Everyone’s a marketer now

It’s a question that every tech startup or product has to ask itself: when the budget is limited (and it nearly always is), where do you spend your cash? On improving the product, or on marketing and advertising campaigns? To me, the answer is clear: every dollar spent on advertising is a dollar not spent improving the product. Can you afford that? Can your product afford that?

But what do you do if you don’t have money to spend on marketing?

Twenty years ago to reach a million people with a message you needed to run a TV ad during a prime-time TV show or book a page in the national newspaper. If you wanted to sell your product to 1 million people, you just needed to insert enough advertising cash. Insert x dollars: ship y units.

Today, thousands of blogs, YouTube videos or Tweets reach millions of people every day. And it’s free.

Every individual has a reach now through the internet far greater than ever before. We can communicate messages immediately with our friends, who we trust, as well as broader social networks, easily, and it’s practically free. Everyone in your product team – from the product manager to the last software tester – is a potential marketer, reaching out to their social networks with a trusted and genuine message about your product.

In the world of web products, the products themselves have far greater reach and avenues to be found in the web than any physical product on a shop shelf could ever hope for. You can leverage Facebook and other social networks to promote and talk about your product, as well as create conversations with and between users. You can use Facebook as a platform to publish individual activity or status from the product, which has the dual benefit of strengthening the user’s social feed as well as promoting the product to every one of that user’s trusted network of friends. Pay a little bit of attention to SEO (Search Engine Optimisation) and you can target and optimise incoming traffic from search engines.

Guerrilla marketing campaigns like this one might be limited to a fairly local reach, but they are cheap (and fun!) to execute. Getting the whole team involved in local guerrilla campaigns can also be great for morale. The best performing and self-organising teams look at the whole end-to-end of their product – and marketing is no exception.

Today everyone’s a marketer. Getting the word out, finding more users, getting more traffic: these are no longer only the marketing team’s responsibility.

It’s ok to be second

Facebook was not the first social network. As early as the first dot com boom in the late 1990s companies like sixdegrees.com had launched with services similar in theme and purpose to what Facebook became. When Facebook launched in 2004 from a dorm room at Harvard there were already a number of competing products: Friendster and Orkut were already successful online social networks, and mySpace already had millions of users. In fact, MySpace continued to be the largest social network in the world until 2008 when Facebook finally overtook it.

The iPad was not the first tablet, nor was the iPod the first portable MP3 music player. Google wasn’t even the first web search engine.

What Facebook, the iPad and countless other products like them did was take something that had been done before, and did it better.

Facebook took the concept of online social networking, and added real meaning: your real identity, your real-life friends, and a completely new (and naturally addictive) way to share your life with your network. (It also managed to solve the hardware scaling problems that had hamstrung competition like Friendster).

The iPad took the long sought-after but elusive tablet computer and built a beautiful, functional and elegant device that refused to compromise. A device that rejected the assumption that a tablet was a normal PC with a touch-screen, and had the courage to create a whole new form factor.

The point is: it’s okay to be second. Or even third. New product opportunities often lie in re-thinking existing concepts or products: it’s about seeing what can be done better, and having the courage to take the next steps the others won’t.

Steve Jobs one famously quoted Picasso when he said: “Good artists copy. Great artists steal.”

Customer Feedback is important

We all know it’s important to think of our users first, and that user feedback is important; however all of us have to deal with products, processes and systems in our day-to-day lives in which the user was likely at the bottom of a long list of other priorities during the design phase. Anyone who has been through customs in an American international airport as a non-US citizen can understand what I’m talking about.

In Beijing International Airport, however, they appear to value feedback from travelers. Attached to the booth under the window on every customs desk is a small box with 4 buttons. The text above the buttons reads: “You are welcome to comment on my work”, and you’ve invited to press “Greatly satisfied”, “Satisfied”, “Checking time too long” or “Poor customer service”. In full transparency the custom officer’s identification number is shown directly on the display.

Collecting user feedback at Beijing International Airport

Collecting user feedback at Beijing International Airport

It would be interesting to know what they do with the results: whether they use the outcome to performance manage the staff member, or to identify patterns of satisfaction across different demographics of traveler. Either way, it’s refreshing to see an area that appears to be traditionally nonchalant about user satisfaction take an interest in what people think for the purpose of making the system better.

Advertising – the good and the bad

We all want to get paid.

As ‘free’ continues to become the norm for data, information, apps and services, developers reach to advertising to fill the ‘P’ part of their profit and loss statements. Internet revenue hit $7.3 billion in Q1 this year, according to PwC – so someone must be clicking those ads.

With advertising, more clicks means more cash. We all want more cash – and the two most common ways to get high Click-Through Rates straight away seem to be:

  1. annoy, trick, deceive, or
  2. make the ad, and with it the experience, meaningful and contextually relevant (that is, give me ads that are relevant to what I am doing that might actually help me complete the task I am performing)

#1 might get you a higher CTR over the short term, but #2 has a much better chance of providing real value to your users and leading to a long-term, sustainable relationship.

When a visitor comes to your webpage, or a user interacts with your mobile app, you have been granted the ever-so-brief attention of a human being. This is a rare and important moment; this is an opportunity for you to build a meaningful relationship with them.

Don’t waste it.

SCRUM User Stories, Part 2: User value over business value?

My last post about User Stories and putting the value for the user first in any product decision generated some great discussion on Twitter. As with anything there are some varying views on the topic, and as one example I was pointed to Liz Keogh’s post on user stories.

Liz argues that User Stories should be better named “Stakeholder stories”, as the things you build are addressing the needs of varying groups of stakeholders, only some of which are the end user.

In the creation of any product there are of course many stakeholders who need to be satisfied: the CEO, shareholders, investors, marketing people, the legal department, and so on. In the design of the business, of course the internal stakeholders have the most important requirements. What sort of market are we going into? What segment will we serve? What problem or user need do we attempt to address with this product?

But when you start designing the product that the user will have in their hands, then the user needs to be at the heart of that design solution. Here, the user needs have to come first.

But what about all the stuff that you have to build into products that users don’t want, or even hate? Stuff like CAPTCHAs during registration processes, or advertisements? If the user’s needs come first, why does this stuff exist? To answer this, let’s take a step back and look at where user stories come from.

User Stories are not immaculate conceptions: they don’t just appear out of the blue, but they are thoughtfully created to address needs of the product and the business. On other words, they are derived out of the product vision and the surrounding business model.

If your business model involves monetisation through advertising, then you have a problem to solve: “how can I enable advertising in my product?” It’s clear that the user is not at the heart of the decision to enable advertising, but business models are complex and have to satisfy many stakeholders and solve many problems. At the business strategy level, the end-user is only one of multiple players, and the user doesn’t always come first.

So you have this problem: you have to enable advertising. How do you solve it? Do you slap a full-screen takeover banner for some random personal hygiene product on your start screen? Probably not. Do you enable Google AdWords to show advertisements relevant to the content in a meaningful way? Getting warmer. Do you study the user’s interaction on the page to determine where the advertisements should be placed and how they should be visually displayed to ensure that users understand what is a sponsored link and what is your own content, to avoid frustration and confusion from the end user and maximise the meaning and value they get when they interact with the advertising? Better still.

What is at the heart of each of these decisions? The user. This is where the user comes first – in the design of the solution to the problem. In the User Story.

User-centric design doesn’t absolve you (regrettably) of the need to be aware of the business context or the constraints of your business or industry: it merely proposes that the user is at the heart of how you solve your product problems and how you work with the constraints. Keeping the user at the centre of your user stories by insisting they start with “As a User…” helps you stay focussed on the people who will be interacting with the stuff you’re building.

Move fast

The world moves fast. Your competitors move fast with it.

Users move fast, too. Users are more fickle than ever before. This month’s UK WIRED magazine rated Twitter as “tired”. This for a service that’s only five years old with a still-growing userbase. Ouch!

In the world of web products, building and releasing beautiful and delightful products and user experiences is only half of the battle. The other half is winning (and keeping) your userbase. Your product could have a net promoter score of +80, but if it still only has 10 users, is it really successful? If you build it, they won’t necessarily come.

Users want stability and reliability. Once they have settled in to a product that solves a particular need, it’s that much harder to get their attention to yours. At the same time, and perhaps contradictorily (who said human beings were simple?), users also crave the new. New updates, new versions, new features. News, blogs and social channels thrive on the new.

The web has sped up business dramatically and continues to speed up software product innovation. It’s a race to the bottom – at some point we won’t be able to go much quicker – but we’re not at the end of that race just yet. The strategy to compete in this space, I think, has two major components:

1. Work fast. Build fast, iterate fast: improve fast.
2. Be ready for when we hit the bottom. When we can’t go faster, on what track will the next race be run? Which race can you win?

Important note: fast doesn’t mean chaotic and unplanned.

Classic product management wisdom from one of the fathers of industrial design

In 1955 Henry Dreyfuss, one of the most influential industrial designers of the 20th century, in his book “Designing for People” wrote the following :

“The successful performer in this new field is a man of many hats. He does more than merely design things. He is a businessman as well as a person who makes drawings and models. He is a keen observer of public taste and he has painstakingly cultivated his own taste. He has an understanding of merchandising, how things are made, packed, distributed, and displayed. He accepts the responsibility of his position as liaison linking management, engineering, and the consumer and co-operates with all three.”

Clearly this sentiment is as relevant for designers today as it was 55 years ago when it was written. It’s also interesting how the description rings true for product managers. In fact, I couldn’t have come up with a better description of the modern-day product manager if I tried.

Product management is more than schedules, roadmaps and powerpoints. Product management is about identifying a need and building a solution. It’s about understanding people (users) and understanding “how things are made”.

Designing for People - Henry Dreyfuss - Many hats sketch“From the book Designing for People – Dreyfuss’s sketch of the multi-skilled designer.

User testing: an input to innovation, not a source of it


Benz “Velo” model (1894)

It’s hard to imagine a life without cars. Before the automobile was invented getting around was a costly and particularly time-consuming business. That quick drive to the hardware store that takes 15 minutes in the car might have taken several hours on horseback, or an entire day in a horse-drawn carriage. Looking back, it’s hard to imagine how anyone was motivated to move anywhere at all. (In fact, most people didn’t… before the automobile, and particularly before rail, it wasn’t uncommon for people to spend their whole lives in the town they were born in.)

So if you could go back roughly 130 years and show someone the automobile, they would love it, right? If you asked someone the question, “is this product something you would buy and use?” the answer would be a resounding “Yes!”. Right?

Well… not really. When the first automobiles rolled onto the streets in the late 1800’s, they were met with skepticism and fear. People (and horses) were terrified by the noise, and people just couldn’t understand why anyone would need to go so far or why they would be in such a hurry. In other words, the automobile was an invention for a problem no-one had. Or, to be potentially more precise, a problem they didn’t yet know they had.

If you had shown concept drawings of the automobile to a focus group in 1885, or a working prototype to a user testing group, you might have walked away thinking that you’d be better off working on putting a clock radio* in your range of horse-drawn carriages.

The point is, you can’t expect users to know what they want. Innovation doesn’t come from asking a customer focus group “what products do you want that haven’t been invented yet?”

The iPad was a solution to a problem that no-one really had. Companies and products that innovate are successful because they can predict user behaviour before the users go anywhere near it. They are also good at convincing (selling) users that they have problems that their products can solve. No-one had a standing-motorised-transport-problem before the Segway was invented, but the company behind the gyroscopically controlled contraptions still managed to ship over 50,000 units by 2009.

We recently ran some early user testing on a product concept that we are working on. Based on the results, some members of our team were hugely disheartened: most of our test users, when asked if they could imagine them getting major value out of one of our concept’s major use cases, said “no”. Some thought we should go back to the drawing board. I think they missed the point…

User testing is one input to product design; one of many. Getting the input and responses of potential users early in the design process is crucial; however to make the results really meaningful you need to interpret them in relation to the test user’s context… and sometimes I think you just need to take the responses with a grain of salt. You also, I think, need to understand that innovation often comes from having the courage to challenge users on what they think they need and what problems they have.

* I’m of course aware that there were no clock radios in 1885. The first transistor radio wasn’t invented until 1954 by Sony in Japan. Call it poetic licence.

Darwin and the theory of software evolution

Bower bird

Female bower birds prefer males with colourful blue tail feathers and an impressive nest filled with lots of blue ornaments. To a bower bird, the brightness and quality of your tail, as well as your ability to gather a stunning assortment of blue nest decorations, indicates how healthy and strong you are, and how likely your genes are to produce equally strong and healthy offspring. In other words, a bigger tail and a cooler house equals more sex, which equals more children. Your genes live on.

Generation after generation the strongest genes survive, the weakest ones are killed off, and the species evolves – better and better. It’s survival of the fittest. Or, perhaps even more apt, survival of the most effective.

Good software product development tends to emulate Darwin’s evolution. Software is built, released, used and measured. The successful features, the heavily used features, the most often talked about features receive more development, more design, more attention; the least used are left alone, watered down or removed entirely. Survival of the most effective.

On the web we have the powerful ability to accelerate the evolution. We can release software updates multiple times per day. Design – code – release – measure – rinse. Repeat. Techniques such as A/B testing accelerate it even more: which is more effective? Text link or graphical link? Blue feathers or green feathers? Big nest or bigger nest? Survival of the most effective.

For the male bower bird, just as for software products, the audience (user) is critical. Every decision the bower bird makes will be judged by the female. It doesn’t matter if the nest is made of wire instead of twigs, or if the bower produced a new nest creation framework. The female bower doesn’t care; that’s not what she makes her decision based on.

Is your product evolving? Who is your audience, and who are you making your product decisions for? Are they the same?

The sign is not the solution to the problem

The sign is not the solution to the problem

This sign reminds me of a presentation from Seth Godin at the 2006 Gel conference. This was one of his examples of stuff that is broken. “They’re building a device that can crush small children to death,” he says. “They oughta walk down the hall to the engineers and say, ‘The sign is not the solution to the problem‘.”

The sign, it turns out, is a workaround. It’s a hack. The real solution involves fixing the gate so it won’t mangle your hand or crush you to a pulp – but it takes someone to stand up and say “hey, guys, is this really the best we can do?” Even if it’s not her job to do so…

Another example: an internal team is delivering you an API that’s changing constantly. You find yourself rewriting large sections of code constantly to work around the changing API. What do you do? Do you happily (or unhappily) go on re-writing code every week when the API changes? Do you build an extra integration layer between your code and the API to manage the scope of the modifications you have to do? Or do you start a discussion with the team providing the API about why it is changing so often, and maybe implement an API contract between you and them?

Often, (every day), we see stuff that is complex, that is broken or that us just plain silly. When you encounter complexity or brokenness, I think you have three choices:

  1. You can accept the complexity or brokenness, and do nothing.
  2. You can accept the complexity or brokenness, and try to hack a workaround around it.
  3. You can ask, why is it complex? Why is it broken? And how can we fix it (properly)?

Doing #2 might help you navigate the problem, but it creates debt for you and your organisation that someone needssigh to repay some day.

Doing #1 is, I propose, at best depraved indifference; at worst malevolent and destructive.