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Jonathan
Hayes is a jovial, precise and unguarded speaker, not necessarily what
conspiracy theorists might expect from someone hailing from within an
institution such as Microsoft. He bounds to the front of the hall at
London 's Design Museum to deliver his lecture with a disarming “Nice
to meet you!” as a greeting to the audience. Jonathan is openly
excited, and with good reason. The product he has been design director
on has just gone into mass production, and is expected to reach
millions of homes around the globe. Jonathan is design director for
look of the Xbox 360, and he's here in London to share some of the
process and lessons from creating the new machine.
With
an art school background, and from a sculptural training, Hayes moved
into industrial design and joined the hardware division of Microsoft in
1997. The opening of his presentation was concerned with giving some
background as to how he found himself directing the design of Xbox 360,
and it was a fascinating journey. Beginning from a practice based in
representational painting, moving to sculptural form through
photography – his wide appreciation of working across many different
disciplines informs his philosophy about product design; “The most
interesting work happens between disciplines. Technology needs poetry…
We need to bring art to design.” Especially useful was Hayes' training
in photography; “It's all about learning how light affects objects. I
strongly recommend that mid-design process you do a pro-photo shoot to
see how your design looks… The photography studio is a great place to
get some quiet time with the thing that you're making and see how light
changes it… Importantly, for a product like Xbox, it also allows you to
see how it will look when it's on a billboard.”
The
motto of the Microsoft hardware design team is ‘Pixels to Plastic' -
it's a role that encompasses all elements of a products design, from
the physical form to the user interface. Hayes has impassioned insights
into the role of hardware itself and its relationship to the rest of
Microsoft: “Hardware is a life support system for software… that life
force, that series of ones and zeroes… hardware is there to protect
that, and make sure people can get to it as easily and gracefully as
possible.”
After
working on force feedback joysticks and mice, Hayes was excited when
the opportunity to head up the 360 team presented itself. As he
remembers, “I felt I could really bring something to the project. The
first Xbox said ‘We're here! We're powerful!' I wanted to build more
nuance into that.” As soon as he was appointed into the job, a
colleague set down one of the most important abiding criteria for the
project, “Jonathan, make sure you design a console that my wife will
let me bring into the house.” This turned out to be a useful benchmark.
When
Hayes began on the project, five teams had already been hired. Much of
this work was still based around keeping the ‘X' in the design,
effectively continuing brand as product. He showed a number of these
concept artworks from what he described as the ‘X marks the box' school
of thought. One of the biggest early problems was how to negotiate
making a decision about the design direction with the five
vice-presidents of Microsoft.
The
challenge, as Hayes explained, was (of course) to create a design that
they would all be happy with – but also to give them a framework for
being able to discuss the possibilities in terms other than “I like
that one.” To that end, Hayes created a matrix of design sensibility
with two axes, mild to wild on the vertical, and organic to
architectural on the horizontal. This was an immense help in getting
the executives to be able to articulate where they felt the new Xbox
should sit aesthetically and in creating an essential shared
understanding.
Hayes
took seven front-runner prototypes on the road across the world, for a
series of user-testing focus groups. The groups were asked general
questions about color and texture, what kinds of shapes they preferred
– essentially everything except: “Which one of these should be the next
Xbox?” There were some consistent results that came back. Firstly,
people preferred the more organic shapes, clearly signalling a move
away from the original design. Secondly, people wanted a more subtle
branding; this was reassuring as it shored up the executives' feeling
that they could be more confident in the brand from here on.
These
were great results which corroborated where the executives felt Xbox
should be positioned on the ‘organic to architectural' axis, but Hayes
was keen to allow for both the aforementioned ‘mild' and ‘wild' in the
visual aesthetic. The obvious answer to this – customizable face
plates. Xbox 360 will launch with a series of these later this year,
interestingly – the face plate graphics can also be downloaded as a
skin for the U.I. dashboard, completing the customization.
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A selection of the early Xbox 360 designs.
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Hayes
went on to discuss the shift in tone from the original Xbox to 360,
highlighting the quantum differences in approach the team were now
taking. “The first Xbox was convex - it was full of energy that could
barely be contained.” This maps back to the original brand identity,
“...a slash in the ground, with mysterious dark energy coming out at
you…” Hayes illustrated this with a slide of the Hulk bursting through
a plate glass window toward the camera. Laughter from the audience –
“That's pretty much how I felt about the original.”
Keeping
with filmic references, Hayes explained that 360 wasn't about sheer
muscle mass; but focused power (cue a slide of Bruce Lee). Again, he
mapped this to the brand identity. “The new Xbox 360 logo is more
refined, it's still a cut, but it's a cut into a world that you can see and access. It's not coming to get you, it's inviting you in.”
One
of the first decisions Hayes made upon starting the project was to hire
industrial design firm Astro, in San Francisco, “They were new, they
were nearby, creatively in tune with us – and they were near to
Flextronics, the manufacturing partner.” Hayes presents each of his
collaborators individually from photographs, including one designer
whose first day at work ended up also being the first day working on
the new Xbox- easing him gently into his professional life. It was he
who penned the pencil sketch that pretty much ended up as the final
design – although the color palette he drew needed taking away from the
old-style black and radioactive green. As Hayes teased him, “I love the
direction – but we need a little less Shrek.”
A
major issue for any hardware designer is always heat. Particularly in a
console environment, running two separate chips can cause huge thermal
problems. With the original Xbox, an effort was made to attempt to hide
the vents. With 360, they decided to highlight them, even play in them
as a feature. The concept of air being sucked in became a core facet of
the design. (Most memorable image of the night probably belongs to the
advertisement that Astro, the San Francisco design company placed
following completion of the design. Picturing a 360 console speeding
through space amidst a wisp of smoke, it amusingly refers to both a
former presidents ‘confession' to marijuana use – and the design
shorthand for the Xbox 360. - inhale.)
A
process of iteration and development was explained in some detail by
Hayes, as a detailed series of slides and prototypes were shown to the
audience. The iterations were all underpinned, however, by a specific
series of values that were agreed for the project:
Openness (anything can be plugged in via USB)
Clear – no complication
Consistency – across the entire design
Athletic – economy of motion – back to Bruce Lee
Mirai – “future” in Japanese
…which – helpfully spelt “Occam”, after the revered design principle.
The
rest of Hayes' lecture was concerned with a design travelogue – which
delighted the audience with the chance to get ‘hands-on' with rejected
prototype designs. He spoke lovingly of the focus groups which were
comprised of gamers themselves, which were always “the most fun”, he
explained. “Gamers care passionately about the product. They feel an
instinctive personal investment in moving things forward – almost like
they're all manning a jack and ratcheting it up.”
With
the physical form agreed upon after a series of round-the-world trips,
taking in designers from San Francisco to Osaka, a final ‘style summit'
was held, with color specialists to finalize the specific hue for the
box. The audacious results of this are what can be seen in the finished
design – ‘chill' being the color that was selected. The two-year
process of development was over, and Xbox 360 went into mass production
on September 7th.
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Jeff Minter's Xbox 360 'Neon' visualizer.
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Hayes
finished his presentation with the dramatic unveiling of a working 360
console, giving a demo of the dashboard functionality (and unannounced,
the Jeff Minter ‘Neon' visualizer) and inviting the audience to come
and try it out. As they rush forwards, it's exciting to watch Hayes
being excited by watching people play with his ‘project' for the first
time, although, one suspects, his mind is already consumed by thoughts
of new peripherals.
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