Interface design processes such as Constantine and Lockwood’s Usage Centered Design call for a formal round of “physical prototyping” in which interfaces are built out of Post-It notes. This allows for group brainstorming and convenient abstractions. I have used this methodology for designing interfaces with teams and found it very useful.
The physical prototyping advocated by Fullerton (and others) is really a gameplay simulation: take the core of your computer/video game and do it on the tabletop. In essence, it feels like making a board game out of your computer game idea, and using that to determine if your idea is fun. I love board games, and so there’s something appealing about this idea to me. However, there are some oddities. For example, to prototype a FPS deathmatch, she recommends using a hex grid, miniatures, and using cards to encode actions. Each player has a hand of cards with actions like “walk 1 space”, “run 3 spaces”, and “fire rifle”. Each turn of the game, the players choose and simultaneously reveal their selected action. In this way, you simulate the continuous gameplay of a shooter in a turn-based board game. You can experiment with different character, class, weapon, and statistic ideas very cheaply and easily. It sounds good on paper (pun intended), but I’d love to hear from anyone who has actually tried this. I only know one team that did try it, and they claim it worked well,… except I think their final computer game wasn’t any fun to play!