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The evolution of the look of the Xbox 360.
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The
Xbox 360 will be the first of the next-generation consoles to hit the
market, and as such, it has to make a bold statement if it is to gain
the interest of the cynical modern consumer. To this end, Microsoft
hired the design firm Astro Studios, already successful in other areas
of consumer electronic styling, to help handle the new console's
physical design alongside a consulting firm, Hers Experimental Design
Laboratory, based in Japan .
From
the subtle X branding, to its attempts to incorporate design cues from
end users, to the very naming of the console and how it impacted on
design, Gamasutra had a chance to talk to the San Francisco-based Astro
Studios as it took us through the process of helping design the Xbox
360's look - the goal was to make a machine that seemed powerful,
vibrant, and aesthetically different from the first Xbox, and we sat
down with studio president Brett Lovelady to find out just how they
went about achieving it.
Gamasutra: Tell us a bit about your company.
Lovelady:
Astro Studios is a company I started about 10 years ago to essentially
blend technology, lifestyle, and design into product development. In
the past, we designed mainly hardware - industrial design based,
graphic design based, that sort of skill-set - but working on fairly
high-impact consumer products.
Gamasutra: So you've designed consumer hardware before as well?
Lovelady:
Yes - earlier on we were most well known for developing Nike's original
sports watches and the iPAQ PDA for Compaq. And we've been moving more
towards some game-related areas, working with Electronic Arts on cover
art and logo development for SSX3 and NFL Street. At the same time we're doing all the Alienware hardware. So the Alienware thing is probably what set us off in that direction.
Gamasutra: What aspects of the 360 are you responsible for?
Lovelady:
We are responsible for the whole look and feel, the outward aesthetic.
This includes the features, how it looks as overall design language,
how it works with the controller and peripherals - working on the
camera, the charging systems for wireless remotes - and then the box
itself, obviously.
Gamasutra: How were you asked to work on 360 - did you pitch, or were you asked?
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Beyond
designing Nike's Triax line of sport watches, Astro Studios is also
responsible for the look of Nike's Slingshot golf clubs.
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Lovelady:
We were asked. There were 6 or 7 other design firms, and Microsoft had
received concepts from all of them. While going through a huge internal
editing process, Microsoft liked a few things, but the designs weren't
connecting to the whole experience design. So they invited us in to
pitch ourselves, and they chose us to take over and start over from
scratch. All of the work that had been done was set aside. The Japanese
firm that we worked with was one of the firms that Microsoft was
working with in the beginning - Microsoft liked their ideas, but didn't
think it was totally resonating, so they had another pass at it as
well. Then from that point, there was a lot of cross-talk with Japan.
Gamasutra: How many iterations did you go through?
Lovelady:
We went from early ideas into three major idea directions. Once the
main idea was chosen, we went through four or five refinement
iterations. These iterations were not as major, and covered aspects
from materials to control functionality. We found the changes to be
very important, but some would see them as not as crucial.
Gamasutra: Did you have input into the hardware features?
Lovelady:
Yeah, we had quite a bit, especially the interpretation of those
features - discussions of if [elements of hardware are] going to be
wireless or not - going from the long connectors to a wireless scenario
and strategy, also whether [the console will stand] vertically and
horizontally, how do things switch and interplay; how do we deal with
memory; how do we deal with add-on modules, via wireless or hard drive
for example?
Gamasutra: What goes into designing consoles? How do you plan for it?
Lovelady:
There is a lot of interaction between engineering and marketing - we're
really living in both of those worlds a bit. Marketing has a lot of
goals: who do you want to sell to? You need to make sure of the core
gamer, for example, and what their needs are, but also branch out into
other areas with marketing goals and big-picture ideas.
And
then we talk with engineering to see what's feasible: we need to pack
all of this into a small box. It can't burn down, it can't blow up, it
can't melt, and it has to put out the right power. We lay out the
electronics so there is access to everything, and blend that with what
we think is a good design. It's kind of like getting all of the
ingredients before you can make something, and then pulling it all
together.
Gamasutra: So you had to work around the guts of the system. Could you move those components around within the console?
Lovelady :
We get some say. It's a give and take - there are some realistic
things, like you can't put a heat-sensitive item near a super hot chip,
but things like ergonomics, physical access, and elements like that
have to communicate in a common sort of way as well. But then you're
looking for a sense of design as well.
Gamasutra: Do you go through an approval process as well?
Lovelady:
It's a funneling process, that's probably a better way to think of it.
We immerse ourselves in as much information as possible, and then start
creating ideas, and through a series of review funnels until you get to
the chosen [design], and work on that really hard to produce it.
Gamasutra: What statement does the name "360" make?
Lovelady:
It's interesting that [Microsoft] chose "360" as a name, because it was
well after a lot of what we'd already come up with. Part of it was that
Microsoft sees it as an amazing digital portal, an access point. They
wanted something that would be this gateway from the physical tangible
real world to the voyeuristic world of gaming. So the idea is that
we've got this box that's a containment device, that is containing some
pretty amazing power. You can't just let anyone in or out of the
portal, or the access point.
So
the idea of containment and protection, and even a sense of there being
something pretty [powerful] inside this - we've got to make sure it's
safely contained. Also, the console has to stand vertically as well as
horizontally, so when they chose the name 360, one of our main goals
from the beginning was that we had to design it from every angle. There
are a lot of products which have one side where you say: "Oh, that's
where they had to put all the nasty stuff, all the connectors and
everything else." And when this is out in the homes and kiosks of the
world, there will be connectors and plugs in it, but you don't want
there to be an ugly side [to the console].
Gamasutra: So is that some of where the idea for the name came from?
You
know what - a lot of the real Xbox 360 came from the kind of
circle/ring of light aspect of it, and the wireless. Even the idea that
it starts with people, and no matter where you go, it comes back to
you. So the completion of the circle became kind of a theme.
Gamasutra: Did you listen to a lot of feedback from users of the original Xbox console?
Lovelady:
Yes - interestingly, we couldn't resolve everything. There are some
aspects where we say: "Yes, we're propagating some issues that were
there in the past, but you can't resolve them all." So which ones do
you choose? And that's everything from what it costs, to manufacturing
time, to the legacy of the color green, or the Nexus mark - how does
that evolve, or does it change completely? That goes through an editing
process, and prioritization process, and the final decision goes to the
people in power who make the decision and have the resources to build
the end unit.
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