Start with a toy — Gordon Brander
Power users find it difficult to accept toys. They are used to the way the axe handle fits in the palm. The tool has become an extension of self. GUIs will never be as powerful as command lines. Laptops will never be as powerful as desktops. Phones will never be as powerful as laptops...
When designing something new, start with a toy. Toys are fun. Starting with one forces you to create something desirable from the start (see Desirability, Feasibility, Viability). Toys invite people to play. Play is how we learn new things. Toys don't have directed goals. When something is truly new, you don't know what it is good for. Use-cases don't exist yet. A toy lets you find your use-case through exploration. Toys don't threaten incumbents. Instead of squashing you, an incumbent will ignore you. (First they ignore you, then they laugh at you, then they fight you, then you win.)…
related reading
- Start with a toygordonbrander.com
- The next big thing will start out looking like a toycdixon.org
- Do Things that Don't Scalepaulgraham.com
- Issue 002 / Internet Playgroundswoolgather.sh
- Do Things that Don't Scalepaulgraham.com
- Do Things that Don't Scalepaulgraham.com
- Twohy Design Workstwohydesign.works
- lecture5-market-wireframing-design.pdfspark-public.s3.amazonaws.com
- The Farmer & Farmer Review . Mastery and Mimicry . The Heart of the Builderfarmerandfarmer.org
- Tools for thought | Novel user interface ideas are public goodsnotes.andymatuschak.org
- Do Things that Don't Scalepaulgraham.com
- The Hardest Lessons for Startups to Learnpaulgraham.com