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Time, Consistency and Failure (Journal 3)

Thursday, October 23, 2008

Shelley Armstrong’s presentation on the design of the Xbox 360 was very enlightening.  I have never worked on a product design, just Web sites, print materials and videos.  She covered many aspects that make the Xbox 360 a success, the main three being time, consistency and failure.

 

Time

Shelley and her team were allowed much more time to design and launch the Xbox 360 than the original Xbox.  ...


Original article from http://sfrost.wordpress.com/2008/10/23/time-consistency-and-failure-journal-3/
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