To create a truly unique value proposition, the "Bored" team prioritized game mechanics that leveraged the combination of physical pieces and a digital surface. For example, one game uses the height (Z-axis) of stackable pieces, an interaction that cannot be replicated on a standard tablet.
To test the interaction between physical buttons and the on-screen UI, the designer used a simple, reprogrammable keyboard from Etsy. The OS recognizes it as a standard keyboard, allowing for rapid, low-cost simulation of custom hardware controls directly within a Figma prototype.
True differentiation comes from "deep delight," where emotional needs are addressed within the core functional solution. This is distinct from "surface delight" like animations or confetti, which are nice but fail to build the strong emotional connections that drive loyalty.
Don't design solely for the user. The best product opportunities lie at the nexus of what users truly need (not what they say they want), the company's established product principles, and its core business objectives.
The ultimate goal of interface design, exemplified by the joystick, is for the tool to 'disappear.' The user shouldn't think about the controller, but only their intention. This concept, known as 'affordance,' creates a seamless connection between thought and action, making the machine feel like an extension of the self.
Unlike pure software, a product combining hardware, software, and content can't be validated with a "smaller, crappier version." The core user experience—the "fun"—only emerges when all components are polished and working together seamlessly, a moment that often arrives very late in the development cycle.
The team initially saw the large digital game board as the main feature. They later realized the unique, tangible game pieces were the most compelling differentiator from tablets or consoles and pivoted the entire marketing strategy to feature them front and center.
Products like a joystick possess strong "affordance"—their design inherently communicates how they should be used. This intuitive quality, where a user can just "grok" it, is a key principle of effective design often missing in modern interfaces like touchscreens, which require learned behavior.
A joystick has 'perceived affordance'—its physical form communicates how to use it. In contrast, a touchscreen is a 'flat piece of glass' with zero inherent usability. Its function is entirely defined by software, making it versatile but less intuitive and physically disconnected compared to tactile hardware controls.
Modern marketers often add friction (QR codes, redemptions) to track data or cut costs. This is a fatal flaw in collectible campaigns. The value is in the tangible, immediate reward. Embedding the physical item directly into the product experience is crucial for success and avoids user drop-off.
A project's most defining element can grow from a seemingly small, playful exploration. The complex mosaic interaction on the Shift Nudge site began with MDS simply designing pixel icons for fun, demonstrating how following small sparks of curiosity can lead to major innovations.