Our team started prototyping the interaction design on paper, covering fake cubes in post-it notes to denote certain screen states, and physically role-playing through the interactions between each Sifteo cube. We even used physical game pieces from existing, commercial games to playtest the entire application without writing a line of code. We even used verbal human beatboxing in lieu of actual audio output. We opted for a visual style that would mimic the inferred emotional attributes of the Sifteo cubes themselves: cute, minimal, quirky, with surprising complexity revealed over time.
This look and feel influenced the sound palette and naming of the application, which is a nod both to the onomatopoeia of the patterns, as well as the nature of how the tracks repeat themselves. The sound design and music composition process was driven by a desire to balance modernity and technology with no small amount of whimsy. The Stimulant team aggressively stuck to a "less is more" ethic when it came to features, scope, and priorities. We focused on doing fewer things, and doing them better. Many features were cut to keep the user experience direct, simple, guessable, and immediate.