product

  • Epidemics are, at their root, about this very process of transformation. When we are trying to make an idea or attitude or product tip, we’re trying to change our audience in some small yet critical respect: we’re trying to infect them, sweep them up in our epidemic, and convert them from hostility to acceptance. That can be done through the influence of special kinds of people, people of extraordinary personal connection. That’s the Law of the Few. It can be done by changing the content of communication, by making a message so memorable that it sticks in someone’s mind and compels them to action. That is the Stickiness Factor. I think that both of those laws make intuitive sense. But we need to remember that small changes in context can be just as important in tipping epidemics, even though that fact appears to violate some of our most deeply held assumptions about human nature.

    — The Tipping Point: How Little Things Can Make a Big Difference by Malcolm Gladwell

  • You don’t need all of the world on day one, and let’s take that one step further—you positively don’t want the attention of the whole world, because that means you’ve made something for everyone, not something that’s going to be loved by the people you want to matter to first. When we stop saying, ‘Look at the incredible wings we’ve made for you’ and begin with, ‘Can you see how amazing your wings are in this light?’ it changes everything. The trap we fall into is trying to tell people how life-changing our widget is. If it changes their lives, we won’t have to tell them.

    — Meaningful: The Story of Ideas That Fly by Bernadette Jiwa

  • Good teams have product, design, and engineering sit side by side, and they embrace the give and take between the functionality, the user experience, and the enabling technology.

    Good teams get their inspiration and product ideas from their vision and objectives, from observing customers’ struggle, from analyzing the data customers generate from using their product, and from constantly seeking to apply new technology to solve real problems.

    Good teams understand who each of their key stakeholders are, they understand the constraints that these stakeholders operate in, and they are committed to inventing solutions that work not just for users and customers, but also work within the constraints of the business.

    Good teams are skilled in the many techniques to rapidly try out product ideas to determine which ones are truly worth building.

    Good teams love to have brainstorming discussions with smart thought leaders from across the company.

    Good teams are constantly trying out new ideas to innovate, but doing so in ways that protect the revenue and protect the brand.

    Good teams insist they have the skill sets on their team, such as strong product design, necessary to create winning products.

    Good teams ensure that their engineers have time to try out the prototypes in discovery every day so that they can contribute their thoughts on how to make the product better.

    Good teams engage directly with end users and customers every week, to better understand their customers, and to see the customer’s response to their latest ideas.

    Good teams know that many of their favorite ideas won’t end up working for customers, and even the ones that could will need several iterations to get to the point where they provide the desired outcome.

    Good teams understand the need for speed and how rapid iteration is the key to innovation, and they understand this speed comes from the right techniques and not forced labor.

    Good teams make high‐integrity commitments after they’ve evaluated the request and ensured they have a viable solution that will work for the customer and the business.

    Good teams instrument their work so they can immediately understand how their product is being used and make adjustments based on the data.

    Good teams integrate and release continuously, knowing that a constant stream of smaller releases provides a much more stable solution for their customers.

    Good teams obsess over their reference customers.

    Good teams celebrate when they achieve a significant impact to the business results.

    — INSPIRED: How to Create Tech Products Customers Love by Marty Cagan

  • By considering design decisions hierarchically, exploration becomes a process of choosing which fork in the road to take as each decision is encountered. Typically, a sequential decision strategy is a heuristic approach—it is a rule of thumb that does not guarantee that the best alternative is found on the first pass. One cannot typically know that there is not a better design down some path that was not taken. As a result, most designers will explore several paths, may backtrack, and may explore several different sequences of decisions. Nevertheless, a collection of promising designs can usually be generated relatively efficiently by considering decisions hierarchically.

    — Design: Creation of Artifacts in Society by Karl Ulrich

  • Mental Models: The SCAMPER Method

    The SCAMPER method is one of the easiest yet most effective strategies for finding solutions to problems and sparking creative thinking.

    Think of this mental model as akin to opening a faucet that introduces water to seven pipes, and each of those pipes channels to a unique pot of earth. Each pot has the potential to bring forth new growth once the seeds in it are watered. Note that the SCAMPER method doesn’t require that you move in a sequential flow of steps. You can use it in any order or sequence and jump among the different techniques.

    Substitute: This technique refers to replacing certain parts in the product, process, or service with another to solve a problem. To carry out this technique, first consider the situation or problem in light of having many elements—multiple materials, several steps in the process, different times or places at which the process can occur, various markets for the product or service, and the like. Then consider that each and every one of these elements may be replaced with an alternative.

    Combine: This technique suggests considering whether two products, ideas, or steps of a procedure may be combined to produce a single output or process that’s better in some way. Two existing products could create something new if put together. Two old ideas could merge into a fresh, groundbreaking one if fused in the right way. Two stages of a process may be melded into one to create a more streamlined, efficient procedure.

    Adapt: This technique intends to adjust something in order to enhance it. It solves problems by improving how things are typically done, with adjustments ranging from something small to something radical. It challenges you to think of ways that you can adjust what’s already existing—be it a product, a process, or a manner of doing things—such that it solves a current problem and is better tailored to your needs.

    Magnify or minimize: This technique involves either increasing or decreasing an element to trigger new ideas and solutions. Magnifying pertains to increasing something, such as by exaggerating a problem, putting more emphasis on an idea, making a product bigger or stronger, or doing a process more frequently.

    Put to another use: This technique aims to figure out how an existing product or process may be used for a purpose other than what it’s currently being used for. It stimulates a discussion on the myriad of other ways you might find a use for anything from raw materials to finished products to discarded waste. It’s basically about finding a new purpose for old things.

    Eliminate: This technique refers to identifying the unnecessary elements of a project or process so that they can be eliminated and thus provide for an improved outcome. It considers how a procedure may be streamlined by dropping redundant steps or how the same output may be produced despite cutting resources. Whatever resource is freed up may then be used to enhance creativity and innovation.

    Reverse: This technique suggests switching up the order of the process steps in order to find solutions and maximize innovative potentials. Also known as the rearrange technique, this line of thinking encourages interchanging elements or considering the process backward in order to stimulate a fresh take on the situation.

    Pioneered by Bob Eberle to spark creativity during brainstorming sessions, the SCAMPER method stands for seven techniques that help direct thinking toward novel ideas and solutions: (S) substitute, © combine, (A) adapt, (M) minimize/ magnify, (P) put to another use, (E) eliminate, and ® reverse. Collectively, these techniques are based on the idea that you can come up with something new by simply modifying the old things already present around you.

    — Mental Models: 30 Thinking Tools that Separate the Average From the Exceptional. Improved Decision-Making, Logical Analysis, and Problem-Solving by Peter Hollins

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