan or whoever on loop and he'd think "Jeez, I could never do this!..." And so he stopped trying. And then he sold the guitar.

The moral of the story is that, if he'd just start small and simple and build up to the advanced stuff, today he'd be a perfectly content guitar player owner.

And I tell that dumb story because, when people talk about design, I think it's just as often discouraging as it is encouraging. Examples of "good design" are market-validated. Apple will sell 200 million phones this year, but if we're not gonna make iPhones, then why bother?

So, before we have any conversation about Design-With-A-Capital-D, I first want to outline a process of how I think about making electronic musical things:

A maker's design/development lifecycle

drawing of "Proof of Concept" breadboard, prototype cardboard, and finished product

  1. Proof of Concept (PoC)
    • This is the breadboard version of a machine, with its main function(s) working but limited in functionality and control. It is probably table-bound, a little delicate, and requires assistance to be used because nothing is labelled.
    • For example, an oscillator has a couple buttons to play different frequencies, and its output connects to a cheap guitar amp.
    • The goals are to prove that the basic premise is both 1) technically feasible and 2) worth the effort to continue. You might call it a technical demo.
  2. Prototype
    • A prototype takes the PoC off the breadboard and into the real world. It's soldered up to withstand being handed around and probably in a crude enclosure to protect it from the elements.
    • It should be closer to feature complete but doesn't have to be exhaustive. Ugly but not-unintuitive is perfect.
    • Continuing our Proof of Concept example, now the oscillator has buttons for a full, tuned octave of notes and the amp is built-in. There's a switch for power and maybe a switch for a filter too. Oh, and it's all in a cardboard box with all the components poking out.
    • Enclosing our circuit starts to abstrtact away its complexity. It's no longer a jumble of electronic components but a singular machine. "The whole is greater than the sum of its parts." It has a permanence!
    • The goal of a prototype is user testing. Carry it around with you. Is it fun to play? Let someone else try. Are they able to use it without your assistance?
  3. Finished Product
    • This version is what you could imagine sitting on a store shelf or on a nice display in your home — it is "shelf-worthy."
    • Okay, maybe "product" isn't the right word because you don't have to sell it. Pretend it's a very nice gift for somebody.
    • Our cardboard prototype now has multiple octaves of buttons, and you've figured out how to cap them with fake piano keys. The filter switch is replaced by a knob or two for more control, and there's a bigger knob for volume. It's made of something sturdy like wood or plastic or metal.
    • In startup land, a "Minimally Viable Product" (MVP) is one that reduces the feature set to the bare minimum of what people will pay money for.
    • The goal of a product is probably money, but yours can be pride or a sense of achievement or learning or anything else that validates your hard work!

Distinctions between stages are blurry, and they can overlap. The important takeaway is that the core functionality of the machine is understood and working from start to finish, and you iterate incrementally. You don't just go straight to the end!

Stages can also loop and cycle, individually or in a subset. You could go through multiple Proof-of-Concepts before you find one you like, with multiple prototypes as you build out its features; and an MVP makes a great base framework to PoC new functions.

OKAY 2 prototypes

Some open questions to consider:

Design principles

The field of designing products for mass production is called Industrial Design, and the Design of Everyday Things by Don Norman is its bookshelf staple.

These are its "Principles of Interaction Design," with commentary for our usage:

Paths vs puzzles

All of that is well and good and worth considering, BUT we're making novelty musical instruments and noise machines, not helicopter cockpits or hospital equipment! God willing, nobody's life will ever depend on what we'd make with a CD4093 Quad NAND Schmitt.

Mysterious Waltron prototype

Keep or ditch design rules as you like. Not everything has to make sense. There's a lot of joy to be had in making a weird, harmless thing to confuse people.