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Chairs with wheels

November 23, 2011 By Nathan Dintenfass

A former colleague once told me a story that delightfully illustrates the nature of business decisions relative to technology:

Years ago he was pitching a big consulting project to a major telco. The telco had put out an RFP to various development shops asking for help solving a classic problem — they had a number of different systems for billing, provisioning, customer service, etc. Their customer reps would have to physically go to different terminals to deal with different aspects of the support process, causing a lot of inconvenience and wasted time.

Of course, all of the proposals that came back talked about various ways to integrate the systems using then state-of-the-art enterprise software techniques, and, of course, all of those proposals were quite hefty in terms of time and cost. My friend submitted his proposal and waited to hear back.

After a couple of weeks the telco got back to him – he did not land the project, but not because some other shop had beat him out. No, you see the telco told him that they had bought all of the customer reps chairs with wheels on them, making it much easier for them to move among the various terminals, so they no longer considered it a burning problem.

True or not (the guy who told me this story swears it’s true) this parable puts all technology decisions into perspective. Wheels on the chairs! Minimum Viable Product, indeed. When tackling hard problems, always look to see if you can find a “Chairs With Wheels” solution before (or, in many cases, while) investing in technology solutions.

Filed Under: Team Dynamics Tagged With: Small Things Are Big

Un-human experience

July 19, 2011 By Nathan Dintenfass

A few days ago I advocated using the word “human” in place of “user” when thinking about crafting experiences. In short, such language would make it easier to remember we are making things that people will enjoy or value, especially in relation to the Minimum Human Experience (as opposed to the Minimum Viable Product). Rather than first focusing on optimizing the numbers flowing into an analytics system, we should instead ask what it is that actual humans would want.

Today I came across the most striking example I’ve seen yet of an experience decidedly not human:

Google News Gamification

Badges. For reading the news. Really. You can earn badges by reading certain kinds of news.

Who wants this?

This feature was created not by thinking about humans but rather by thinking about metrics and advertisers—gamification increases metrics such as number of page hits per session and frequency of sessions. Quantifying readers’ interests is beneficial to advertisers—if they know I’m interested in certain kinds of news, that is a valuable bit of targeting data (though they’d know that anyway, so the badges seem more about encouraging me to click more links). When people say that Google is an engineering-driven organization that doesn’t understand people, this is exactly what they are talking about.

Prediction: we will see increasing apathy and backlash to this kind of wanton use of game mechanics in domains that are neither competitive nor driven by external motivators.

Filed Under: Product Strategy Tagged With: humans first

Human experience

July 14, 2011 By Nathan Dintenfass

I’m hardly the first person to complain about the word “user” to describe people who do stuff with software. But, in the “User Experience” community it is rare, at best, to see anyone questioning what the “U” in UX stands for. Call it quixotic, but I think the term HX (human experience) would be much better. People don’t think of themselves as “users” and as practitioners we do ourselves a disservice to employ that dehumanizing term. In all other contexts the word “user” is not generally positive and certainly not evocative of the kind of intimate, day-to-day relationship we’d like our work to have with the people who interact with it.

This applies as well to the “Minimum Viable Product” – lately there have been a number of folks pointing out the term “viable” is too often ignored, resulting in the release of products that are simply not ready for human consumption. Perhaps if we all thought of it more as the Minimum Human Experience (hereafter referred to as MHX) we’d be less likely to release products that aren’t ready just to get them rushed out the door and instead focus our thinking on what the smallest coherent and valuable experience for a real person would be.

Filed Under: Product Strategy Tagged With: humans first

The rotating dessert tray

June 17, 2011 By Nathan Dintenfass

Object lessons on experience and design can come from unexpected places – in this case an episode of This American Life recorded in a 24-hour period at the Golden Apple diner in Chicago.

Picture a dessert case.

Rotating Dessert Case

 

On the day the This American Life crew was in the Golden Apple the motor in the dessert was broken. Desserts that would normally be spinning around and around were stationary. Just sitting there motionless.

And here’s where the lesson comes in:  when the desserts weren’t spinning the Golden Apple sold 50% fewer desserts. Think about that for a moment. Take stationary desserts and start them rotating slowly and double your sales. Double.

Details matter. A lot.  They matter in retail environments, and they matter in software. But, what details matter isn’t always so apparent. Sure, you can A/B test new copy, new colors, new button placement, but ask yourself: what is the Rotating Dessert experiment I can run?

(a nice source for examples of little details can be found at http://littlebigdetails.com)

Filed Under: Executive Strategy Tagged With: Small Things Are Big

Program Standards: You’re Gonna Need ‘Em

June 1, 2011 By Nathan Dintenfass

Program standards must be established corresponding to technical standards. . . . Technical standards are only a means to an end, whereas programs are an end in themselves. . . . Leave this matter to broadcasters and you will have more and more entertainment of a lower order, the kind of entertainment that appeals to the masses counted in millions; and you will have less and less entertainment of the kind that appeals to the intelligent, who are comparatively few; more and more of the blare of advertising and no educational programs worth mentioning.

– George Henry Payne. Speech before the Second National Conference on Educational Broadcasting, Chicago, IL, December 1, 1937

Filed Under: Executive Strategy

No Way To Start A Relationship

June 1, 2011 By Nathan Dintenfass

So, you’re almost ready to launch.  You set up a delightfully intriguing splash page that invites people to sign up for your preview release for forking over their email address. You rejoice at all the fabulous interest total strangers have in your product – the product you have poured blood, sweat, and tears into for weeks (or more). Then you start to wonder:

Wait, if people are this enthusiastic about my product they probably want to see it as soon as they can, and I really want to get as many people signed up as possible. I know! I’ll ask people to post to their Twitter/Facebook accounts and offer them a vague promise of being bumped up the queue of interested people.  Genius!

Then, you sit back and watch as your preview invite “goes viral” and pat yourself on the back for being so innovative (or for having someone else be innovative for you).

Stop. Just stop. Think about what just happened: before someone has even used your product you have taken the little bit of good will they seem to have and tried to bribe them to spam their friends. Sure, some of them will do it. Your numbers will look great, showing viral lift before you even launch. But those numbers don’t speak to the people you turned off. Those numbers don’t speak to the overall impression people came away with after signing up for your preview.

Being data-driven is great, but not if it comes at the expense of keeping the big picture in mind: you want to build a trusted relationship with your early adopters. They will, most likely, be the difference between you succeeding and you being a flash in the pan. Ask yourself, which people are most likely to actually spam their friends with a link to your invite just to get higher in the queue? Do you suppose there’s a high correlation between those willing to do that and those who are likely influential with their friends?

Relationships are more important than numbers, especially in the early days. You’d rather have a few hundred rabid fans ready to give a an enthusiastic, trusted opinion of your product than a few thousand social media over-posters randomly spewing your link into the ether. If someone is willing to give you their email address just because your product seems intriguing how else could you use that moment to start a strong relationship?

Filed Under: Product Strategy Tagged With: cult of empiricism

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Products Are Hard is a blog, a conference series, and a simple truth. The humans behind this endeavor are Abie and Nathan, principals of Product House.

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Nathan Dintenfass

Nathan brings over fifteen years of technical and business experience with a focus on Internet technologies, product management, and brand positioning.

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Abie Hadjitarkhani

Abie has over fifteen years of experience in software development, user experience, psychology, education, and the arts.

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