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Posts tagged “product strategy”

The problem with Facebook's Graph Search

Steve Cheney wrote an excellent analysis of Facebook’s new search tool in Graph Search’s Dirty Promise and the Con of the Facebook “Like”. The problem? Most “Likes” on Facebook are bought by ad agencies, not earned organically. The result:

One direct effect of all this passive liking is an ugly messy data set with a bunch of implicit signals… that are wrong. What happens when your girlfriend types in “restaurants in San Francisco” into graph search and P.F. Chang’s gets spit out because it’s the most-liked restaurant.  Was a bad Chinese chain the kind of serendipity you were looking for on your date? Didn’t think so. 

I also like Ariel Seidman’s take on the challenges Graph Search will need to overcome in Can we make that search box bigger?:

Consumers think in terms of I got a job to do. What product will I hire to do this job? For restaurant searches I hire Yelp. I need a flight to Chicago I hire kayak. I need to start looking for jobs I’ll hit LinkedIn or Indeed. Each of these have their own experience, community, privacy expectations, and detailed data. As BranchOut has shown people do not want Facebook to be the place to manage their professional life, they have hired a different product for that job.

I know I tend to be too skeptical about this kind of stuff, but Graph Search just strikes me as another solution in search of a problem that doesn’t exist.

Paying for the product doesn't guarantee anything

Derek Powazek pulls apart the saying “If you’re not paying for the product, you are the product” in his post I’m Not The Product, But I Play One On The Internet. His conclusion:

We can and should support the companies we love with our money. Companies can and should have balanced streams of income so that they’re not solely dependent on just one. We all should consider the business models of the companies we trust with our data.

But we should not assume that, just because we pay a company they’ll treat us better, or that if we’re not paying that the company is allowed to treat us like shit. Reality is just more complicated than that. What matters is how companies demonstrate their respect for their customers. We should hold their feet to the fire when they demonstrate a lack of respect.

This is, of course, in response to the Instagram TOS debacle, which resulted in an update from Instagram to clarify their terms in a post with the “please stop shouting at us!” title Thank you, and we’re listening. But as Faruk Ateş points out in What Instagram did wrong:

Bad language is merely a symptom of the bigger mistake they made. Their failure lies in not acknowledging—or understanding—the change in expectations that took place amongst their users when they sold themselves to Facebook for a billion dollars. […]

Once you sell to a frequently-criticized juggernaut like Facebook, users’ expectations change from supportive to skeptic, and, especially because of Facebook’s long history of privacy-related mishaps, you may very well lose all benefit of the doubt amongst some of your users.

Oh, how many PR disasters could be avoided if companies would learn to respect their users, and be more in touch with their needs and goals…

People care about stories, not products

Here’s an important reminder that tools don’t matter as much as we think they do. What matters is how the tools enable people to accomplish their goals. From Chana Joffe-Walt’s Why Legos Are So Expensive — And So Popular (my emphasis added):

But Lego did find a successful way to do something Mega Bloks could not copy: It bought the exclusive rights to Star Wars. If you want to build a Death Star out of plastic blocks, Lego is now your only option.

The Star Wars blocks were wildly successful. So Lego kept going — it licensed Indiana Jones, Winnie the Pooh, Toy Story and Harry Potter.

Sales of these products have been huge for Lego. More important, the experience has taught the company that what kids wanted to do with the blocks was tell stories. Lego makes or licenses the stories they want to tell.

No one cares about your product as much as you do. But they do care about their stories. And understanding that can help you make better products.

Design as path-dependent process

Speaking of Ryan Singer, I recently re-read his answer on the Quora startup thread Should I focus on a good user experience, or push something out quickly? He makes a really good argument for investing in design very early in the product development process:

Design is a path-dependent process. That means the early moves constrain the later moves. On the very first iteration the design possibilities are wide open. The designer defines some screens and workflows and then the programmer builds those. On the next iteration, it’s not wide open anymore. The new design has to fit into the existing design, and the new code needs to fit into the existing code. Old code can be changed, but you don’t want to scrap everything. There is a pressure to keep moving with what is already there.

Our early design decisions are like bets whose outcome we will have to live with iteration after iteration. Since that’s the case, there is a strong incentive to be sure about our early bets. In other words, we want to reduce uncertainty on the first iterations.

This is why variation, not just iteration, is so important during the early phases of a product.

Apple innovates, Samsung follows fast

The Economist has a fascinating piece on what makes Samsung’s strategy so effective. From Samsung: The next big bet (my emphasis added):

Samsung’s successes come from spotting areas that are small but growing fast. Ideally the area should also be capital-intensive, making it harder for rivals to keep up. Samsung tiptoes into the technology to get familiar with it, then waits for its moment.

When it pounces, the company floods the sector with cash. Moving into very high volume production as fast as possible not only gives it a price advantage over established firms, but also makes it a key customer for equipment makers. Those relationships help it stay on the leading edge from then on.

The strategy is shrewd. By buying technology rather than building it, Samsung assumes execution risk not innovation risk. It wins as a ‘fast follower’, slipstreaming in the wake of pioneers at a much larger scale of production.

This is in direct contrast to Apple’s strategy, which is to look for a mature, stale market, and then innovate to deliver a solution that’s several orders of magnitude better than what incumbents are selling.

Blame the business model for the Instagram/Twitter spat

Dan Lyons gets to the heart of the Instagram/Twitter spat in Instagram Turns Evil, And It’s All Our Fault:

Companies like Twitter and Instagram (and Facebook, which owns Instagram) are set up in such a way that their interests have never been aligned with the interest of their users, but in fact are in complete opposition to them.

The only way these companies can succeed financially is by tricking members and forcing them into walled gardens. Think of it this way - there’s a reason that they don’t hold a circus out in the open, and instead put it under a tent - and it’s not to keep you dry in case of rain.

Dan is saying this is all our fault for letting these companies box us in. But really — what’s the alternative? Where’s the paid Instagram clone that has the same network effect as the free one does? This is not an easy problem to solve.

Related post from the Elezea archive: Everything for free, always: how Facebook ads show us the sad state of the Internet.

What design is really about

There’s quite a fight going on in the comments of Elliot Jay Stocks’s A conversation with Erik Spiekermann. If you’re able to wade through the mudslinging you’ll find some good points in there, like this paragraph by Erik himself:

Design is first and foremost an intellectual activity which has nothing to do with what medium you work in. It is about looking at a problem, understanding it, translating it into visuals, actions, and messages. That is solving the problem, whatever medium the solution may end up in.

The worst work is done by designers who have decided on a medium before they even know the problem that has to be solved. Just like a print designer (and I do not make that distinction myself) should not immediately think brochure or poster, an interaction designer should also be able to think about other media besides websites or apps. Otherwise you end up behaving like the infamous hammer: every problem looks like a nail.

This relates to a point I made earlier that we shouldn’t let technology or devices (what Erik calls “the medium”) guide product decisions. The problem and the use cases should guide those decisions.

Key startup questions: is this viable, feasible, and desirable?

Des Traynor shares some insights on how he works with startups in Asking Questions beats Giving Advice:

The first question I ask (though sometimes I just ask myself) is an easy one: is this viable, feasible, and desirable? The answer has to be yes on all three counts—no two are enough. In fact, pick any two, and you’ll think of a start up that failed because they missed the third.

This approach shares parallels to the “problem frame diagram” approach I discuss in Usable yet Useless: Why Every Business Needs Product Discovery. The goal with that approach is to identify the user needs and business goals of the product, as well as the core competencies of the organisation.

Des goes on to describe some of the key things you have to think about before launching a product. If you do Product Management on the web, his post is highly recommended.

What matters is products, not names

Micah Baldwin in Silent But Deadly:

Yet, there is something amazing, maybe even beautiful in execution. In silently creating something of immense value without the need to be everywhere to be seen by everyone. That our worth as entrepreneurs is built through our products, not through our names.

It’s a great story and a great post.

(link via @PaulCartmel)

The Windows 8 dilemma: realign vs. redesign

Nick Wingfield has a Windows 8 story in the New York times that provides a pretty good summary of everything we’ve heard on the tech blogs over the past few months. This passage from Fresh Windows, but Where’s the Start Button? stood out for me:

Many of the familiar signposts from PCs of yore are gone in Microsoft’s new software, Windows 8, like the Start button for getting to programs and the drop-down menus that list their functions.

It took Mr. McCarthy several minutes just to figure out how to compose an e-mail message in Windows 8, which has a stripped-down look and on-screen buttons that at times resemble the runic assembly instructions for Ikea furniture.

“It made me feel like the biggest amateur computer user ever,” said Mr. McCarthy, 59, a copywriter in New York.

If your software makes users feel stupid, you’re in big trouble. Quotes like Mr. McCarthy’s is a manifestation of the age-old legacy software dilemma that Microsoft faces with Windows: do you scrap the thing and start over, or evolve what’s already there? Microsoft chose to start over, and we’re about to see if the gamble is going to pay off for them.

My money is on the argument that Joel Spolsky made in April 2000 in Things You Should Never Do, Part I:

When you throw away code1 and start from scratch, you are throwing away all that knowledge. All those collected bug fixes. Years of programming work.

You are throwing away your market leadership. You are giving a gift of two or three years to your competitors, and believe me, that is a long time in software years.

You are wasting an outlandish amount of money writing code that already exists.

Or to bring it closer to design (and users) — as I argued in The Data-Pixel Approach To Improving User Experience:

The main problem with big redesigns is that, even though objectively the UX might have been improved, users are often left confused about what has happened and are unable to find their way. In most cases, making “steady, relentless, incremental progress” on a website (to borrow a phrase from John Gruber) is much more desirable. With this approach, users are pulled gently into a better experience, as opposed to being thrown into the deep end and forced to sink or swim.

I think we’re going to see a lot of sinking in the coming weeks…


  1. I’m not implying that Microsoft is throwing out ALL THE CODE, but they are pretty adamant that this project is about “reimagining Windows from chips to experience”.