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During the long, expensive period before a hardware product works, progress can feel stalled. The key is methodical problem-solving: ensuring each failure is a new one, not a repeat. This demonstrates progress to the team and investors, even without a final working product.
The word "failure" is loaded with negative connotations. A more productive mindset for innovation is to focus the team on reducing "time to learning"—the speed at which you discover a path is wrong. This encourages experimentation and small pivots rather than creating fear around outcomes.
In hardware automation, a "go slow to go fast" approach is essential. Iterations are too slow and costly once hardware is built. Front-loading validation through drawings and simulations avoids major architectural issues that often get buried later due to project momentum or "go fever."
The most significant expense in hardware development is the labor cost, not the physical materials, which can be sacrificed in testing. This insight, attributed to Elon Musk, justifies a "build, break, and iterate" approach to quickly get on the learning curve and reduce the cost of engineering hours.
Unlike software, hardware iteration is slow and costly. A better approach is to resist building immediately and instead spend the majority of time on deep problem discovery. This allows you to "one-shot" a much better first version, minimizing wasted cycles on flawed prototypes.
For ambitious 'moonshot' projects, the vast majority of time and effort (90%) is spent on learning, exploration, and discovering the right thing to build. The actual construction is a small fraction (10%) of the total work. This reframes failure as a critical and expected part of the learning process.
When launching a new hardware product, success hinges on four principles: 1) Define goals early and change them as little as possible. 2) Start design on the hardest, most likely to fail parts. 3) Over-index iteration on parts customers touch most. 4) Act with ruthless urgency.
Hardware innovation culture is fundamentally different from software. Founders must be intrinsically motivated by the slow, deliberate, and expensive process of creating physical things. The reward is not quick iteration but conquering the immense difficulty of a process where mistakes are very costly.
Product development's most valuable activity is iteration. The goal isn't to avoid failure, but to achieve it quickly and cheaply to maximize learning. A good failure uses the simplest possible prototype (e.g., duct tape and a 2x4) to answer a key question and inform the next step.
Pincus critiques the 'MVP trap,' where teams waste time building a product based on a flawed premise. He advocates for a 'failure machine' that rapidly tests many raw ideas (e.g., click-through rates on mockups) to find what users actually want before committing engineering resources.
To validate core assumptions quickly, structure your first real-world test for speed, not success. Even if you're confident it will fail, the learnings from a rapid first attempt—on suppliers, regulations, and execution—are far more valuable than prolonged planning for a perfect launch.