Menu

A fluid approach to shipping products

I really like the this Mountainsides approach to software projects from the Postlight team:

It’s sort of like a Gantt chart that was left on the stove too long, leaving all those neat and tidy bars melting into one another.

Mountainside development

A thought on product thinking

I feel like we’re trying too hard to make “product thinking” a thing with fancy words and lofty concepts. Like we have some kind of inferiority complex with other disciplines we’re trying to make up for.

Talk to customers, understand the market and the business, and experiment until you get it right. That’s pretty much what product management is, right? How you do that looks different for every company, but that’s where the art comes in.

You can’t codify product management.

The user experience of treadmills

Sheila Marikar wrote a very interesting piece for Bloomberg called The Race to Disrupt Your Tedious Treadmill Workout Is Heating Up. It talks about the mind-numbing boredom of running on a treadmill, with a focus on their design:

Today’s electric machines absorb shock better and look sleeker, but the ones in most gyms retain a certain quaintness, with their last-gen phone-charging cables and omnipresent menu of Calorie, Heart Rate, Manual, Random, Hill.

It then discusses how companies like Peloton are trying to change that:

In a kettlebell-adorned lounge area afterward, Foley talks up the treadmill’s design. “You don’t want to hit a little button 20 times when you’re running full sprint,” he says. “So we asked, ‘Where are your hands, and what would be easy to interact with?’

“Fitness equipment is a very dopey category,” he adds. “It hasn’t evolved. You still sometimes see the dots rotating around the track. It’s a 1979 interface.”

I love reading stories about how user-centered design is used to upend and dramatically improve the user experience of entire industries. We saw it in phones, in the taxi industry, and countless others. I’m looking forward to seeing it in treadmills as well.

The rise of “real-time mood-based marketing”

Ok this is creepy:

Over the past few years, Spotify has been ramping up its data analytic capabilities in a bid to help marketers target consumers with adverts tailored to the mood they’re in. They deduce this from the sort of music you’re listening to, coupled with where and when you’re listening to it, along with third-party data that might be available.

And they’re not alone:

Spotify is far from the only platform helping brands target people according to their emotions; real-time mood-based marketing is a growing trend and one we all ought to be cognizant of. In 2016, eBay launched a mood marketing tool, for example. And last year, Facebook told advertisers that it could identify when teenagers felt “insecure” and “worthless” or needed “a confidence boost”.

Using storytelling to demystify meditation

I enjoyed this interview with Anna Charity, the head of design at Headspace. Here she explains designing the product specifically to make meditation feel more inclusive:

One of the main things that we considered when we created the brand was that meditation should feel like it’s for everybody, and it should feel accessible and inclusive. More importantly, we try to show meditation in a really everyday way — we show it in contexts that people can easily imagine. And one thing that all of us have in common is, is that we have a mind. Ever since Headspace’s inception we have always used characters and storytelling to explain meditation. As we all know, our minds are a complex place. They are full of different thoughts and emotions, and it isn’t always an easy place to inhabit. (That’s the reason meditation is so valuable.) From this, we knew we had to develop a style that communicated these ideas in an approachable and relatable way. And more importantly we found that characters are a great vehicle to represent the weirdness inside your head because they feel playful and memorable.

Product managers and the prioritization of problems vs. solutions

Scott Colfer writes about product roadmaps in this article, but it includes what I think is a pretty valuable overview of the core role of a product manager:

Product management makes promises to solve problems over commitments to specific solutions. We take the human tendency to specify the means of doing something, rather than the result that is wanted, and redirect it by specifying what is to be achieved, rather than how to achieve it. Product managers are usefully agnostic about solutions — we help teams to prioritize the most valuable problems to solve and then help them to prioritize the solution that requires the least work for the most value — and we’re happy when we learn something that helps us to refine and simplify our solution.

Video games to help fight climate change

Karn Bianco asks What if video games could help fight climate change? No, really:

One of the first in a new line of climate change-focused games was survival game Eco. Developed by Seattle-based Strange Loop Games, this massively ambitious civilization simulator includes everything from detailed ecosystems and realistic climate modeling to player-driven government and economies. Players work together in a shared online world where every action impacts the environment around them. Laws to restrict or encourage almost any kind of behavior can be suggested and enacted to test their effects on the world.

This is a really neat development. I also like the ideas about how this could translate to long-running simulation games like SimCity:

Imagine a SimCity that puts people (not cars) and sustainability (not endless growth) first. Where designing a city that’s easy and safe to navigate on foot or by bike is not just possible but rewarded, with lower pollution and healthier citizens. Where constructing energy-efficient buildings provide long-term in-game benefits like lower energy demands, as well as a chance to learn about real world trends like passive housing.

Why America gave up on mass transit

Jonathan English’s article on mass transit in America starts off sad, and just gets worse from there:

One hundred years ago, the United States had a public transportation system that was the envy of the world. Today, outside a few major urban centers, it is barely on life support. […]

At the turn of the 20th century, when transit companies’ only competition were the legs of a person or a horse, they worked reasonably well, even if they faced challenges. Once cars arrived, nearly every U.S. transit agency slashed service to cut costs, instead of improving service to stay competitive. This drove even more riders away, producing a vicious cycle that led to the point where today, few Americans with a viable alternative ride buses or trains.

It’s important to note that this is not an accident. It is a direct result of urban design:

The story of American transit didn’t have to turn out this way. Look again at Toronto. It’s much like American cities, with sprawling suburbs and a newer postwar subway system. But instead of relying on park-and-ride, Toronto chose to also provide frequent bus service to all of its new suburbs. (It also is nearly alone in North America in maintaining a well-used legacy streetcar network.) Even Toronto’s suburbanites are heavy transit users, thanks to the good service they enjoy.

Likewise, in Europe, even as urban areas expanded dramatically with the construction of suburbs and new towns, planners designed these communities in ways that made transit use still feasible, building many of them around train stations. When cities like Paris, London, and Berlin eliminated their streetcar networks, they replaced them with comparable bus service.

Some further reading that digs into pedestrians and cars a little more:

More

  1. 1
  2. ...
  3. 52
  4. 53
  5. 54
  6. 55
  7. 56
  8. ...
  9. 202