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Archives / January 2010

What makes a successful new product. Also, the iPad.

Here's how to figure out if a new product is going to succeed. Just fill in the blank: "With this, you can finally..."

To succeed, a new product must...

1. promise to solve a problem - with people saying "finally!" when they hear it;

2. and then deliver on that promise.

Let's try some examples:

• The iPhone allows you to finally use a handheld device for phone calls, photos, music, and more with an easy-to-use interface. No more horrible user-hostile smartphone designs.

• The Kindle allows you to finally order a new book and start reading it within seconds. No trip to the bookstore, no waiting two days for a shipment.

• The Wii allows you to finally play video games with everyone in the family, at all ages, right away, without having to learn a complicated gaming interface.

The iPhone, Kindle, and Wii all promised to solve a problem, and all delivered. In the case of the iPhone, hardly anyone expected it to deliver as well as it did. No surprise that these devices have enjoyed great success. (I wrote, early on, positive reactions to all three of them, in fact - iPhone, Kindle, and Wii.)

Which brings me to the Apple iPad. Let's fill in the blank.

With the iPad, you can finally... what?

Read the paper on a big screen? Work without the distraction of a keyboard and mouse? I'm being serious - I actually am interested to know what the hook is. What's the nagging problem that just got nailed?

I know, it's got lots of features, and Apple's luscious look and feel, all good. But what exactly is it? A laptop without a keyboard and protective clamshell? A more expensive Kindle with color and fewer books? A huge iPhone without the phone calls?

On the other hand, ebook readers are getting popular enough that Apple might simply need to have a device in the race. Maybe it's not necessary this time to have a "finally!" moment. But plenty of people have come to expect that moment from Apple launches.

P.S. Yes, the name iPad is a strange choice, especially for female customers. But I thought a product named "Wii" would be a tough sell for grown men. It wasn't.

P.P.S. See also this parody commercial:


Life bits captured by camera

Three years ago, in Bit Literacy, I predicted that we would soon see a future of life bits - when our lives were documented all the time by camera. Now, from the Revue camera site:

Revue takes photos unobtrusively when triggered by the internal sensors within the camera and can also be set up to work on a timer, taking photos every 30 seconds.

That's a start. Within a few more years we should see wearable videocameras storing the past 36 hours of video - available for search, tagging, face recognition, and archiving.


New job post: Gilt Groupe (Usability and Interaction Design) — NY

New job post: ALEKS Corporation (Web Visual Designer/Web Prototype Developer) — CA

Gel 2010 initial speaker list

Gel logoI'm happy to announce the initial speaker list for the Gel 2010 conference, to be held on Thursday-Friday, April 29-30 in New York.

Speaker list (so far)

Here's a partial list of the speakers who will present on-stage at Gel 2010:

• Will Shortz, editor, New York Times crossword

• Randy Garutti, Chief Operating Officer, Shake Shack

• Olivia Fox Cabane, expert in persuasion

• David Bornstein, author, "How to Change the World" (great book on social entrepreneurship)

• Rachel Sussman, photographer of the oldest living things in the world

• The Ebony Hillbillies, African-American string band

• James Carse, author, "Finite and Infinite Games", "Breakfast at the Victory", and "The Religious Case Against Belief"

• John McWhorter, linguist

• Matt Haughey, founder, Metafilter.com

• Ysaye Barnwell, vocalist, composer, and teacher; and member of Sweet Honey in the Rock

• The winner of our first Gel Challenge (TBD soon by a vote of all Gel 2010 attendees - more info coming soon on the Challenge page)

...and several other speakers, to be announced on the Gel 2010 page.

Day 1 experiences

Day 1 (Thursday, April 29) will start in the theater with a welcome session and a morning icebreaker for all attendees. Then during the afternoon, Gel attendees will have a choice of tours, workshops, and seminars offering experiences all over New York City.

As always, the thinking behind Day 1 is that the best way to learn good experience is to have good experience. So the purpose of the experiences below is not just to have a great tour or workshop, but to think about why it's a good experience, and how you can bring that back to your own work.

Thursday activities include...

• Brooklyn Brewery Tour with a Tasting of Artisanal Beers and Cheeses

• Central Park Sound Walk

• Generating Creative Energy with Noah Scalin

• Original Greenwich Village Food and Culture Walking Tour

• Interactive Improv Session

• Concrete Picture Safari

• Experience Retail Tour

• Juggling with the Flying Karamazovs

• Transportation Alternatives Bike tour

• Underground Tunnel Tour

• Trip to Dead Horse Bay

• Zentangle Workshop

• Subway Music Tour with Zina Saunders

• Speaking workshop with Erin McKean

• Werewolf with Charlie Todd

See more info on the Gel 2009 Day 1 list.

More info about Gel

For a quick intro to Gel, watch the montage from Gel 2009, below:

There are many other videos from past presenters at Gel Videos.

Hope you'll join us! Sign up for Gel 2010.


Thanks to Seth Godin for his kind words today.

Seth's guest post, you might remember, is Artists break things and refers to his new book Linchpin.


New on the Web games list: gnop – It's like Pong, except you play the ball. (via) Link

Kayak co-founder on customer service

Paul English, co-founder of Kayak, in an Inc. magazine profile:

If you make the engineers answer e-mails and phone calls from the customers, the second or third time they get the same question, they'll actually stop what they're doing and fix the code. Then we don't have those questions anymore.

Other tips I liked: get an especially annoying ring on the customer service phone; send out a random customer service email to the company and investors; measure revenue per employee; don't read business books.

English says he also works with Partners In Health, which is one of the nonprofits I recommend for donations for Haitian relief.


My favorite Saints fan

I think this is my favorite Saints fan ever, shown just after the Saints defeated the Vikings to win their first-ever Super Bowl berth.

The look says it all: "I've been waiting a long time for this."

saints-fan-1.jpg

saints-fan-2.jpg

I grew up in New Orleans and remember clearly, 22 years ago, watching the Saints in their first playoff game in history. The Vikings destroyed them 44 to 10. How sweet it is to see the Saints - and New Orleans - as victors.


New on the Web games list: This Is The Only Level – One level with many sets of rules. Playful and fun. (Thanks, jay) Link


Kevin Kelly on how the Internet has changed him

Kevin Kelly has a different take on bit literacy from what's in my book, and as always he's thought-provoking. It's well worth reading the whole piece; here's an excerpt:

If alphabetic literacy can change how we think, imagine how Internet literacy and 10 hours per day in front of one kind of screen or another is changing our brains.

... In response to this incessant barrage of bits, the culture of the Internet has been busy unbundling larger works into minor snippets for sale. Music albums are chopped up and sold as songs ... Newspapers become twitter posts. I happily swim in this rising ocean of fragments.

While I rush into the Net to hunt for these tidbits, or to surf on its lucid dream, I've noticed a different approach to my thinking. My thinking is more active, less contemplative. Rather than begin a question or hunch by ruminating aimlessly in my mind, nourished only by my ignorance, I start doing things. I immediately, instantly go.

Really well-written piece. Still, I wonder whether Internet-inspired, fragmented "active thinking" is where we want to go as a society. Everything is an inch deep; no one has time to go any further before they get distracted by the next thing. Is there still a place for people who choose to turn off, let the bits go, and ruminate a bit, perhaps even aimlessly? Or are they hopelessly behind the times?

I'm reading a 900-page Civil War history right now and am learning things that can't be reduced to a Twitter post or Youtube snippet. What's more, spending many hours in this one book prevents me from monitoring the infinite bitstreams online while I'm doing so. Am I dangerously out of the loop while I read the book?

I just wonder if there's a middle road: one in which people can decide when to turn on and engage the bits - in the very ways Kevin describes! - and when to turn off and be old-fashioned human beings just using their brains and non-augmented senses. This middle way - the ability to do either, at will, and to be good at both - is the essence of bit literacy. We need both.


The basics are most important

The recent events in Haiti have reminded me of some basic truths of good experience. Such as, it's a good experience to have a roof over my head. It's a good experience to be healthy, and have access to food and running water and electricity. And so on.

I often write about the importance of basics. But here we see basics as a matter of life and death.

On the other side of the spectrum, it's easy (I'll speak for myself) to get wrapped up in the details of, say, the flow of a website, or the tactics of a product design. What a poorly worded tag line! What an awful color scheme! (Or what a great tag line, or what a good color scheme.) And so on.

Of course, there's a legitimate value to the concerns of the designer, the product manager, even, dare I say, the customer experience consultant. I just think it's important to keep things in perspective - so that when we brush something off and say "hey, it's not life or death," know that we're lucky to be able to say that.

I've thought for a long time that any discussion of good experience - whether at a conference, or in a book, or in an ongoing newsletter! - should be careful to include voices from all parts of the spectrum. What use is an exploration of good experience, after all, if it runs around and around the same territory?

When I ran the first Gel Health conference recently, I tried to include voices that weren't otherwise being heard in other healthcare or "patient-centered" conferences. Just for the reason above: we have to keep things in perspective. A color scheme is a lot less important to some patients than the availability of any care at all.

One of the speakers whose message continues to resonate with me was Dr. Jim Withers, who founded a street medicine practice - bringing healthcare directly to the homeless population of Pittsburgh - over 25 years ago. Street medicine is now practiced in dozens of cities worldwide, thanks to the efforts of Withers and others. Here's his Gel Video.

I have others, too, to post along these same lines - as well as a couple of book recommendations - but I wanted to start off this thread by pointing out the value of keeping perspective when considering the experience. The basics really are the most important.

- - -

P.S. If you want to help Haiti, three good options for a donation: CARE, Doctors Without Borders, and Partners in Health (also at StandWithHaiti.org).



New job post: Sony Electronics (Interactive Creative Director) — CA

New job post: Sony Electronics (Senior User Experience Designer) — CA

Fun: two remakes of "Single Ladies"

A bit of fun with Beyonce's hit song.

First, from the San Francisco phenomenon called Pomplamoose - if anything, it's better than the original:

And second, an entertaining mashup straight out of Mayberry:


New on the Web games list: Blast Master – Place the bombs just right - like Chaos Theory, but in puzzle form. (Thanks, jay) Link

New on the Web games list: vvvvvv – Meticulously designed 8-bit adventure. Two-level demo. Link

New job post: Wells Fargo (Senior User Researcher) — CA

New on the iPhone games list: JellyCar – Navigate the hand-drawn jelly car through obstacle courses. Cute graphics and sounds. Link

Listen before you spend a billion dollars (customer experience lesson)

Here's a customer experience lesson provided by the U.S. government, as reported by 60 Minutes. When building a gigantic fence to secure a national border, it's helpful to ask the users - i.e., border patrol - what they actually need before starting construction. That didn't happen.

The US is reportedly scrapping the multi-billion-dollar project and starting over. Video below:

Thanks to Nicole R. and Charles L. for the pointer!


New job post: Kakai (Senior Visual Designer) — CA

New job post: Kakai (Senior Interaction Designer) — CA

New job post: Citrix Systems (Lead User Interface Designer) — CA

New on the Web games list: Tuper Tario Tros. – Inventive mashup of Super Mario Bros. and Tetris. Link

Short course in customer experience

Customer experience is really easy to understand. You just have to be willing to keep it simple.

It all starts with this. There are two parts to customer experience: the customer, and the experience.

The CUSTOMER is a person. A human being. Your neighbor, your aunt, your postman, your car mechanic, your librarian. This is a person who deserves to be listened to, not just "monetized" or reduced to a number in a database somewhere in the cloud.

The EXPERIENCE is everything that happens to that person as they interact with your company. It all comes to them as one experience. Your company might have five silos or three operating units or eighteen warring factions, but for better or worse they create just one experience for that customer.

The customer and the experience. Understanding these two very simple ideas are the basis of all customer experience work.

Now, the next step is to create a good experience, and for that you have to do two things:

1. Treat the customer as a human being (i.e., listen to them).

2. Look at the experience from the customer's perspective (i.e., empathize with them).

In other words, to create a good experience, just act in response to the ideas above: the customer is a person, and the experience is the one single everything that happens to them.

Put a different way, the best companies in the world today are those that understand customers' needs - by listening to them - and offer their services and design their products in a way that empathizes with those needs.

It sounds simple. Maybe this all sounds like a string of platitudes. Perhaps I should have made it sound more official... seasoned it with some buzzwords (would you like innovation with that?)... or perhaps I should have coded it in academic language that only human-factors grad students could parse?

No. Like I said at the beginning, you have to be willing to keep it simple. What you do in customer experience work (simplifying, clarifying) is the same way you should talk about what you do (simply and clearly). That's most of the challenge, just keeping it simple.

Consider the hairy knots of problems that come from veering away from that simple vision...

• Let's over-analyze the data to feel like we're doing lots of work (but then never arrive at any basic understanding). Pow!

• Let's play politics to prove that our faction is better than the other internal faction (and, by the way, customers can choose our side or take a hike). Zing!

• Let's fire any employee or consultant who dares to tell the truth about the problems in our experience. Problem solved!

• Let's use ever narrower specialist disciplines to show that we, the practitioners, are the true guardians of experiential knowledge. Nailed it!

Now to be fair, there is a place for the toolkit. Once the basics (see 1 and 2 above) are established, there are occasional uses for scenarios, concept models, site maps, content strategy, maybe even card sorting and personas, if they float your boat. But those are all TOOLS, not the answer, just TOOLS that are strictly subservient to a company's basic understanding of its customer experience.

So... you understand all of this. What's next? Where does a company or practitioner go, what does one do, to really improve skills here?

Go out and have a good experience. You learn experience by having it.

Read a book. Not necessarily a book on user experience, but perhaps one that widens your horizons and creates and describes and engages you in some good experience.

Find other kindred spirits, either in your company or outside.

Along those lines, to beat my own drum, you might...

• join the Councils, the network of good-experience-oriented executives and managers in 400 companies (email me - mark at goodexperience.com - for details)

• attend Gel 2010 in April in New York, our annual gathering of Good Experience readers, where we'll explore the concept of "good experience," in person, through a two-day series of shared experiences.

Meantime, explore these themes right now by watching Gel Videos.

Keep it simple!


New job post: Thomson Reuters (Senior Creative Director) — NY

New job post: Diapers.com (Senior Interaction Designer) — NJ

New on the Web games list: Star Guard – Great retro shooter (a la Robotron) in this free Mac/PC download. Link


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