Nintendo shipped a worse screen on purpose and won.
In 1989 the smart money said the handheld game console would be won on horsepower. Atari's Lynx had a backlit colour screen and hardware that could scale and rotate sprites. Sega's Game Gear, arriving a year later, put a full-colour display in the palm of your hand. Both looked like the future. Both lost. The machine that buried them was a grey plastic brick with a smeared, four-shade green screen that struggled to keep up with a falling tetromino. The Game Boy went on to sell roughly 118 million units. The Lynx and Game Gear are footnotes.
That outcome was not luck. It was a design philosophy, articulated by the Game Boy's lead engineer Gunpei Yokoi and now worth re-reading by anyone signing off a product spec: "lateral thinking with withered technology." Withered technology meant components that were mature, cheap, abundant and thoroughly understood. Lateral thinking meant finding a fresh use for them rather than chasing the newest, most expensive part on the roadmap. Yokoi's bet was that novel, fun, reliable beats powerful every time a buyer actually has to live with the thing.
The clearest expression of that bet was the screen. Yokoi refused colour. A colour LCD in 1989 was power-hungry, expensive and, crucially, hard to read in the conditions handhelds are actually used in: on a train, in a back seat, in bright daylight. The monochrome panel he chose was none of those things, but it sipped power and cost a fraction as much. The result showed up where it mattered: the Game Boy ran for around ten hours on four AA batteries. The colour rivals drained six AAs in three to five hours. Players living the actual use case, away from a wall socket, learned the difference fast.
This is the part the spec sheet never captures, and the part a design-intelligence process exists to surface. On paper the Lynx and Game Gear win every line item: more colours, more processing power, more "future." On the metric the customer feels, they lose decisively. Battery anxiety, weight, price and a deep games library beat raw capability. Nintendo priced the Game Boy at roughly half its colour rivals, bundled Tetris, and let the constraint do the marketing. The "worse" product was the more disciplined one.
There is a deeper lesson here than nostalgia. Every product team has its own Lynx temptation: the higher-resolution panel, the extra sensor, the faster chip, the feature that demos beautifully and quietly wrecks the thing the customer came for. Adding capability feels like progress because it is legible and easy to justify in a review. Subtracting it in service of battery life, cost, durability or readability takes more conviction, because you are arguing against a number that looks bigger. Yokoi's genius was treating constraint as the brief, not the obstacle.
The discipline cuts both ways, and Yokoi knew it. His later Virtual Boy, a tabletop red-monochrome 3D console, took the withered-technology instinct one step too far and flopped. The principle is not "always use old parts." It is to interrogate which axis the customer actually rewards, and to spend your engineering budget there rather than on the axis that wins the press release. Sometimes that means a bleeding-edge component. More often it means refusing one.
This is exactly the judgement that gets made too late and too expensively today, when the prototype is already tooled and the colour screen is already on the bill of materials. The cheapest place to discover that your customer would trade colour for battery is at the concept stage, before a single mould is cut, by interrogating the trade-offs visually and honestly while they are still cheap to change. That is the work DEPIX builds for: pressure-testing which design decision the market will actually reward before it becomes a 118-million-unit fact or a quietly discontinued footnote.
The Game Boy is the most-cited case study in product design for a reason. It is the rare instance where the company that shipped the demonstrably weaker hardware was also the company that understood its customer best. The screen was worse. The decision was not.
Sources

Nest made the dullest object in your home worth $3.2 billion.

Sony shipped a music player that couldn't record, and won.

