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Making a Physical Product

b.jonw.com

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Re: Making a Physical Product

#5
As a huge board-gamer, I always love seeing the "making-of" of different games, and this one is no exception. I especially thought the prototype was pretty hilarious, but it definitely makes sense to have one when working with a physical product.

I'm not too surprised at how much the costs ended up turning out to be, but I am curious as to how long it took to assemble everything together, from prototype to finish? I guess the main difference for a physical product is really the time it takes to get from prototype to sellable product, rather than just hacking something out in a weekend and getting it out there immediately.

Re: Making a Physical Product

#6
I liked this article and would like to see more like it. With the maker movement, Kickstarter, 3D printing, etc there now seems to be a lot more interest in making physical products. But the isn't a lot of public information about the costs and processes involved, compared to say the number of tutorials on how to build web app or a mobile app.

I noticed that the actual cost of the 'product' is less than 40% of the total project costs. And labour isn't even factored in.

I was just involved in making a small injection molded part. I was surprised how easy and inexpensive it was. For all the hype 3D printing is getting, I think there could be lots more businesses in making injection molding more accessible.

Re: Making a Physical Product

#8
post #3

In case you miss it in the middle of the article, these are the instructions for the game: http://cdn.shopify.com/s/files/1/0218/2060/files/spacedice.p...

All that work and there's still a typo on the first sentence, second page.

Even with you pointing it out, I had to read the sentence twice to find it.
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