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.
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.
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.
While Over-the-Air (OTA) updates seem to make hardware software flexible, the initial OS version that enables those updates is unchangeable once flashed onto units at the factory. This creates an early, critical point of commitment for any features included in that first boot-up experience.
Faced with a necessary multi-second delay during the device's boot-up and network connection process, the team designed a modular animation of the mascot character, Mushka. This creative solution masked the technical latency, turning a potential user frustration into a charming and memorable brand interaction.
Instead of outsourcing complex tasks, the designer on "Bored" used AI tools as a conversational guide to learn software like Illustrator for print production. This "I know Kung Fu" mindset allowed him to expand his capabilities on the fly and own more of the creative process.
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.
