Recently, I've been experimenting with new ways of delivering information about UX for Lean Startups. Yes, this is a very poor excuse for not blogging as much. But it's also a genuine effort to get information about user experience design to new people.
As part of this effort, I'm making a series of short (10 minutes or so) videos for UXD for Developers. This is a show on YouTube produced by the folks at the Android Developer Network at Google.
Two of my videos are already posted, and at least one more is on the way. A list of all the videos (including some that I'm not in) is here: UXD for Developers.
In my episodes, I cover an Intro to Lean UX and Qualitative vs. Quantitative Research for UX.
New episodes are released every Tuesday, so make sure to subscribe to the channel to get all the updates!
Showing posts with label lean startup. Show all posts
Showing posts with label lean startup. Show all posts
Tuesday, January 21, 2014
Wednesday, April 24, 2013
You Can't Make Good Decisions with Bad Data
I think a critical lesson of the Lean Startup movement is that you have to learn quickly.
The “quickly” part of that lesson can lead to a culture of “good enough.” Your features should be good enough to attract some early adopters. Your design should be good enough to be usable. Your code should be good enough to make your product functional.
While this might drive a lot of perfectionists nuts, I’m all for it. Good enough means that you can spend your time perfecting and polishing only the parts of your product that people care about, and that means a much better eventual experience for your users. It may also mean that you stay in business long enough to deliver that experience.
I think though that there’s one part of your product where the standard for “good enough” is a whole lot higher: Data. Data are different.
Imagine for a moment an a/b testing system that randomly returned the wrong test winner 30% of the time. It would be tough to make decisions based on that information, wouldn’t it? How would you know if you were choosing the right experiment branch?
Qualitative research can be just as bad. I can’t tell you how many founders have spent time and money talking to potential customers and then wondered why nobody used their product. Nine times out of ten, they were talking to the wrong people, asking the wrong questions, or using terrible interview techniques.
I had one person tell me, “bad data are better than no data,” but I strongly disagree here. After all, if I know I don’t have any data, I can go do some research and learn something.
But if I have some bad data, I think I already know the answers. Confirmation bias will make it even harder for me to unlearn that bad information. I’m going to stop looking and start acting on that information, and that may influence all of my product decisions.
If I “know” that all of my users are left handed, I can spend an awful lot of time building and throwing out features for left handed people before realizing that what I got wrong was the original premise. And, of course, that problem is made even worse if I’m not getting good information about how the features are actually performing.
One of the best arguments for building minimum viable products and features is that you might just throw them out once you’ve learned something from them (like that nobody wants what you built).
This isn’t true of collecting data. Obviously you may change the way you collect data or the types of data you collect, but you’re going to keep doing it, because there’s simply no other way to make informed decisions.
Because this is something that you know is absolutely vital to your company, it’s worth getting it right early.
You’ve got a new product in a new market, possibly with new technology. You have to do a lot of digging in order to figure out what you should be building. There’s no guide book telling you exactly what features your revolutionary new product should have.
That’s not true of gathering data. There is a ton of useful, pertinent information about the right way to do both qualitative and quantitative research. There are workshops and courses you can take on how to not screw up user interviews. There are coaches you can hire to get you trained in gathering all sorts of data. There are tools you can drop in to help you do a/b testing and funnel tracking. There are blogs you can read written by people who have already made mistakes so that you don’t have to make the same ones. There is a book called Lean Analytics that pretty much lays it out for you.
You don’t have to take advantage of all of these things, but you also don’t have to start from scratch. Taking a little time to learn about the tools and methods already available to you gives you a huge head start.
For example, customer development interviews go much more quickly when you’re asking the right questions of the right people. You don’t have to talk to nearly as many users when you know how to not lead them and to interpret their answers well. Observational and usability research becomes much simpler when you know what you’re looking for.
The same is true for quantitative data collection. Your a/b tests won’t seem nearly so random when you’re sure that the information in the system is correct. You won’t have to spend time as much time figuring out what’s going on with your experiments if you trust your graphs.
If you don’t have all the data, and you know you don’t have all the data, that’s fine. You can always go out and do more research and testing later. You just don’t want to put yourself into the situation where you have to unlearn things later.
You don’t have to have all the answers. You just have to make sure you don’t have any wrong answers. And you do that by setting the bar for “good enough” pretty damn high on your data collection skills.
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The “quickly” part of that lesson can lead to a culture of “good enough.” Your features should be good enough to attract some early adopters. Your design should be good enough to be usable. Your code should be good enough to make your product functional.
While this might drive a lot of perfectionists nuts, I’m all for it. Good enough means that you can spend your time perfecting and polishing only the parts of your product that people care about, and that means a much better eventual experience for your users. It may also mean that you stay in business long enough to deliver that experience.
I think though that there’s one part of your product where the standard for “good enough” is a whole lot higher: Data. Data are different.
You Can’t Make Good Decisions With Bad Data
The most important reason to do good research is that it can keep you from destroying your startup. I’m not being hyperbolic here. Bad data can ruin your product.Imagine for a moment an a/b testing system that randomly returned the wrong test winner 30% of the time. It would be tough to make decisions based on that information, wouldn’t it? How would you know if you were choosing the right experiment branch?
Qualitative research can be just as bad. I can’t tell you how many founders have spent time and money talking to potential customers and then wondered why nobody used their product. Nine times out of ten, they were talking to the wrong people, asking the wrong questions, or using terrible interview techniques.
I had one person tell me, “bad data are better than no data,” but I strongly disagree here. After all, if I know I don’t have any data, I can go do some research and learn something.
But if I have some bad data, I think I already know the answers. Confirmation bias will make it even harder for me to unlearn that bad information. I’m going to stop looking and start acting on that information, and that may influence all of my product decisions.
If I “know” that all of my users are left handed, I can spend an awful lot of time building and throwing out features for left handed people before realizing that what I got wrong was the original premise. And, of course, that problem is made even worse if I’m not getting good information about how the features are actually performing.
You Have To Keep Doing It
Unlike any given feature or piece of code, collecting data is guaranteed to be part of your process for the life of your startup.One of the best arguments for building minimum viable products and features is that you might just throw them out once you’ve learned something from them (like that nobody wants what you built).
This isn’t true of collecting data. Obviously you may change the way you collect data or the types of data you collect, but you’re going to keep doing it, because there’s simply no other way to make informed decisions.
Because this is something that you know is absolutely vital to your company, it’s worth getting it right early.
Data Collection Is Not a Mystery
Most of your product development is going to be a mystery. That’s the nature of startups.You’ve got a new product in a new market, possibly with new technology. You have to do a lot of digging in order to figure out what you should be building. There’s no guide book telling you exactly what features your revolutionary new product should have.
That’s not true of gathering data. There is a ton of useful, pertinent information about the right way to do both qualitative and quantitative research. There are workshops and courses you can take on how to not screw up user interviews. There are coaches you can hire to get you trained in gathering all sorts of data. There are tools you can drop in to help you do a/b testing and funnel tracking. There are blogs you can read written by people who have already made mistakes so that you don’t have to make the same ones. There is a book called Lean Analytics that pretty much lays it out for you.
You don’t have to take advantage of all of these things, but you also don’t have to start from scratch. Taking a little time to learn about the tools and methods already available to you gives you a huge head start.
Good Data Take Less Time Than Bad Data
Here’s the good news: good data actually take less time to collect than bad data. Sure, you may have to do a little bit of upfront research on the right tools and methods, but once you’ve got those down, you’re going to move a hell of a lot faster.For example, customer development interviews go much more quickly when you’re asking the right questions of the right people. You don’t have to talk to nearly as many users when you know how to not lead them and to interpret their answers well. Observational and usability research becomes much simpler when you know what you’re looking for.
The same is true for quantitative data collection. Your a/b tests won’t seem nearly so random when you’re sure that the information in the system is correct. You won’t have to spend time as much time figuring out what’s going on with your experiments if you trust your graphs.
Good Data Does Not Mean Complete Data
I do want to make one thing perfectly clear: the quest for good data should be more about avoiding bad data than it is about making sure you have every scrap of information available.If you don’t have all the data, and you know you don’t have all the data, that’s fine. You can always go out and do more research and testing later. You just don’t want to put yourself into the situation where you have to unlearn things later.
You don’t have to have all the answers. You just have to make sure you don’t have any wrong answers. And you do that by setting the bar for “good enough” pretty damn high on your data collection skills.
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Want more information like this?
My new book, UX for Lean Startups, will help you learn how to do better qualitative and quantitative research. It also includes tons of tips and tricks for better, faster design.
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customer development,
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Monday, April 22, 2013
The Best Best Practice
I get asked for a lot of what I call "generic" advice, which I'm not really very good at giving. People will ask questions like, "Should I make a prototype?" or "Should I build a landing page?" or "Should I do more customer development?"
If you've asked this in email, you've probably gotten an unreadable 5,000 word manifesto that is essentially a brain dump of everything I can think of on the topic. If you've asked me in person you've almost certainly had to listen to me blather until your eyes glazed over.
Wherever you've asked, I've probably started the response with the words, "Well, it depends..."
And it does depend. What you should do right now with your product depends on a tremendous number of factors.
However, I think I've got some better advice for you.
You see, there aren't really Best Practices in Lean UX that apply in every situation. There are merely things that would be extremely helpful, except in cases where they'd be a huge waste of time. You can learn all the techniques in the world, but you still have to know when to apply them.
Every time you are wondering, "should I do this thing?" you should immediately ask yourself the following three questions:
I asked him what he hoped to learn by building an interactive prototype. He said he wanted to know if people would use the feature. I explained that, actually, interactive prototypes aren't terribly good for figuring out if people will use your new feature. They're only good for figuring out if people can use your new feature.
If you've asked this in email, you've probably gotten an unreadable 5,000 word manifesto that is essentially a brain dump of everything I can think of on the topic. If you've asked me in person you've almost certainly had to listen to me blather until your eyes glazed over.
Wherever you've asked, I've probably started the response with the words, "Well, it depends..."
And it does depend. What you should do right now with your product depends on a tremendous number of factors.
However, I think I've got some better advice for you.
You see, there aren't really Best Practices in Lean UX that apply in every situation. There are merely things that would be extremely helpful, except in cases where they'd be a huge waste of time. You can learn all the techniques in the world, but you still have to know when to apply them.
Every time you are wondering, "should I do this thing?" you should immediately ask yourself the following three questions:
- What do I hope to learn by doing this?
- How likely is it that I will learn what I want to learn by doing this?
- Is there a faster, cheaper, or more effective way that I could learn what I want to learn?
An Example!
Somebody recently asked me if his company should build an interactive prototype of a proposed new feature.
I asked him what he hoped to learn by building an interactive prototype. He said he wanted to know if people would use the feature. I explained that, actually, interactive prototypes aren't terribly good for figuring out if people will use your new feature. They're only good for figuring out if people can use your new feature.
So, by building an interactive prototype, you're very unlikely to learn what you want to learn. A more effective way to learn if people will use a new feature might be a Feature Stub (also called a Fake Door).
Note: A Feature Stub is where you put some sort of access in your product to the proposed feature. For example, if you were wondering if people would watch an informational video, you might put a link on your site called Watch This Informational Video and then record how many people clicked on the link. If nobody clicked your link, you wouldn't bother to make an informational video.
To be clear, it may be that he should also build an interactive prototype in order to figure out if people can use the feature as designed. However, his first step should be to learn whether the feature is worth building at all. If nobody's going to use the feature, it's best to learn that before you spend a lot of time designing and building it.
It's All About Learning
The reason these questions are so important is that Lean Startup is all about learning quickly. If a particular Best Practice helps you learn what you need to learn, then you should use it. If not, you shouldn't. At least, not just yet. In other words, it depends.
Want to learn more? Buy this book.
Want to learn more? Buy this book.
My new book, UX for Lean Startups, will help you learn how to build great products. It also includes all sorts of Best Practices and when you should use them.
Labels:
design,
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Thursday, April 18, 2013
10 Reasons Founders Should Learn to Design
I know, I know. Founders and entrepreneurs are already being told that they need to learn how to code, hire, raise money, and get customers.
Screw that. What founders and entrepreneurs should really do is learn how to build a great, usable, useful product. And that means learning the fundamentals of research and design.
Don't believe me? Here are 10 reasons you should learn to be your own UX designer (or at least learn enough about UX design to fake it).
Screw that. What founders and entrepreneurs should really do is learn how to build a great, usable, useful product. And that means learning the fundamentals of research and design.
Don't believe me? Here are 10 reasons you should learn to be your own UX designer (or at least learn enough about UX design to fake it).
- You can't build a great product if you don't know what problem it solves for which people. UX design and research helps you figure that out.
- The only thing harder to find than a great designer is a unicorn.
- It is almost impossible to judge somebody else's UX design skills unless you have designed things yourself.
- The only thing more expensive than a great designer is a faberge egg. Sitting on top of a unicorn.
- It's much easier to manage somebody who is doing a job you truly understand.
- Jason Putorti already has a job.
- UX design is a team sport. You don't want to get picked last for the team, do you?
- You have a million fabulous feature ideas. It's easiest to communicate them to your team and customers through design.
- You should already understand your product and users better than anybody else. This just takes it to the next logical step.
- Adding extra people to the Build>Measure>Learn loop does not make it faster.
Convinced? Great! First, share this list with people!
Now, here's a book to help you learn how to do enough user research and design to get your product into the hands of people who want to buy it.
It's called UX for Lean Startups. It's by me. It will help you learn how to build great products. I promise.
Labels:
design,
lean startup
Wednesday, February 20, 2013
Combining Qualitative & Quantitative Research
Designers are infallible. At least, that’s the only conclusion that I can draw, considering how many of them flat out refuse to do any sort of qualitative or quantitative testing on their product. I have spoken with designers, founders, and product owners at companies of all sizes, and it always amazes me how many of them are so convinced that their product vision is perfect that they will come up with the most inventive excuses for not doing any sort of customer research or testing.
Before I share some of these excuses with you, let’s take a look at the types of research I would expect these folks to be doing on their products and ideas.
Quantitative Reserach
When I say quantitative research in this context, I’m talking about a/b testing, product analytics, and metrics - things that tell you what is happening when users interact with your product. These are methods of finding out, after you’ve shipped a new product, feature, or change, exactly what your users are doing with it.Are people using the new feature once and then abandoning it? Are they not finding the new feature at all? Are they spending more money than users who don’t see the change? Are they more likely to sign up for a subscription or buy a premium offering? These are the types of questions that quantitative research can answer.
For a simple example, if you were to design a new version of a landing page, you might run an a/b test of the new design against the old design. Half of your users would see each version, and you’d measure to see which design got you more registered users or qualified leads or sales or any other metric you cared about.
Qualitative Research
By qualitative testing, I mean the act of watching people use your product and talking to them about it. I don’t mean asking users what you should build. I just mean observing and listening to your users in order to better understand their behavior.You might do qualitative testing before building a new feature or product so that you can learn more about your potential users’ behaviors. What is their current workflow? What is their level of technical expertise? What products are they already using? You might also do it once your product is in the hands of users in order to understand why they’re behaving the way they are. Do they find something confusing? Are they getting lost or stuck at a particular point? Does the product not solve a critical problem for them?
For example, you might find a few of your regular users and watch them with your product in order to understand why they’re spending less money since you shipped a new feature. You might give them a task in order to see if they could complete it or if they got stuck. You might interview them about their usage of the new feature in order to understand how they feel about it.
Excuses, Excuses
While it may seem perfectly reasonable to want to know what your users are really doing and why they are doing it, a huge number of designers seem really resistant to performing these simple types of research or even listening to the results. I don’t know why they refuse to pay any attention to their users, but I can share some of the terrible excuses they’ve given me.A/B Testing is Only Good for Small Changes
I hear this one a lot. There seems to be a misconception that a/b testing is only useful for things like button color and that by doing a/b testing you’re only ever going to get small changes. The argument goes something like, “Well, we can only test very small things and so we will test our way to a local maximum without ever being able to really make an important change to our user experience.”This is simply untrue.
You can a/b test anything. You can show two groups of users entirely different experiences and measure how each group behaves. You can hide whole features from users. You can change the entire checkout flow for half the people buying things from you. You can test a brand new registration or onboarding system. And, of course, you can test different button colors, if that is something that you are inclined to do.
The important thing to remember here is that a/b testing is a tool. Itʼs agnostic about what youʼre testing. If youʼre just testing small changes, youʼll only get small changes in your product. If, on the other hand, you test big things - major navigation changes, new features, new purchasing flows, completely different products - then youʼll get big changes. And, more importantly, you’ll know how they affected your users.
Quantitative Testing Leads to a Confused Mess of an Interface
This is one of those arguments that has a grain of truth in it. It goes something like, “If we always just take the thing that converts best, we will end up with a confusing mess of an interface.”Anybody who has looked at Amazonʼs product pages knows the sort of thing that a/b testing can lead to. They have a huge amount of information on each screen, and none of it seems particularly attractive. On the other hand, they rake in money.
Itʼs true that when youʼre doing lots of a/b testing on various features, you can wind up with a weird mishmash of things in your product that donʼt necessarily create a harmonious overall design. You can even wind up with features that, while they improve conversion on their own, end up hurting conversion when they’re combined.
As an example, letʼs say youʼre testing a product detail page. You decide to run several a/b tests simultaneously for the following new features:
- customer photos
- comments
- ratings
- extended product details
- shipping information
- sale price
- return info
Again, this is not the fault of a/b testing – or in this case, a/b/c/d/e testing. This is the fault of a bad test. You see, itʼs not enough that you run an a/b test. You have to run a good a/b test. In this case, just because the addition of a particular feature to your product page improved conversions doesn’t mean that adding a dozen new features to your product page will increase your conversion.
In this instance, you might be better off running several a/b tests serially. In other words, add a feature, test it, and then add another and test. This way you’ll be sure that every additional feature is actually improving your conversion. Alternatively, you could test a few different versions of the page with different combinations of features to see which converts best.
A/B Testing Takes Away the Need For Design
For some reason, people think that a/b testing means that you just randomly test whatever crazy shit pops into your head. They envision a world where engineers algorithmically generate feature ideas, build them all, and then just measure which one does best.This is just absolute nonsense.
A/B testing only specifies that you need to test new designs against each other or against some sort of a control. It says absolutely zero about how you come up with those design ideas.
The best way to come up with great products is to go out and observe users and find problems that you can solve and then use good design processes to solve them. When you start doing testing, youʼre not changing anything at all about that process. Youʼre just making sure that you get metrics on how those changes affect real user behavior.
Letʼs imagine that youʼre building an online site to buy pet food. You come up with a fabulous landing page idea that involves some sort of talking sock puppet. You decide to create this puppet character based on your intimate knowledge of your user base and your sincere belief that what they are missing in their lives is a talking sock puppet. Itʼs a reasonable assumption.
Instead of just launching your wholly re-imagined landing page, complete with talking sock puppet video, you create your landing page and show it to only half of your users, while the rest of your users are stuck with their sad, sock puppet-less version of the site. Then you look to see which group of users bought more pet food. At no point did the testing process have anything to do with the design process.
Itʼs really that simple. Nothing about a/b testing determines what youʼre going to test. A/B testing has literally nothing to do with the initial design and research process.
Whatever youʼre testing, you still need somebody who is good at creating the experiences youʼre planning on testing against one another. A/B testing two crappy experiences does, in fact, lead to a final crappy experience. After all, if youʼre looking at two options that both suck, a/b testing is only going to determine which one sucks less.
Design is still incredibly important. It just becomes possible to measure designʼs impact with a/b testing.
There’s No Time to Usability Test
When I ask people whether they’ve done usability testing on prototypes of major changes to their products, I frequently get told that there simply wasn’t time. It often sounds something like, “Oh, we had this really tight deadline, and we couldn’t fit in a round of usability testing on a prototype because that would have added at least a week, and then we wouldn’t have been able to ship on time.”The fact is you don't have time NOT to usability test. As your development cycle gets farther along, major changes get more and more expensive to implement. If you're in an agile development environment, you can make updates based on user feedback quickly after a release, but in a more traditional environment, it can be a long time before you can correct a big mistake, and that spells slippage, higher costs, and angry development teams. Even in agile environments, it’s still faster to fix things before you write a lot of code than after you have pissed off customers who are wondering why you ruined an important feature that they were using.
I know you have a deadline. I know it's probably slipped already. It's still a bad excuse for not getting customer feedback during the development process. You're just costing yourself time later. I’ve never known good usability testing to do anything other than save time in the long run on big projects.
Qualitative Research Doesn’t Work Because Users Don’t Know What They Want
This is possibly the most common argument against qualitative research, and it’s particularly frustrating, because part of the statement is quite true. Users aren’t particularly good at coming up with brilliant new ideas for what to build next. Fortunately, that doesn’t matter.Let’s make this perfectly clear. Qualitative research is NOT about asking people what they want. At no point do we say, “What should we build next?” and then relinquish control over our interfaces to our users. People who do this are NOT doing qualitative research.
Qualitative research isn’t about asking people what they want and giving it to them. Qualitative research is about understanding the needs and behaviors of your users. It’s about really knowing what problem you’re solving and for whom.
Once you understand what your users are like and what they want to do with your product, it’s your job to come up with ways to make that happen. That’s the design part. That’s the part that’s your job.
It’s My Vision - Users Will Screw it Up
This can also be called the "But Steve Jobs doesn't listen to users..." excuse.The fact is, understanding what your users like and don't like about your product doesn't mean giving up on your vision. You don't need to make every single change suggested by your users. You don't need to sacrifice a coherent design to the whims of a user test. You don’t even need to keep a design just because it converts better in an a/b test.
What you do need to do is understand exactly what is happening with your product and why. And you can only do that by gathering data. The data can help you make better decisions, but they don’t force you to do anything at all.
Design Isn’t About Metrics
This is the argument that infuriates me the most. I have literally heard people say things like, “Design can’t be measured, because design isnʼt about the bottom line. Itʼs all about the customer experience.”Nope.
Wouldnʼt it be a better experience if everything on Amazon were free? Be honest! It totally would.
Unfortunately, it would be a somewhat traumatic experience for the Amazon stockholders. You see, we donʼt always optimize for the absolute best user experience. We make tradeoffs. We aim for a fabulous user experience that also delivers fabulous profits.
While itʼs true that we donʼt want to just turn our user experience design over to short term revenue metrics, we can vastly improve user experience by seeing which improvements and features are most beneficial for both users and the company.
Design is not art. If you think that thereʼs some ideal design that is completely divorced from the effect itʼs having on your companyʼs bottom line, then youʼre an artist, not a designer. Design has a purpose and a goal, and those things can be measured.
So, What’s the Right Answer?
If you’re all out of excuses, there is something that you can do to vastly improve your product. You can use quantitative and qualitative data together.Use quantitative metrics to understand exactly what your users are doing. What features do they use? How much do they spend? Does changing something big have a big impact on real user behavior?
Use qualitative research to understand why your users do what they do. What problems are they trying to solve? Why are they dropping out of a particular task flow when they do? Why do they leave and never come back.
Let’s look at an example of how you might do this effectively. First, imagine that you have a payment flow in your product. Now, imagine that 80% of your users are not getting through that payment flow once they’ve started. Of course, you wouldn’t know that at all if you weren’t looking at your metrics. You also wouldn’t know that the majority of people are dropping out in one particular place in the flow.
Next, imagine that you want to know why so many people are getting stuck at that one place. You could do a very simple observational test where you watch four or five real users going through the payment flow in order to see if they get stuck in the same place. When they do, you could discuss with them what stopped them there. Did they need more information? Was there a bug? Did they get confused?
Once you have a hypothesis about what’s not working for people, you can make a change to your payment flow that you think will fix the problem. Neither qualitative nor quantitative research tells you what this change is. They just alert you that there’s a problem and give you some ideas about why that problem is happening.
After you’ve made your change, you can run an a/b test of the old version against the new version. This will let you know whether your change was effective or if the problem still exists. This creates a fantastic feedback loop of information so that you can confirm whether your design instincts are functioning correctly and you’re actually solving user problems.
As you can hopefully see from the example, nobody is saying that you have to be a slave to your data. Nobody is saying that you have to turn your product vision or development process over to an algorithm or a focus group. Nobody is saying that you can only make small changes. All I’m saying is that using quantitative and qualitative research correctly gives you insight into what your users are doing and why they are doing it. And that will be good for your designs, your product, and your business.
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Friday, March 2, 2012
Fucking Ship It Already: Just Not to Everyone At Once
There is a pretty common fear that people have. They’re concerned that if they ship something that isn’t ready, they’ll get hammered and lose all their customers. Startups who have spent many painstaking months acquiring a small group of loyal customers are hesitant to lose those customers by shipping something bad.
I get it. It’s scary. Sorry, cupcake. Do it anyway.
First, your early adopters tend to be much more forgiving of a few misfires. They’re used to it. They’re early adopters. Yours is likely not the first product they’ve adopted early. If you’re feeling uncomfortable, go to the Way Back Machine and look at some first versions of products you use every day. When your eyes stop bleeding, come back and finish this post. I’ll wait.
Still nervous? That’s ok. The lucky thing is that you don’t have to ship your ridiculous first draft of a feature to absolutely everybody at once. Let’s look at a few strategies you can use to reduce the risk.
If you don’t want to build an entire interactive prototype, trying showing mockups, sketches, or wireframes of what you’re considering. The trick is that you have to show it to your real, current users.
Get on a screen share with some users and let them poke around the prototype. Whatever you do, never tell them why you made the changes or what the feature is supposed to be for or how awesome it is. You want the experience to be as close as possible to what it would be if you just released the feature into the wild and let the users discover it for themselves.
If your product involves any sort of user generated content, taking the time to include some of the tester’s own content can be extremely helpful. For example, if it’s a marketplace where you can buy and sell handmade stuff, having the user’s own items can make a mockup seem more familiar and orient the user more quickly.
Of course, if there’s sensitive financial data or anything private, make sure to get the user’s permission BEFORE you include that info in their interactive prototype. Otherwise, it’s just creepy.
Allowing people to opt in to new features means that you have a whole group of people who are not only accepting of change but actively seeking it out. That’s great for getting very early feedback while avoiding the occasional freakout from the small percentage of people who just enjoy screaming, “Things were better before!”
Here’s a fun thing you can learn from your opt in group: If people who explicitly ask to see your new feature hate your new feature, your new feature probably sucks.
Once you’re pretty sure that your feature doesn’t suck, you can share it with more people. Just make sure to let them go back to the old way, and then measure the number of people who actually do switch back.
Is it a very vocal 1% that is voting with their opt out? You’re probably ok. Is half of your user base switching back in disgust? You may not have nailed that whole “making it not suck” thing.
When you roll a new feature out to a small percentage of your users, just make sure that you know what sorts of things you’re looking for. This is a great strategy for seeing if your servers are going to keel over, for example.
It’s also nice for seeing if that small, randomly selected cohort behaves any differently from the group that doesn’t have the new feature. Is that cohort more likely to make a purchase? Are they more likely to set fire to their computers and swear never to use your terrible product ever again? These are both good things to know.
Do remember, however, that people on the internet talk about things. Kind of a lot. If you have any way at all for your users to be in contact with one another, people will find out that their friends are seeing something different. This can work for or against you. Just figure out who’s whining the loudest about being jealous of the other group, and you’ll know whether to continue the rollout. What you want to hear is, “Why don’t I have New New New New New Thing, yet?” and not “Just be thankful that they haven’t forced the hideous abomination on you. Then you will have to set your computer on fire.”
This is nice, because you get two completely fresh cohorts where the only difference is whether or not they’ve seen the change. It’s a great way to do A/B testing.
On the other hand, if it’s something that’s supposed to improve things for retained users or users with lots of data, it can take a really long time to get enough information from this. After all, you need those new cohorts to turn into retained users before seeing any actual results, and that can take months.
Also, whether or not new users love your changes doesn’t always predict whether your old users will complain. Your power users may have invested a lot of time and energy into setting up your product just the way they want it, and making major changes that are better for new folks doesn’t always make them very happy.
In the end, you need to make the decision whether you’ll have enough happy new users to offset the possibly angry old ones. But you’ll probably need to make that decision about a million more times in the life of your startup, so get used to it.
So, are you ready to fucking ship it, already? Yes. Yes, you are. Just don't ship it to everybody all it once.
Now, follow me on Twitter.
I get it. It’s scary. Sorry, cupcake. Do it anyway.
First, your early adopters tend to be much more forgiving of a few misfires. They’re used to it. They’re early adopters. Yours is likely not the first product they’ve adopted early. If you’re feeling uncomfortable, go to the Way Back Machine and look at some first versions of products you use every day. When your eyes stop bleeding, come back and finish this post. I’ll wait.
Still nervous? That’s ok. The lucky thing is that you don’t have to ship your ridiculous first draft of a feature to absolutely everybody at once. Let’s look at a few strategies you can use to reduce the risk.
The Interactive Mockup
A prototype is the lowest risk way you can get your big change, new feature, or possible pivot in front of real users without ruining your existing product. And you’d be surprised at how often it helps you find easy to fix problems before you ever write a line of “real code.”If you don’t want to build an entire interactive prototype, trying showing mockups, sketches, or wireframes of what you’re considering. The trick is that you have to show it to your real, current users.
Get on a screen share with some users and let them poke around the prototype. Whatever you do, never tell them why you made the changes or what the feature is supposed to be for or how awesome it is. You want the experience to be as close as possible to what it would be if you just released the feature into the wild and let the users discover it for themselves.
If your product involves any sort of user generated content, taking the time to include some of the tester’s own content can be extremely helpful. For example, if it’s a marketplace where you can buy and sell handmade stuff, having the user’s own items can make a mockup seem more familiar and orient the user more quickly.
Of course, if there’s sensitive financial data or anything private, make sure to get the user’s permission BEFORE you include that info in their interactive prototype. Otherwise, it’s just creepy.
The Opt In
Another method that works well is the Opt In. While early adopters tend to be somewhat forgiving of changes or new features, people who opt in to those changes are even more so.Allowing people to opt in to new features means that you have a whole group of people who are not only accepting of change but actively seeking it out. That’s great for getting very early feedback while avoiding the occasional freakout from the small percentage of people who just enjoy screaming, “Things were better before!”
Here’s a fun thing you can learn from your opt in group: If people who explicitly ask to see your new feature hate your new feature, your new feature probably sucks.
The Opt Out
Of course, you don’t only want to test your new features or changes with people who are excited about change. You also want to test them with people who hate change, since they’re the ones who are going to scream loudest.Once you’re pretty sure that your feature doesn’t suck, you can share it with more people. Just make sure to let them go back to the old way, and then measure the number of people who actually do switch back.
Is it a very vocal 1% that is voting with their opt out? You’re probably ok. Is half of your user base switching back in disgust? You may not have nailed that whole “making it not suck” thing.
The n% Rollout
Even with an opt out, if you’ve got a big enough user base, you can still limit the percentage of users who see the change. In fact, you really should be split testing this thing 50/50, but if you want to start with just 10% to make sure that you don’t have any major surprises, that’s a totally reasonable thing to do.When you roll a new feature out to a small percentage of your users, just make sure that you know what sorts of things you’re looking for. This is a great strategy for seeing if your servers are going to keel over, for example.
It’s also nice for seeing if that small, randomly selected cohort behaves any differently from the group that doesn’t have the new feature. Is that cohort more likely to make a purchase? Are they more likely to set fire to their computers and swear never to use your terrible product ever again? These are both good things to know.
Do remember, however, that people on the internet talk about things. Kind of a lot. If you have any way at all for your users to be in contact with one another, people will find out that their friends are seeing something different. This can work for or against you. Just figure out who’s whining the loudest about being jealous of the other group, and you’ll know whether to continue the rollout. What you want to hear is, “Why don’t I have New New New New New Thing, yet?” and not “Just be thankful that they haven’t forced the hideous abomination on you. Then you will have to set your computer on fire.”
The New User Rollout
Of course, if you’re absolutely terrified of your current user base (and you’d be surprised at how many startups seem to be), you can always release the change only to new users.This is nice, because you get two completely fresh cohorts where the only difference is whether or not they’ve seen the change. It’s a great way to do A/B testing.
On the other hand, if it’s something that’s supposed to improve things for retained users or users with lots of data, it can take a really long time to get enough information from this. After all, you need those new cohorts to turn into retained users before seeing any actual results, and that can take months.
Also, whether or not new users love your changes doesn’t always predict whether your old users will complain. Your power users may have invested a lot of time and energy into setting up your product just the way they want it, and making major changes that are better for new folks doesn’t always make them very happy.
In the end, you need to make the decision whether you’ll have enough happy new users to offset the possibly angry old ones. But you’ll probably need to make that decision about a million more times in the life of your startup, so get used to it.
So, are you ready to fucking ship it, already? Yes. Yes, you are. Just don't ship it to everybody all it once.
Now, follow me on Twitter.
Labels:
a/b testing,
fucking ship it already,
lean startup
Thursday, February 9, 2012
Fucking Ship It Already: Visual Design
I asked on Twitter whether anybody would buy a UX book called Fucking Ship It Already. Apparently some of you are interested. So, in the interest of following my own advice, I’m shipping the book iteratively in the form of this blog. You’re welcome.
I’ve talked in the past about lots of ways to do user research faster. Now, let’s talk about a way to make your design process faster. This is not a new idea, but it’s worth reiterating for those of you who are trying to make decisions like this on a day to day basis.
Today’s chapter will cover the fastest and most useful sort of visual design for your lean startup.
There is some tension out there in lean startup land. Many people favor eschewing visual design polish all together, since it’s more important to figure out if a product is useful and usable before spending time “making it pretty.” Other people argue that a good user experience includes things like trust and delight, which can be enhanced by good visual design.
I’ve seen this work both ways. I was speaking with an entrepreneur the other day who told me a relevant story. Apparently, she had spent time on visual polish for a login screen. There were a few things that took awhile to implement, but they made the screen look much better. Unfortunately, the next week she had to rip it all out to change the feature, and all that time pushing pixels was wasted.
On the other hand, I’ve had dozens of people talk about Path’s gorgeous and delightful interface recently. Would they have gotten that kind of buzz without spending time on the visual details? Most likely not.
So, what does this mean for you? Should you spend time on pixel perfect screens and delightful visual design? No. And yes.
Here’s what you should do: spend a little time developing clean, flexible, easy to implement visual design standards.
If you spend days getting everything lined up beautifully on a product detail page, that could all be blown to hell as soon as you add something like Related Products or Comments.
Many people think that the right answer is to have a grand vision of everything that will eventually go on the page, but things just change far too rapidly for this. Imagine that you’ve carefully designed a tabbed interface with just enough room for four tabs. Now imagine that you need to add a fifth tab. I hope you didn’t spend too many hours getting all that spacing exactly right.
For example, you could establish standards for things like:
Also, since these things are reusable and flexible, there’s no wasted effort in creating them. Killing a feature doesn’t make knowing that your H1s should be a certain size and color any less valuable.
The best part is that you save time in a few important ways. First, as I mentioned, you don’t necessarily need to involve a visual designer every time you want to create a new screen. Second, this sort of approach tends to encourage a much simpler, cleaner, more flexible design, since items need to work in various combinations. And lastly, it tends to keep things more consistent across your product, which means that you’re less likely to have to go back later and do a complete redesign after things have gotten hideously out of whack.
It won’t solve all of your visual design woes, but it will make developing new features go faster, and you won’t be quite as sad when they fail miserably and you have to kill them.
Like the post? Want more tips on shipping already? Follow me on Twitter.
I’ve talked in the past about lots of ways to do user research faster. Now, let’s talk about a way to make your design process faster. This is not a new idea, but it’s worth reiterating for those of you who are trying to make decisions like this on a day to day basis.
Today’s chapter will cover the fastest and most useful sort of visual design for your lean startup.
There is some tension out there in lean startup land. Many people favor eschewing visual design polish all together, since it’s more important to figure out if a product is useful and usable before spending time “making it pretty.” Other people argue that a good user experience includes things like trust and delight, which can be enhanced by good visual design.
I’ve seen this work both ways. I was speaking with an entrepreneur the other day who told me a relevant story. Apparently, she had spent time on visual polish for a login screen. There were a few things that took awhile to implement, but they made the screen look much better. Unfortunately, the next week she had to rip it all out to change the feature, and all that time pushing pixels was wasted.
On the other hand, I’ve had dozens of people talk about Path’s gorgeous and delightful interface recently. Would they have gotten that kind of buzz without spending time on the visual details? Most likely not.
So, what does this mean for you? Should you spend time on pixel perfect screens and delightful visual design? No. And yes.
Here’s what you should do: spend a little time developing clean, flexible, easy to implement visual design standards.
What That Means
It’s probably not worth your time to fret and sweat over every single pixel on every single new page, mostly because you should always plan on iterating. When you’re a startup, any new feature may be killed or transformed in a week’s time.If you spend days getting everything lined up beautifully on a product detail page, that could all be blown to hell as soon as you add something like Related Products or Comments.
Many people think that the right answer is to have a grand vision of everything that will eventually go on the page, but things just change far too rapidly for this. Imagine that you’ve carefully designed a tabbed interface with just enough room for four tabs. Now imagine that you need to add a fifth tab. I hope you didn’t spend too many hours getting all that spacing exactly right.
What You Should Do Instead
How about spending time on the basics that won’t have to change every time you add a feature?For example, you could establish standards for things like:
- An attractive color palette
- Font sizes and color standards for headers, sub-headers, and body text
- Column sizes in grid layouts
- A simple and appealing icon set
- Standards for things like boxes, gradients, backgrounds, and separators
- A flexible header and footer design
Why You Should Do This
The great thing about having standards like these is that engineers can often combine them with sketches to implement decent looking screens without having to go through a visual design phase at all.Also, since these things are reusable and flexible, there’s no wasted effort in creating them. Killing a feature doesn’t make knowing that your H1s should be a certain size and color any less valuable.
The best part is that you save time in a few important ways. First, as I mentioned, you don’t necessarily need to involve a visual designer every time you want to create a new screen. Second, this sort of approach tends to encourage a much simpler, cleaner, more flexible design, since items need to work in various combinations. And lastly, it tends to keep things more consistent across your product, which means that you’re less likely to have to go back later and do a complete redesign after things have gotten hideously out of whack.
It won’t solve all of your visual design woes, but it will make developing new features go faster, and you won’t be quite as sad when they fail miserably and you have to kill them.
Like the post? Want more tips on shipping already? Follow me on Twitter.
Labels:
design,
lean startup
Monday, January 30, 2012
Stop Validating Your Product
I talk to a lot of very small companies that are trying to do Customer Development, and the conversations are often the same. The entrepreneur explains that the company is working on a fabulous product, and they want to figure out a) if anybody wants to buy the product and b) if they need to change anything about the product so that more people will buy it.
The entrepreneurs always ask questions like, “How will I know if I have talked to enough people?” and “How do I know if the people who like it are just early adopters?” and “How do I know if I should change the product in response to feedback or if I should just keep trying to find the right market?” The ones who have already been out in the field trying to conduct these interviews all have a sort of glazed, terrified look.
These are all really important questions. I’m going to give you a way to avoid having to ask most of them.
Stop trying to validate your product.
Now, I fully expect a bunch of people to stop reading here and totally miss the point of this post, but for those of you who stick it out, I promise this will make sense in a minute.
The trick is, it is far, far easier to conduct customer development before you have settled on a product or even an idea for a problem.
Why is that? Well, think about products as solutions to problems. Sometimes that “problem” is “I’m sort of bored while I’m waiting for the train” and the unexpected solution is flinging virtual birds at virtual pigs. But often, the problem is something more concrete, and it’s frequently shared by a large group of similar people.
So, instead of focusing on validating a solution, try one of the following techniques.
For example, let’s say that you’ve posited that people have a really hard time finding and making appointments with trustworthy auto mechanics. The mistake you will probably make is to jump right into solving that problem and then going out into the world with some half-baked idea for Yelp meets OpenTable meets AAA and trying to find out whether it solves this problem that you’re not technically sure exists yet.
Instead of doing that, first validate the problem. Get on the phone with lots of different types of people and ask them how they found their mechanics. Talk to them about all of their mechanic-based issues. Find out what causes them the most pain.
Also, this is a good time to narrow down your market. Start with the market “people who have cars and will talk to you,” but quickly start noticing patterns. Do all the busy people have similar problems? What about people who live in cities vs. suburbs? How about people who are new to an area? Try people with special kinds of cars. I’ll bet that they all have very different problems, any of which you might want to solve.
Once you’ve spent time talking to people in various markets with various problems, you’ll come up with all sorts of ideas of how to solve those problems. The great thing is that then you can validate your product idea with people who you already know have a solvable problem.
This is a great way to do things if you have a particular problem yourself, and you want to find out if there are other people like you who have that same problem. By talking to lots of people with the same problem, you’re going to come up with a much better solution than you would if you just solved things for yourself.
The trick here is that you’re not going to change your market. You’re going to figure out some massive problem that is being experienced by a large portion of the market, and you’re going to solve it for them.
Your first step is going to be some ethnographic research. You need to really get into the heads of your target market and see what makes them similar and what’s driving them nuts. You’re not going into the research with an idea of the problem you want to solve for them. You’re going to let their needs drive your product decisions.
This is a great method if you happen to have some specific connection with a group or industry. Let’s say you collect porcelain owl figurines. You might desperately want to solve a problem for other porcelain owl aficionados, but you should be open to what problem you want to solve for them. For example, it might be how to get large numbers of high quality porcelain owls. Or it might be ways to contact therapists that deal with severe hoarding issues. Let the user research guide you!
If you figure out your problems and your market before you come up with an Idea or a Solution or a Product, then when you do build something, you’ve already done a huge amount of the work in figuring out if anybody’s going to use it.
This is really about controlling which variables you’re testing. It’s hard to simultaneously find a problem, a market, and the problems with a real product all at once.
However, once you’ve validated your market and your problem, you can create something that solves that specific problem for that particular market. The beauty of this is that if you build a product for a problem you know exists in a market you know needs it and still nobody uses it, you can be pretty certain that the problem is your product.
Like the post? Follow me on Twitter.
The entrepreneurs always ask questions like, “How will I know if I have talked to enough people?” and “How do I know if the people who like it are just early adopters?” and “How do I know if I should change the product in response to feedback or if I should just keep trying to find the right market?” The ones who have already been out in the field trying to conduct these interviews all have a sort of glazed, terrified look.
These are all really important questions. I’m going to give you a way to avoid having to ask most of them.
Stop trying to validate your product.
Now, I fully expect a bunch of people to stop reading here and totally miss the point of this post, but for those of you who stick it out, I promise this will make sense in a minute.
The trick is, it is far, far easier to conduct customer development before you have settled on a product or even an idea for a problem.
Why is that? Well, think about products as solutions to problems. Sometimes that “problem” is “I’m sort of bored while I’m waiting for the train” and the unexpected solution is flinging virtual birds at virtual pigs. But often, the problem is something more concrete, and it’s frequently shared by a large group of similar people.
So, instead of focusing on validating a solution, try one of the following techniques.
Validate a Problem
Let go of your preconceptions about how you are going to solve a problem for people and concentrate on first figuring out whether lots of people have a particular problem and what they’re currently doing to solve it.For example, let’s say that you’ve posited that people have a really hard time finding and making appointments with trustworthy auto mechanics. The mistake you will probably make is to jump right into solving that problem and then going out into the world with some half-baked idea for Yelp meets OpenTable meets AAA and trying to find out whether it solves this problem that you’re not technically sure exists yet.
Instead of doing that, first validate the problem. Get on the phone with lots of different types of people and ask them how they found their mechanics. Talk to them about all of their mechanic-based issues. Find out what causes them the most pain.
Also, this is a good time to narrow down your market. Start with the market “people who have cars and will talk to you,” but quickly start noticing patterns. Do all the busy people have similar problems? What about people who live in cities vs. suburbs? How about people who are new to an area? Try people with special kinds of cars. I’ll bet that they all have very different problems, any of which you might want to solve.
Once you’ve spent time talking to people in various markets with various problems, you’ll come up with all sorts of ideas of how to solve those problems. The great thing is that then you can validate your product idea with people who you already know have a solvable problem.
This is a great way to do things if you have a particular problem yourself, and you want to find out if there are other people like you who have that same problem. By talking to lots of people with the same problem, you’re going to come up with a much better solution than you would if you just solved things for yourself.
Solve a Problem for a Particular Market
A slightly different approach is to pick your market first. Let’s say you have a special affinity for auto mechanics or busy moms or accountants at mid-sized companies.The trick here is that you’re not going to change your market. You’re going to figure out some massive problem that is being experienced by a large portion of the market, and you’re going to solve it for them.
Your first step is going to be some ethnographic research. You need to really get into the heads of your target market and see what makes them similar and what’s driving them nuts. You’re not going into the research with an idea of the problem you want to solve for them. You’re going to let their needs drive your product decisions.
This is a great method if you happen to have some specific connection with a group or industry. Let’s say you collect porcelain owl figurines. You might desperately want to solve a problem for other porcelain owl aficionados, but you should be open to what problem you want to solve for them. For example, it might be how to get large numbers of high quality porcelain owls. Or it might be ways to contact therapists that deal with severe hoarding issues. Let the user research guide you!
The Easiest Kind of Customer Development
Hopefully you’re noticing a pattern here. The easiest kind of customer development is the kind that you do before you have a very solid product idea.If you figure out your problems and your market before you come up with an Idea or a Solution or a Product, then when you do build something, you’ve already done a huge amount of the work in figuring out if anybody’s going to use it.
This is really about controlling which variables you’re testing. It’s hard to simultaneously find a problem, a market, and the problems with a real product all at once.
However, once you’ve validated your market and your problem, you can create something that solves that specific problem for that particular market. The beauty of this is that if you build a product for a problem you know exists in a market you know needs it and still nobody uses it, you can be pretty certain that the problem is your product.
Like the post? Follow me on Twitter.
Wednesday, September 21, 2011
How Metrics Can Make You a Better Designer
I have another new article in Smashing Magazine's UX section: How Metrics Can Make You a Better Designer.
Here's a little sample:
Metrics can be a touchy subject in design. When I say things like, “Designers should embrace A/B testing” or “Metrics can improve design,” I often hear concerns.
Many designers tell me they feel that metrics displace creativity or create a paint-by-numbers scenario. They don’t want their training and intuition to be overruled by what a chart says a link color should be.
These are valid concerns, if your company thinks it can replace design with metrics. But if you use them correctly, metrics can vastly improve design and make you an even better designer.
Read the rest here >
Here's a little sample:
Metrics can be a touchy subject in design. When I say things like, “Designers should embrace A/B testing” or “Metrics can improve design,” I often hear concerns.
Many designers tell me they feel that metrics displace creativity or create a paint-by-numbers scenario. They don’t want their training and intuition to be overruled by what a chart says a link color should be.
These are valid concerns, if your company thinks it can replace design with metrics. But if you use them correctly, metrics can vastly improve design and make you an even better designer.
Read the rest here >
Labels:
a/b testing,
design,
guest post,
lean startup,
metrics
Tuesday, August 9, 2011
Stop Worrying About the Cupholders
Every startup I’ve ever talked to has too few resources. Programmers, money, marketing...you name it, startups don’t have enough of it.
When you don’t have enough resources, prioritization becomes even more important. You don’t have the luxury to execute every single great idea that you have. You need to pick and choose, and the life of your company depends on choosing wisely.
Why is it that so many startups work so hard on the wrong stuff?
By “the wrong stuff” I mean, of course, stuff that doesn’t move a key metric - projects that don’t convert people into new users or increase revenue or drive retention. And it’s especially problematic for new startups, since they are often missing really important features that would drive all those key metrics.
It’s as if they had a car without any brakes, and they’re worried about building the perfect cupholder.
For some reason, when you’re in the middle of choosing features for your product, it can be really hard to distinguish between brakes and cupholders. How do you do it?
You need to start by asking (and answering) two simple questions:
For example, the fact that you allow users to buy things on your website at all has a much bigger impact on revenue than the color of the buy button. Maybe that’s an extreme example, but I’ve seen too many companies spending time quibbling over the visual design of incredibly important features, which just ends up delaying the release of these features.
Go ahead. Make your site pretty. Some of that visual improvement may even contribute to key metrics. But every time you put off releasing a feature in order to make sure that you’ve got exactly the right gradient, ask yourself, “Am I redesigning a cupholder here, or am I turbocharging the engine?”
When you don’t have enough resources, prioritization becomes even more important. You don’t have the luxury to execute every single great idea that you have. You need to pick and choose, and the life of your company depends on choosing wisely.
Why is it that so many startups work so hard on the wrong stuff?
By “the wrong stuff” I mean, of course, stuff that doesn’t move a key metric - projects that don’t convert people into new users or increase revenue or drive retention. And it’s especially problematic for new startups, since they are often missing really important features that would drive all those key metrics.
It’s as if they had a car without any brakes, and they’re worried about building the perfect cupholder.
For some reason, when you’re in the middle of choosing features for your product, it can be really hard to distinguish between brakes and cupholders. How do you do it?
You need to start by asking (and answering) two simple questions:
- What problem is this solving?
- How important is this problem in relation to the other problems I have to solve?
Visual Design
Visual design can be incredibly important, but nine times out of ten, it’s a cupholder. Obviously colors, fonts, and layout can affect things like conversion, but it’s typically an optimization of conversion rather than a conversion driver.For example, the fact that you allow users to buy things on your website at all has a much bigger impact on revenue than the color of the buy button. Maybe that’s an extreme example, but I’ve seen too many companies spending time quibbling over the visual design of incredibly important features, which just ends up delaying the release of these features.
Go ahead. Make your site pretty. Some of that visual improvement may even contribute to key metrics. But every time you put off releasing a feature in order to make sure that you’ve got exactly the right gradient, ask yourself, “Am I redesigning a cupholder here, or am I turbocharging the engine?”
Labels:
design,
lean startup,
product management
Tuesday, May 24, 2011
5 Fun Ways to Ruin Your Startup
So, you’re interested in ruining your startup. At least, that’s what it seems like based on a lot of decisions I see some companies making.
Let’s talk about some of those terrible decisions that really hurt startups.
Sure, there are a few people who can both lead and get their hands dirty with details. If you find one of those people, hire them immediately.
But more often, I see startups stall out because they’ve got somebody making decisions who doesn’t have to actually implement any of those decisions. They’re delegators. And the problem is, at very early stage startups, there just aren’t enough people to delegate TO.
If you’ve got a team of four or five people (or even ten or fifteen), every person should be spending the majority of his or her time actually building, making, designing, writing, testing, selling, or some other verb that isn’t “setting direction” or “planning” or “establishing policies.”
Want a successful startup? Hire Big Doers, not Big Thinkers.
Startup people are incredibly rich in ideas. Unfortunately, they tend to be broke in every other conceivable resource.
A great way to ruin your startup is to spend all of your time in meetings discussing in detail all the wonderful features you’re going to add in the future. Instead, capture the broad outlines of the idea quickly, put them in your backlog, and, when you’ve actually built something and need to move on to something new, see what ideas you’ve collected that would solve a real customer need. THEN design and build them.
Want a successful startup? Sure, you need to dedicate a little bit of time to thinking about the future, but spend a hell of a lot more time working on the present.
The longer you put off getting something in front of users, the more money you’re going to spend on something that might very well fail. Wouldn’t it be better to find that out early enough to turn it around and make it awesome?
Want a successful startup? Release small pieces of your product often, and get over worrying that it’s ugly or doesn’t work exactly the way you want it to. You’re just going to end up changing it all anyway.
But you do need to acknowledge that work at a startup doesn’t follow a strict 9-5 routine. Sometimes you need to check on things over the weekend or answer customer complaints late at night. Sometimes you need to make a final push to get something out the door quickly. Sometimes decisions need to be made outside of regular business hours, and there isn’t anybody else to make them.
Want a successful startup? You don’t need to live at the office, but you do need to be aware of what’s happening and be able to react when necessary. If you want to turn your phone off at 5pm on Fridays, you might consider working someplace where you’ve got more people to back you up.
I get that there’s important information that you need to share with the team, but the problem with PowerPoint is that people start doing things like tweaking display and finding funny pictures to make their points. A whiteboard works just as well for writing a few bullets, and it’ll get you out of meetings faster, not to mention taking far less prep time.
Want a successful startup? Consider creating a simple dashboard of all the metrics that everybody in the company should be monitoring so that they can see the pertinent information at any time. That way, nobody’s waiting on you to build graphs and paste them into a deck once a week.
Like the post? Follow me on Twitter!
Let’s talk about some of those terrible decisions that really hurt startups.
Hire Big Thinkers
Here’s the thing about Big Thinkers or people who describe themselves as Big Picture People. They don’t execute. At least, they don’t execute in any way that is helpful to a startup.Sure, there are a few people who can both lead and get their hands dirty with details. If you find one of those people, hire them immediately.
But more often, I see startups stall out because they’ve got somebody making decisions who doesn’t have to actually implement any of those decisions. They’re delegators. And the problem is, at very early stage startups, there just aren’t enough people to delegate TO.
If you’ve got a team of four or five people (or even ten or fifteen), every person should be spending the majority of his or her time actually building, making, designing, writing, testing, selling, or some other verb that isn’t “setting direction” or “planning” or “establishing policies.”
Want a successful startup? Hire Big Doers, not Big Thinkers.
Talk About Awesome Features All The Time
Yes, yes. You have this fantastic idea for the next big pivot that’s going to make you all rich. But you know what? That idea that you had 2 months ago that you still haven’t finished building was also fantastic. So is the one you’ll have 2 months from now. Also the one you’ll have 2 minutes from now.Startup people are incredibly rich in ideas. Unfortunately, they tend to be broke in every other conceivable resource.
A great way to ruin your startup is to spend all of your time in meetings discussing in detail all the wonderful features you’re going to add in the future. Instead, capture the broad outlines of the idea quickly, put them in your backlog, and, when you’ve actually built something and need to move on to something new, see what ideas you’ve collected that would solve a real customer need. THEN design and build them.
Want a successful startup? Sure, you need to dedicate a little bit of time to thinking about the future, but spend a hell of a lot more time working on the present.
Wait To Ship Until It’s Perfect
It can be tough to release something into the wild before you think it’s perfect. But the thing is, it’s never going to be perfect, and the faster you get it out there, the faster you’re going to start learning which parts are the least perfect.The longer you put off getting something in front of users, the more money you’re going to spend on something that might very well fail. Wouldn’t it be better to find that out early enough to turn it around and make it awesome?
Want a successful startup? Release small pieces of your product often, and get over worrying that it’s ugly or doesn’t work exactly the way you want it to. You’re just going to end up changing it all anyway.
Work 40 Hours a Week
This one may not be what you expect. It’s not some diatribe about how startup employees need to work 24/7 and not have outside lives and eat all their meals at their desks. If that works for you, great. Personally, I enjoy going outside.But you do need to acknowledge that work at a startup doesn’t follow a strict 9-5 routine. Sometimes you need to check on things over the weekend or answer customer complaints late at night. Sometimes you need to make a final push to get something out the door quickly. Sometimes decisions need to be made outside of regular business hours, and there isn’t anybody else to make them.
Want a successful startup? You don’t need to live at the office, but you do need to be aware of what’s happening and be able to react when necessary. If you want to turn your phone off at 5pm on Fridays, you might consider working someplace where you’ve got more people to back you up.
Make A Lot of PowerPoint Decks
Sure, investors love them, and you’ve always got to show something to your board, but I’ve seen this get really out of hand. If you’re spending an hour or two a week building slides to share information with five other people, you are wasting everyone’s time.I get that there’s important information that you need to share with the team, but the problem with PowerPoint is that people start doing things like tweaking display and finding funny pictures to make their points. A whiteboard works just as well for writing a few bullets, and it’ll get you out of meetings faster, not to mention taking far less prep time.
Want a successful startup? Consider creating a simple dashboard of all the metrics that everybody in the company should be monitoring so that they can see the pertinent information at any time. That way, nobody’s waiting on you to build graphs and paste them into a deck once a week.
Like the post? Follow me on Twitter!
Labels:
lean startup,
product management
Friday, April 15, 2011
User Research You Should Be Doing (but probably aren't)
Startups know they should get out of the building and talk to their customers, but sometimes they’re a little too literal about it. There are tons of ways to get great information from your customers. The trick is knowing which technique answers the questions you have right now.
Sure, you’re doing usability tests and trying to have customer development interviews, but here are a few slightly unusual qualitative user research techniques you should be employing but probably aren’t.
This one’s fun because it feels a little sneaky. It also gets you a tremendous amount of great information, since chances are somebody is already making mistakes that you don’t have to make.
For example, when one of my clients, Crave, wanted to build a marketplace for buying and selling collectibles, we spent time watching people using other shopping and selling sites. We learned what people loved and hated about the products they were already using, so we could create a product that incorporated only the good bits.
The result was a buying and selling experience that users preferred to several big name shopping sites that will remain nameless.
Bonus tip: There’s always the temptation to borrow ideas from a big competitor with the excuse, “well, so and so is doing it, and they’re successful, so it must be right!” Guess what? Sometimes other companies are successful for a lot of reasons other than that thing you’re stealing from them. Make sure users like that part of a competitor's product before using it in your own.
Sure, you’re doing usability tests and trying to have customer development interviews, but here are a few slightly unusual qualitative user research techniques you should be employing but probably aren’t.
Competitor Usability Testing
Have you ever considered running a user test on a competitor’s site?This one’s fun because it feels a little sneaky. It also gets you a tremendous amount of great information, since chances are somebody is already making mistakes that you don’t have to make.
For example, when one of my clients, Crave, wanted to build a marketplace for buying and selling collectibles, we spent time watching people using other shopping and selling sites. We learned what people loved and hated about the products they were already using, so we could create a product that incorporated only the good bits.
The result was a buying and selling experience that users preferred to several big name shopping sites that will remain nameless.
Bonus tip: There’s always the temptation to borrow ideas from a big competitor with the excuse, “well, so and so is doing it, and they’re successful, so it must be right!” Guess what? Sometimes other companies are successful for a lot of reasons other than that thing you’re stealing from them. Make sure users like that part of a competitor's product before using it in your own.
Labels:
customer development,
lean startup,
user research
Tuesday, March 15, 2011
What Makes UX Lean - My Talk from SXSW
If you couldn’t make it to SXSW this year, there was a fantastic, all day lean startup track with talks from lots of lean startup experts. I was lucky enough to be asked to be on the Lean UX panel, along with the always awesome Janice Fraser, Ian McFarland, and Dan Martell.
I gave a short talk on what makes Lean UX Lean. Since I’m a blogger at heart, I wrote down pretty much everything I was going to say first, which means I can now publish a draft of the talk here! If you didn’t get to hear the panel, or if you did and want a quick refresher, please enjoy!
I’ve been a user experience designer for a lot of years, and I’ve worked with a lot of lean startups, which is part of the reason why I got a call last year from Manuel Rosso, the CEO of Food on the Table.
Now, Food on the Table is a very lean startup here in Austin. Because they’re a lean startup, they measure absolutely everything. And because they measure everything, Manuel knew immediately when the product developed an activation problem.
The whole project has been written up in a post for Eric’s Startup Lessons Learned blog, and I strongly recommend that you go read it if you haven’t already. It has a lot of tips about how to incorporate design into your startup that you’ll hopefully find helpful.
But today, I want to go a little deeper into what made that project a good example of Lean UX. Because, during that project, we did a lot of things that you might do in any sort of a UX project for any sort of a company.
For example, we did qualitative user research to understand why users were having a problem. We made sketches and built interactive prototypes, and we tested and iterated on them.
These are wonderful, helpful things to do, but they’re not unique to Lean User Experience Design. They’re part of User Centered Design, which I’m a huge fan of, and I’ve done all of those things in waterfall projects at giant companies that were anything but lean.
So, what are a few things that made this a lean ux project and not just a regular old redesign?
Quantitative metrics didn’t tell us exactly why we had a problem - we needed to do our qualitative research to understand that - but it did tell us what our most immediate problem was, which helped us to understand where we should start improving our user experience.
In that way, the metric drove the product decision.
Quantitative metrics also meant that we knew, at the end of the project, we’d be validating our work with an a/b test against the original design. That quantitative validation of design really helps improve the design process over the long run, because we can see what sorts of changes have the biggest positive impact on our end user experience. That lets us improve the ROI on future design projects.
I gave a short talk on what makes Lean UX Lean. Since I’m a blogger at heart, I wrote down pretty much everything I was going to say first, which means I can now publish a draft of the talk here! If you didn’t get to hear the panel, or if you did and want a quick refresher, please enjoy!
I’ve been a user experience designer for a lot of years, and I’ve worked with a lot of lean startups, which is part of the reason why I got a call last year from Manuel Rosso, the CEO of Food on the Table.
Now, Food on the Table is a very lean startup here in Austin. Because they’re a lean startup, they measure absolutely everything. And because they measure everything, Manuel knew immediately when the product developed an activation problem.
The whole project has been written up in a post for Eric’s Startup Lessons Learned blog, and I strongly recommend that you go read it if you haven’t already. It has a lot of tips about how to incorporate design into your startup that you’ll hopefully find helpful.
But today, I want to go a little deeper into what made that project a good example of Lean UX. Because, during that project, we did a lot of things that you might do in any sort of a UX project for any sort of a company.
For example, we did qualitative user research to understand why users were having a problem. We made sketches and built interactive prototypes, and we tested and iterated on them.
These are wonderful, helpful things to do, but they’re not unique to Lean User Experience Design. They’re part of User Centered Design, which I’m a huge fan of, and I’ve done all of those things in waterfall projects at giant companies that were anything but lean.
So, what are a few things that made this a lean ux project and not just a regular old redesign?
Integrating Quantitative Research
I think the first hallmark of Lean UX is using quantitative metrics to both drive and validate design changes. What does that mean? Well, it means that the reason we were working on the first time user experience was because a specific metric, activation, wasn’t as high as the team wanted it to be.Quantitative metrics didn’t tell us exactly why we had a problem - we needed to do our qualitative research to understand that - but it did tell us what our most immediate problem was, which helped us to understand where we should start improving our user experience.
In that way, the metric drove the product decision.
Quantitative metrics also meant that we knew, at the end of the project, we’d be validating our work with an a/b test against the original design. That quantitative validation of design really helps improve the design process over the long run, because we can see what sorts of changes have the biggest positive impact on our end user experience. That lets us improve the ROI on future design projects.
Labels:
design,
lean startup
Thursday, March 10, 2011
When Is a Design Done?
I was talking with a designer about Lean UX. I was explaining that one of the hallmarks of Lean UX is to get a good, but not complete version of a product or feature designed and built and then iterate on it later. She thought this sounded like an interesting approach, but then she asked, “When do you know you’re done?”
Figuring out when you’re “done” is tricky for any design or redesign project, unless you’re a consulting agency, of course, in which case the answer is, “when the client runs out of money.” But I realized that, in Lean UX, figuring out when you’re done is actually incredibly easy.
You’re done when your metrics tell you you’re done.
Let me explain. No product is ever actually “done.” There is always something you could do to improve it. However, projects can certainly be done. The trick is that you have to choose your projects correctly.
What’s the correct way to choose a Lean UX project? Every Lean UX project should be chosen based on a metric.
This may piss off a lot of designers who want to make wonderful, exciting, super cool designs just for the sake of design or user happiness, but when it comes down to it, unless you’re independently wealthy, every design change you make should move a number that is important to your business.
Now, it is a lucky break for those of us who care deeply about our users that improving the overall user experience of the product frequently improves some number that the business people care about. But not every single thing you can do to make a user happy has the same ROI for the business. And not every improvement makes the right people happy at the right time.
That’s why the UX projects you choose should be based on metrics.
Let me give you an example. Whoever it is at your startup who is in charge of running the business should have a pretty good idea of what your various metrics have to be in order for you to all retire and buy yachts. For example, your Activation number may have to be 20% and your Retention may have to be 70%. (Please note, I made these numbers up. Your metrics may vary.)
They pick these numbers because they know that having, for example, a 99% retention rate and a 1% activation rate may lead to retaining 3 incredibly happy users forever, which is suboptimal from a business perspective.
So, if your activation number is at 10%, your business folks may come to you and say, “we need to turn more of our acquired traffic into regular users because we have identified this as the most important problem to solve at this moment.” You respond, “Great! How many more do you need?” They explain that you need to get activation from 10% to 20%.
You will notice that the metrics are not driving your design decisions. Nor are they driving your feature requirements or any other product changes. They are simply telling you what your biggest business problem currently is.
Now, it’s up to you as a designer or product owner to figure out what is keeping the activation number low and then come up with some ideas of how to fix it. You do this with what I like to call “research and design” or alternately “that thing you are paid to do.”
You may have dozens of wonderful ideas for how to fix the problem, and you may love and believe in all of them. You may not, however, actually execute every single one of them.
This is where the Lean part comes in.
Ideally, you will design and execute as many of the fixes as necessary in order to move the number to where you want it to be. Maybe you’re awesome (or awesomely lucky), and you move that activation number on the first try with a very small bug fix.
Does that mean you never get to implement the super sweet, but somewhat complicated, feature that you know will make users incredibly happy and improve activation even more? No! Unfortunately, you may not get to implement it just yet.
You see, once you got your activation number to where it needed to be, it stopped being the most important problem to solve. Now, maybe you need to work on getting retention higher or improving revenue or referral.
On the flip side, maybe you redesign the first time user flow and improve activation, but not by enough. That means you should continue working on it. Figure out why your changes didn’t have as big of an impact as you thought they would, and then try some new things.
You’re not “finished” until your metrics are where you want them to be.
Why is this important? Startups have a ridiculous number of things to do, and they typically have limited resources. It can be incredibly difficult to prioritize when to keep working on a feature or an area of the product, and when to move on.
By setting the goals ahead of time based on metrics that are critical to the business, it becomes much easier to know when you’re “done,” and when you should keep optimizing or redesigning.
Like the post? Follow me on Twitter!
Like Lean UX but hate reading? I'll be on the UX panel at the Lean Startup track at SXSW. You should come see it and then say hi to me afterward.
Figuring out when you’re “done” is tricky for any design or redesign project, unless you’re a consulting agency, of course, in which case the answer is, “when the client runs out of money.” But I realized that, in Lean UX, figuring out when you’re done is actually incredibly easy.
You’re done when your metrics tell you you’re done.
Let me explain. No product is ever actually “done.” There is always something you could do to improve it. However, projects can certainly be done. The trick is that you have to choose your projects correctly.
What’s the correct way to choose a Lean UX project? Every Lean UX project should be chosen based on a metric.
This may piss off a lot of designers who want to make wonderful, exciting, super cool designs just for the sake of design or user happiness, but when it comes down to it, unless you’re independently wealthy, every design change you make should move a number that is important to your business.
Now, it is a lucky break for those of us who care deeply about our users that improving the overall user experience of the product frequently improves some number that the business people care about. But not every single thing you can do to make a user happy has the same ROI for the business. And not every improvement makes the right people happy at the right time.
That’s why the UX projects you choose should be based on metrics.
Let me give you an example. Whoever it is at your startup who is in charge of running the business should have a pretty good idea of what your various metrics have to be in order for you to all retire and buy yachts. For example, your Activation number may have to be 20% and your Retention may have to be 70%. (Please note, I made these numbers up. Your metrics may vary.)
They pick these numbers because they know that having, for example, a 99% retention rate and a 1% activation rate may lead to retaining 3 incredibly happy users forever, which is suboptimal from a business perspective.
So, if your activation number is at 10%, your business folks may come to you and say, “we need to turn more of our acquired traffic into regular users because we have identified this as the most important problem to solve at this moment.” You respond, “Great! How many more do you need?” They explain that you need to get activation from 10% to 20%.
You will notice that the metrics are not driving your design decisions. Nor are they driving your feature requirements or any other product changes. They are simply telling you what your biggest business problem currently is.
Now, it’s up to you as a designer or product owner to figure out what is keeping the activation number low and then come up with some ideas of how to fix it. You do this with what I like to call “research and design” or alternately “that thing you are paid to do.”
You may have dozens of wonderful ideas for how to fix the problem, and you may love and believe in all of them. You may not, however, actually execute every single one of them.
This is where the Lean part comes in.
Ideally, you will design and execute as many of the fixes as necessary in order to move the number to where you want it to be. Maybe you’re awesome (or awesomely lucky), and you move that activation number on the first try with a very small bug fix.
Does that mean you never get to implement the super sweet, but somewhat complicated, feature that you know will make users incredibly happy and improve activation even more? No! Unfortunately, you may not get to implement it just yet.
You see, once you got your activation number to where it needed to be, it stopped being the most important problem to solve. Now, maybe you need to work on getting retention higher or improving revenue or referral.
On the flip side, maybe you redesign the first time user flow and improve activation, but not by enough. That means you should continue working on it. Figure out why your changes didn’t have as big of an impact as you thought they would, and then try some new things.
You’re not “finished” until your metrics are where you want them to be.
Why is this important? Startups have a ridiculous number of things to do, and they typically have limited resources. It can be incredibly difficult to prioritize when to keep working on a feature or an area of the product, and when to move on.
By setting the goals ahead of time based on metrics that are critical to the business, it becomes much easier to know when you’re “done,” and when you should keep optimizing or redesigning.
Like the post? Follow me on Twitter!
Like Lean UX but hate reading? I'll be on the UX panel at the Lean Startup track at SXSW. You should come see it and then say hi to me afterward.
Labels:
design,
lean startup,
metrics
Monday, January 24, 2011
Two Stupid Reasons for Complicated Products
I frequently get asked by startups to simplify products. In general, companies are fantastic at coming up with great feature ideas, but they tend to find it harder to either kill underperforming features or properly integrate new ideas that got tacked on as an experiment or pivot.
Because I get called in when a company already has a product that new users find confusing, I see a lot of the same mistakes repeated. I also hear the same excuses for those mistakes.
Often, when I’m looking at a new product, I’ll find very similar features in different parts of the interface.
For example, one social product had three completely different ways of searching for friends the user might know. Now, I don’t mean that there were different criteria you could use - like email address or interests or user name. That would have been fine.
I mean there were three completely different places the user could go in the product to find three completely different features that were meant to help people search for their friends. There was huge functionality overlap among the three features, but they were all slightly different.
Of course, I mentioned that it seemed odd and confusing to have three different places to go to do essentially the same thing. And the product owner patiently explained to me that there was a reason for that.
The product owner then launched into a detailed description of how the first one had been built by the team as an experiment. A few months later, since the experiment went well, but was a little slow, the team migrated to a different technology for search, and built a second version of the feature alongside the first one to see if it could be faster.
Since the product owner hadn’t given them any requirements for the new version other than “go faster,” and the new technology made some of the old functionality tricky, the second version didn’t have exactly the same capabilities as the first. So, the team decided it wasn’t an adequate replacement for the old version. They released it anyway, since they’d already built it, and it was faster.
The third version of the feature had been built as part of a larger feature, but the rest of that larger feature had been killed, and only the search part remained. It had some neat new functionality that users liked, but the team felt it didn’t really replace either of the other two versions.
Moreover, the product owner explained to me that different types of users liked the various different versions of friend search, so he was hesitant to kill any of them, because whichever one he killed would upset somebody.
So, he was stuck supporting three different variations of the same feature, and new users were overwhelmed by choice for where they were supposed to go to find their friends.
And here’s the thing: users don’t actually want this sort of choice. This sort of choice is confusing. It makes navigating the product cumbersome, and it’s unpleasantly surprising to constantly find new, slightly different ways to do the same thing.
This isn’t the only way that the problem manifests. Sometimes when I point out similar features in different places, the product owner reassures me that “there is a big difference” between the features.
This happened with a client when I pointed out that there were two different types of quizzes in one section of the product, but they had different names and placements. I asked why they couldn’t be combined into one section, so that the clutter on the page would be reduced and the user could always know where to go to take quizzes.
He assured me that there was a big difference between the two types of quizzes. When I asked him to elaborate, he went into detail about how the types of quizzes were different on the back end, and how one was often used as a business development tool while the other was user generated.
In other words, both of the “big differences” were things that were only different to the company. They were the sorts of differences that a user would never notice. All a user would notice would be that the quizzes were sometimes in one place and sometimes in another, which would be confusing and frustrating if she was looking for that feature.
Take a hard look at your product. Are there any similar features? You’ll be surprised at how often the answer is yes. If there are, ask yourself what your reasons were for building the different variations.
If your reasons for building different versions of the same feature are based entirely on technology or business development (in other words, things that only matter to YOU and not your users), you’ve got a problem.
The most customer friendly way of dealing with it is to try to come up with a superset of the best functionality from all the versions and improve one of the versions until it satisfies as many user stories as possible.
But even if you don’t have the time or resources to consolidate them into one great version of the product, just killing the duplicated features will ultimately simplify your product and make it more useful and understandable for all of your customers.
Like the post? Follow me on twitter!
Because I get called in when a company already has a product that new users find confusing, I see a lot of the same mistakes repeated. I also hear the same excuses for those mistakes.
Often, when I’m looking at a new product, I’ll find very similar features in different parts of the interface.
For example, one social product had three completely different ways of searching for friends the user might know. Now, I don’t mean that there were different criteria you could use - like email address or interests or user name. That would have been fine.
I mean there were three completely different places the user could go in the product to find three completely different features that were meant to help people search for their friends. There was huge functionality overlap among the three features, but they were all slightly different.
There’s a Reason For That
Of course, I mentioned that it seemed odd and confusing to have three different places to go to do essentially the same thing. And the product owner patiently explained to me that there was a reason for that.
The product owner then launched into a detailed description of how the first one had been built by the team as an experiment. A few months later, since the experiment went well, but was a little slow, the team migrated to a different technology for search, and built a second version of the feature alongside the first one to see if it could be faster.
Since the product owner hadn’t given them any requirements for the new version other than “go faster,” and the new technology made some of the old functionality tricky, the second version didn’t have exactly the same capabilities as the first. So, the team decided it wasn’t an adequate replacement for the old version. They released it anyway, since they’d already built it, and it was faster.
The third version of the feature had been built as part of a larger feature, but the rest of that larger feature had been killed, and only the search part remained. It had some neat new functionality that users liked, but the team felt it didn’t really replace either of the other two versions.
Moreover, the product owner explained to me that different types of users liked the various different versions of friend search, so he was hesitant to kill any of them, because whichever one he killed would upset somebody.
So, he was stuck supporting three different variations of the same feature, and new users were overwhelmed by choice for where they were supposed to go to find their friends.
And here’s the thing: users don’t actually want this sort of choice. This sort of choice is confusing. It makes navigating the product cumbersome, and it’s unpleasantly surprising to constantly find new, slightly different ways to do the same thing.
There’s a Big Difference
This isn’t the only way that the problem manifests. Sometimes when I point out similar features in different places, the product owner reassures me that “there is a big difference” between the features.
This happened with a client when I pointed out that there were two different types of quizzes in one section of the product, but they had different names and placements. I asked why they couldn’t be combined into one section, so that the clutter on the page would be reduced and the user could always know where to go to take quizzes.
He assured me that there was a big difference between the two types of quizzes. When I asked him to elaborate, he went into detail about how the types of quizzes were different on the back end, and how one was often used as a business development tool while the other was user generated.
In other words, both of the “big differences” were things that were only different to the company. They were the sorts of differences that a user would never notice. All a user would notice would be that the quizzes were sometimes in one place and sometimes in another, which would be confusing and frustrating if she was looking for that feature.
How to Avoid This
Take a hard look at your product. Are there any similar features? You’ll be surprised at how often the answer is yes. If there are, ask yourself what your reasons were for building the different variations.
If your reasons for building different versions of the same feature are based entirely on technology or business development (in other words, things that only matter to YOU and not your users), you’ve got a problem.
The most customer friendly way of dealing with it is to try to come up with a superset of the best functionality from all the versions and improve one of the versions until it satisfies as many user stories as possible.
But even if you don’t have the time or resources to consolidate them into one great version of the product, just killing the duplicated features will ultimately simplify your product and make it more useful and understandable for all of your customers.
Like the post? Follow me on twitter!
Labels:
design,
lean startup,
product management
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