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How new features can hurt your product

Within a week, two articles came out about resisting the urge to add new features quickly after a product is launched. First, Julie Zhuo makes the case for slow, small launches with clear “sunset” criteria in The tax of new, because of the inherent cost of maintaining and improving new features:

The tax that comes with introducing any new feature into your product is high. I cannot stress this enough. Sure, maybe the new feature isn’t hard to build, maybe it only takes a couple days and a handful of people, maybe it can be shipped and delivered by next week. And maybe the additional cognitive load for a user isn’t high — it’s just an extra icon here, after all, or an extra slot in a menu there. But once your new feature is out there, it’s out there. A real thing used by real people.

Jared Spool then wrote Experience Rot, focusing more on the UX and technical debt issues introduced by new features:

The moment a new feature is added — one that wasn’t considered in the initial design — the rot starts to take hold. It’s at this moment that a rethinking of the design has to happen and the seeds of complexity are laid.

If that new feature is close in style and function to the original set of features, the experience rot may not be visible. Yet, because it needs to be retrofit into the original design, it starts down the inevitable road.

As more features are added, it becomes harder to make the overall design coherent and sensical. Soon features are crammed into corners that don’t make sense.

It’s interesting to hear the same conclusion drawn from different perspective, so it’s worth reading both articles.

More on algorithmic decision-making

Yesterday I posted The problem with letting algorithms make most of our decisions, discussing how removing all knowledge obstacles can make us less adept at dealing with challenges. As is often the case, within a few hours of posting that I came across two more articles that addresses the same issues. First, from Kyle Baxter’s very interesting essay On the Philosophy of Google Glass:

Page’s idea — that we would be fundamentally better off if we had immediate access to all of humanity’s information — ignores [how we develop knowledge]. It provides facts, but elides conclusions and connections. What’s worse, it starves us of opportunities to use our skill for critical thinking, and since it is a skill and is therefore something that must be developed and practiced, it starves us of the chance to develop it.

I find that troubling. Glass is not a technology that is designed to amplify our own innate abilities as humans or to make us better as humans, but rather one that acts as a crutch to lean on in place of exercising the very thing that makes us human. I don’t find that exciting. I find that disturbing.

And then, from Smart cities and smart citizens, an editorial in Sustain Magazine (which I’ll reference more over the coming days):

Furthermore, [Dan Hill, CEO of Fabrica] argues that current smart-systems thinking could lead us down a dangerous path towards passive citizens. As citizens — and city leaders — devolve their decision-making and responsibility to technology, their awareness of their environment diminishes in line with their ability to do something about it.

“If you automate too much stuff, people stop thinking about the issues. Yes, it might be more efficient to make the lights go off automatically, but it stops us thinking about it, we’re not engaged — and when we’re disengaged that’s not a good idea. We want people to think about something like carbon. Besides, we can turn the lights off on the way out — it’s entirely possible, we’re quite a smart species potentially!”

I find it fascinating how the Internet sometimes feel like one organism, always thinking and debating the same issues from many different angles. From Google Glass to Architecture to self-driving cars, it seems that currently we’re collectively worried about the impact of smart technologies on our lives.

The problem with letting algorithms make most of our decisions

Knight Rider Kitt

Image source: Knight Rider’s KITT – My finished replica!

Nicholas Carr asks some serious questions about things like self-driving cars and our increased reliance on algorithms for decision-making in Moral code:

As we begin to have computer-controlled cars, robots, and other machines operating autonomously out in the chaotic human world, situations will inevitably arise in which the software has to choose between a set of bad, even horrible, alternatives. How do you program a computer to choose the lesser of two evils? What are the criteria, and how do you weigh them?

Clive Thompson picks up the thread in a very interesting Wired article called Relying on Algorithms and Bots Can Be Really, Really Dangerous:

The truth is, our tools increasingly guide and shape our behavior or even make decisions on our behalf. A small but growing chorus of writers and scholars think we’re going too far. By taking human decision-making out of the equation, we’re slowly stripping away deliberation—moments where we reflect on the morality of our actions.

But even stepping away from the morality issues, there are some other undesirable side-effects to algorithmic decision-making:

Or as Evan Selinger, a philosopher at Rochester Institute of Technology, puts it, tools that make hard things easy can make us less likely to tolerate things that are hard. Outsourcing our self-control to “digital willpower” has consequences: Use Siri constantly to get instant information and you can erode your ability to be patient in the face of incomplete answers, a crucial civic virtue.

The argument is that smart technology has the potential to strip us of our grit. And that’s a big problem, particularly if you subscribe to what author Paul Tough calls “the character hypothesis”: the notion that noncognitive skills, like persistence, self-control, curiosity, conscientiousness, grit and self-confidence, are more crucial than sheer brainpower to achieving success.

The hypothesis is that character is created by encountering and overcoming difficult situations. Therefore one of the big dangers of algorithms making our decisions for us is that if it removes challenges from our lives, it reduces our ability to develop grit and build character. It’s like an Axiom for our brains.

Update: I came across a couple more articles about these issues. See More on algorithmic decision-making.

Improve prioritized feature lists by adding more dimensions

Ken Norton wrote a really nice post about the problem with prioritized feature lists in product development, using his team’s early work on Google Docs as an example. Specifically, here is the problem he highlights in Babe Ruth and Feature Lists (Why Prioritized Feature Lists Can Be Poisonous):

Our wish list approach also created false equivalence. There was a huge chasm between what #1 meant to us and what it meant to our users. For us, it was first amongst equals. To them it was a painful tumor overdue for removal.

Orders of magnitude separated #1 from the rest of the list. That urgency didn’t come through until we got a bunch of them in the room and let them vent.

It’s worth reading the whole post before continuing, because the context is important. Ken highlights a really important point about prioritised feature lists — they are too one-dimensional to give you enough confidence about the product development decisions you’re making. That’s why it’s so important to plot priorities on multiple dimensions to aid in decision-making.

The method that springs to mind immediately in the case of the Google Docs example is something I’ve written about before, the Kano model. Ken explains that even though they saw text formatting within Google Docs as an important feature to work on, users saw it as a major frustration, and a fundamental bug that needed to be fixed.

Plotting their list of features using the Kano model could have highlighted this disconnect earlier in the process. To recap, the Kano model, developed in the 1980s by Professor Noriaki Kano for the Japanese automotive industry, is a helpful method to prioritise product features by plotting them on the following 2-dimensional scale:

  • How well a particular user need is being fulfilled by a feature
  • What level of satisfaction the feature will give users

The model is generally used to classify features into three groups:

  • Excitement generators. Delightful, unexpected features that make a product both useful and usable.
  • Performance payoffs. Features that continue to increase satisfaction as improvements are made.
  • Basic expectations. Features that users expect as a given — if these aren’t available in a product, you’re in trouble.

Here is a visual representation of the Kano model:

The Kano Model

Now, let’s take Ken’s original list of prioritised features and plot them on the Kano model. Obviously I don’t have the background that the team would have had, so this is just a guess to illustrate the point:

Kano model for Google Docs

With these added dimensions (and let’s assume there are 10 or more features on this graph), Product Managers can begin to make plans for what they need to work on by always keeping a balance between Basic expectations, Excitement generators, and Performance payoff features.

Now, I’m sure we could quibble about where exactly each feature should be plotted, but it’s immediately clear from this example that Formatting is a Basic expectation that needs to be very well met for Google Docs to get even close to parity with other word processors. That’s where they needed to start, and only once the basic expectations were met, should they have moved on to adding additional features to Formatting. At the same time, working on features like improved Sharing and Commenting would also have shown users that the product continues to get better over time (while generating some much-needed excitement).

So, with that said, I’d like to add a bit of a “yes, and” to Ken’s post. Yes, prioritized feature lists can poisonous, and one way to make sure that doesn’t happen is to add additional dimensions to the list to improve the accuracy of the decision-making. The Kano model is one approach, and I also discuss a couple more in The ultimate product question: How do you know what’s important?

Demo Mode vs. Reality Mode in product development

Rebekah Cox wrote a great post discussing the difference between product Demo Modes (in-store displays, on-stage demos that work without a glitch, picture-perfect product intros) and what she calls Reality Mode:

Reality mode takes time, iteration, data and user research. It takes honestly using what you’ve created and putting it through its paces. It takes asking yourself “is it useful?” and honestly answering. The result may not align with conventional wisdom, you may have to sacrifice that clever hook everyone comments about (but is ultimately useless or worse) and the demo may be boring or nonexistent. But by using your product in the real world and thinking about its true utility and value, you may end up with an enduring product where people are delighted through consistently delivered value instead of just a cool demo.

It reminds me of Marco Arment’s assessment that Facebook Home is “designed for optimal input and failed to consider real-world usage.” This is a very real problem in product development. It takes courage to look your darling project in the eye, find it wanting, and admit to it.

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Instead of “intuitive”, aim for UIs that are familiar, legible, and evident

John Pavlus wrote a great piece about the phrase “intuitive interfaces”, and comes to the following conclusion in I’m Boycotting “Intuitive” Interfaces:

I think what we all want from technology are interfaces and interactions that feel familiar, legible, and evident. They should teach us in ways we would like to learn, and speak to us in a way we can understand. This doesn’t mean that technology ought never to surprise or challenge us. But desperately seeking “intuitive” feels, to me, like a kind of techno-animism. Interfaces aren’t magic, and we don’t really want them to be. To borrow from Timo Arnall: interfaces are culture. And like any pieces of culture, what they ought to do is simple: they ought to connect. 

Designers and developers: collaboration and empathy required

Lucas Rocha talks about the importance of designers and developers working closely together in Mind the Gap:

Iterative design processes that engage designers and engineers very early tend to result in higher UI quality because it provides the necessary flexibility and agility to steer ideas as they are implemented. Sounds obvious but this is much easier said than done. Just see how rare is to find products with outstanding user interfaces.

This is very true, and the power of small, collaborative teams have been proven time and again. But it’s important to take this further. It’s not just about collaboration, it’s also about empathy. If designers and developers collaborate but they don’t understand each other, you’ll still get nowhere.

The main issue is that designers and developers approach their respective crafts from very different perspectives. Design is about composition — how to put things together so that the whole makes sense. Development is about deconstruction — how to break down the whole into pieces that can be implemented effectively. That creates a disconnect that is difficult to overcome if their isn’t empathy between the two groups.

Thomas Petersen describes the ideal situation really well in Developers are from Mars, Designers from Venus:

They are the developers who can design enough to appreciate what good design can do for their product even if it sometimes means having to deviate from the framework and put a little extra effort into customizing certain functionality. […]

And they are the designers who learn how to think like a programmer when they design and develop an aesthetic that is better suited for deconstruction rather than composition.

So, it’s not just about meeting more often. It’s also about meeting in the middle to accomplish a common goal together.

PS. All of this reminds me of this matrix on how designers, developers, and project managers see themselves and each other in most organizations:

How designers and developers see each other

Image source: Les développeurs, graphistes et chefs de projets

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