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Effective digital innovation

by Joe Dwyer on 2011/02/20

Digital innovation fails all the time, but it doesn’t have to

Most companies, big and small, fail miserably at developing digital products (we’re not talking basic websites here). They fail nearly every time they try. Digital products usually go vastly over budget and far past deadline. And when they fail to take off, their creators blame marketing, or competitive activity, or simply say the demand is not there at all. This is an insidious kind of failure where product leaders don’t know how badly they have failed, and therefore fail to learn from it. Even those who recognize their failures are reluctant to admit it or act on it, for fear of damage to their reputation or job prospects.

But the failure is in the process, not the people.

Feature density is not strongly correlated with user experience

Most teams use product innovation methodologies defined in terms of deadline, budget, and feature list. They presume that if they deliver the right features on time and within budget, all that’s left is marketing. They focus on features as competitive differentiation, and just want to “check the boxes.” But customers don’t love features; they love solutions. And history demonstrates that customers often love features you don’t expect, and don’t use the features you were certain they’d love. So, if it’s not features, what is it?

It’s about user experience

It’s all about user experience – how your customers feel about using your product. And feature rich products are often experience poor. Meanwhile, surprisingly simple and deceptively powerful products elicit delight. If your customers love your product, they’ll pay for it, tell their friends, and pine for your next product.

User experience is the totality of how customers feel about using a product

Creating delightful user experiences requires multi-disciplinary thinking, and a readjustment of traditional notions of product evaluation. The key product experience attributes as I define them are:

  • Usefulness
  • Usability
  • Credibility
  • Value
  • Reliability
  • Aesthetic

Which are complicated by the process of human cognition, which is primarily subconscious and involves three levels:

  • Visceral
  • Behavioral
  • Reflective

And all of these factors are further complicated by both the physical capabilities of the user (e.g., eyesight) and the user environment (e.g., browser, network speed).

User experience is hard to predict

As a result of all this complexity, it’s difficult, even for the most intuitive and experienced product leaders, to reliably predict how users will feel about a product. In turn, it’s very hard to tell what your product must do to elicit delight. And you can’t just ask users what they want. Research demonstrates that customers don’t know what they want; they tend to focus on workarounds and minor improvements to the status quo. Even worse, if you give them what they say they want, they often don’t like it.

But user experience is easy to measure

While user experience is a very complex matter, there are directly correlated (and measurable) factors that describe user experience. For example, customer satisfaction, trial conversion rates, and virality are all easy to measure. Even such simple measurements as frequency of use and churn indicate the quality of a user experience.

Deadlines and budgets are real. Scope is not.

Even if you do measure a project solely in terms of deadline, budget, and scope, you’ll almost always fail. First of all, it’s impossible to reliably estimate the amount of time it takes to build a specified set of features. Some developers will argue this point, but historical data is overwhelmingly against them. The obvious solution is to establish fixed deadlines and budgets, and expect scope to vary. This approach also has the benefit of explicitly allowing scope to change as you learn more about customer needs. But how do you learn most effectively?

Scientific method of product development

I believe that product development should leverage the scientific method. Come up with a hypothesis–an insight about what your customer needs. Run an experiment–a test to determine whether your insight holds. And then analyze the results of the experiment to seek new insights, which lead to further experiments, and so on. The key is to explicitly identify hypotheses, choose the fastest and cheapest ways to test them, and to remain open enough to pivot as you learn from your analyses.

Most companies (big and small) are really bad at failing quickly and cheaply

Successful innovation requires failure, or more specifically learning from failure. It’s typical for companies to spend a million dollars (plus) and six months to a year (plus) to release a product, only to figure out that nobody wants it. Big companies often bull through this, either sucking up losses because the stakeholders don’t want to admit failure, or spending into oblivion until they eventually come up with some approximation of a good user experience. Small companies usually just go out of business.

Traditional user experience design is rarely right for digital products

Even the companies that focus on user experience often go about it the wrong way. They spend tremendous time and money on traditional user experience methodologies in an attempt to predict and plan user experience. They argue that it’s better to get it right the first time than it is to change a product already on the market.

But most digital products are easy to change. And it’s cheaper, easier, and more reliable to measure experience than it is to predict it. It’s also much easier to distinguish right from wrong in your user experience when it starts out simple. So get it in front of users very early, and don’t waste too much money on predicting user experience. Launch something really simple (often called a minimum viable product), and evolve from there.

Some guidelines derived from my experience

1. Prioritize user experience
2. Fix deadlines and budgets, but flex on scope
3. Explicitly test your hypotheses and embrace failure as forward motion
4. Test in small batches right from the start
5. Emphasize speed and low cost for experiments
6. The best tests involve real users
7. Practice feature Darwinism: only the strongest should survive

I’m writing a book on digital innovation, and this post covers a lot of the high level concepts I’m addressing. Let me know what you think so I can make the eventual “reader experience” as delightful as possible. I welcome challenges to my arguments and suggestions for improvement. Even better, suggest some reading or research to support or elucidate your thoughts.

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  • Pete Wilkins

    Nicely presented. I look forward to hearing more.

  • http://twitter.com/dankuthy Dan Kuthy

    Nice article – thanks Joe.

    Dan

  • Anonymous

    Great post, would love some more thoughts on your suggested “starting point” for the experience. Where does the first set of ‘features’ come from? Which are the ‘most important?’ Since it’s a fail-fast mentality, I feel that starting in a place of relative strength is important.

    Also, who are the key consituents in realizing and executing a great user experience in your opinion? I’d say three key “groups”

    1) Architects, who understand the customer/user and have a vision for the product, but aren’t too stubborn to demand and try new things.

    2) Artists, being an interface designer, someone who is creative in crafting new ways to interact with data and someone who can create an emotional experience, even within a button. And…

    3) Builders, people who can make sense of all the information and inputs needed to create and develop intelligent back-end solutions to present to the customers/users.

  • http://www.josephdwyer.net/ Joseph Dwyer

    Nick, that’s a really fantastic (and tough) question about the first set of features. I think that those features evolve pretty quickly in the beginning. You have conviction, and test it as quickly as possible. That often involves simple things like asking friends and acquaintances, calling up people, and reading what people are saying online. Usually you evolve your thoughts. Then you can throw up some mockups and see what people think. Just a few can be helpful. And go from there. I think usually by the time you actually put out a minimum viable product, you should have some basic user feedback, and thus hopefully at least a few key features that will eventually survive feature Darwinism.

  • http://twitter.com/billguschwan Bill Guschwan

    >>And it’s cheaper, easier, and more reliable to measure experience than it is to predict it.
    Steve Jobs and Shigeru Miyamoto would disagree with this wholeheartedly. Their companies are based on delivering quality experiences and they don’t use focus groups. They predict it and they are the digital innovators. They own “quality.” Nintendo owns “digital game quality” via Miyamoto whereas Apple does it with Jobs and Ives. The tricks in a digital download era is to “own” the quality, and then leverage that to own the whole value chain since there are no more chokeholds like there were in retail distribution. I think the question of whether you can “crowdsource” quality is interesting but these 2 companies absolutely don’t.

  • http://www.josephdwyer.net/ Joseph Dwyer

    Thanks for the input, Bill.

    I’m not sure I agree with you. First, Apple and Nintendo are primarily hardware companies. Their software is intrinsically linked to their hardware. And, this post is not about hardware products. They have different user experience profiles and requirements, and I can’t speak to that development process with any authority. It seems likely that they must do a lot more up-front UX planning, given the nature of their products.

    Second, I don’t know that Steve and Shigeru would disagree with my statement that it’s cheaper, easier, and more reliable to measure experience than it is to predict it. Frankly, I think that statement is pretty hard to dispute. I’m not a big fan of focus groups either. I don’t know that much about Apple or Nintendo’s product release methodologies, but I bet they involve a lot of putting products in front of people and seeing what they think. That’s sure what it sounds like from what IDEO says about their process, and I think they do a lot of work for Apple. If you have more specifics about this, I’d love to hear it.

    As for “owning” the quality… I think that sounds a lot like “owning” user experience. In that, I agree with you. That’s the trick in our day and age. But I don’t think of it as “crowdsourcing” at all. I don’t advocate getting innovation from the crowd. If you read the post above, you’ll see that I even say that users can’t tell you what they want.

    The way I see it, Steve and Shigeru are so successful due to their insight. They’re preternaturally good at understanding what people want. And they’re willing to take risks on it. But that’s not to say that they don’t heavily test their insights; I bet they do. And I think you’re doing a lot of entrepreneurs a disservice if you’re suggesting that everyone out there should act like Steve and Shigeru. I’m not sure they are good proxies for most people out there.

  • Craig

    This is incredibly insightful and useful. Thank you thank you thank you Joe, for ADDING to the conversation with clarity.

  • http://twitter.com/pinakis Pinaki @ Me!Box

    Well, the word crowdsourcing does not necessarily mean building a wikipedia of use cases for features. But you are intrinsically crowdsourcing features when you are seeking feedback and questions from prospects or customers on the site. So crowdsoucing is a phenomenon that is absolute necessity when you are experimenting rapidly with a very tight time constraint. The trick is to pick the recommendations that would collectively address the most common intersection of Venn diagrams of user needs/pains.

    Also, replying to Bill… the methodologies they use in device design are limited to certain measurable and predictable degrees of user freedom around the product. So, it’s kinda binary when it comes to realizing what a user may or may not adopt. And it’s a style that a great visionary can understand over time.. if at least his/her first product has succeeded in the market. Steve Jobs hasn’t gone ahead and tried to build a car after succeeding in iPod. So, once you trap a user and learn his experiences in that domain, it gets kinda like pattern matching.

    While, on the web, it is wild wild west. The modalities of usability and possibilities of pissing off a user are enormous. Hence, the challenge is different and in fact astronomical. Experimentation and JSIO (Just S*** it Out) works best. No idea is unique on the web. So faster you experiment and fail and rebuild, there is a chance that you may hit the target over a tangibly measurable period of your lifetime.