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Constraints

This post over at juice analytics is rather descriptive of my latest project, one which I hope I can launch in January or February. The gist is that constraints really help you focus your thinking, unleash your creativity, and generally make better stuff. I’ve ascribed to this process a lot in my creative work, and with my latest project I’ve taken a more extreme stance by forcing myself to think around many basic things we take for granted.

Constraints are a workout. They require us to use more energy, something we are biologically averse to. We are ‘cognitive misers’, to borrow a term from psychology, as a full 20% of our energy expenditure is devoted to our brain. Constraints are also one of these paradoxes of the human condition – we strive to succeed to remove the constraints in our lives, yet without constraint we have partially undermined our drive to set goals in the first place. In comparisons between stress and performance, psychologists have found that a moderate amount of stress is actually where we achieve optimal performance – not without stress, or overloaded with it. It’s this hunger and uneasiness that moves us forward.

If we were to apply constraints to the world of video games, we’d see a similar pattern. Sony – a company riding off of the massive success of the Playstation 2 – had the least constraints when developing the Playstation 3. The needs of developers, the cost of the system, the desires of gamers for things like online support, and whether the system would be a success were all non-issues to Sony corporate. On the other hand, Microsoft could not afford to dismiss these issues, and consequently made a better product. Nintendo went even further, with a lower price point, less computing power, and most importantly, the least idea of what games would eventually look like on its very unique DS and Wii. The same constraints apply in the casual games market on the web, where the constraint of Adobe Flash has driven some great innovation, while traditional PC games with access to an increasing amount of power languish in the same old gameplay.

Assuming you can stay true to the course of solving your customer’s needs, the constraints theory can break down if you truly do have too few options to explore. Most constraints we would consider extreme still afford a huge amount of possibility, but if it breaks down to a few choices, your creative landscape is compromised. This may be analogous to the over-stressed condition described above.

Constraints are fascinating, and definitely worthy of closer consideration. Stay tuned, I’ll probably do that soon.