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It's
1966, and the largest car company in Europe is looking to create an inexpensive,
fun sports car. They own the biggest single automobile plant in the world,
so manufacturing won't be an issue. They have Pininfarina under contract,
so styling will be clean and sexy.
The
Spider hits the market at a price below most competitors, with a solid marketing
campaign and good global distribution. It sells pretty well and is a cool car for 20-somethings not suffering from testosterone poisoning. They got
1000 things right with this product -- the convertible top mechanism should have
won a Nobel prize -- but they got one thing wrong. It was made by Fabbrica
Italiana Automobili Torino -- a company that customers called "Fix It Again,
Tony." Without that key feature called "reliability," the Spider (and
its British counterparts) were quickly wiped out by Nissan's 240z and BMWs 2000.
It's important to note that, at the time, neither Nissan nor BMW were known for
sports cars (take a look at BMW's other 60's hit, the
Isetta)
This
month, we're not looking at branding
or market
timing: it's about product design.
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Hot News
Wonder what Dave Taber does in his spare
time?
* Check
out "Postcards"
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Best Practices
Highly innovative products are the reason
that startups and new product divisions exist. Some product categories
can support pure innovation wars for a decade at a time. In these
situations, excellence in product design is key to competitive success. For executive management, make sure to
keep all five areas of the product attribute star in balance:
features, ease of use, performance, scalability, and quality. Don't be
tricked into making binary tradeoffs--any resource allocation must keep all
five in mind simultaneously. Product design needs to focus on a
coherent product thesis, and the team needs to discover one or two
compelling features that will drive the product story. Do not
attempt to be best (or even really great) at a bunch of stuff:
customers mostly want "good enough" except for carefully targeted WOW
features. Have your product management team follow this
process. Do a health-check all across your
organization, asking the questions listed at the end of this report.
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What's Old is New Again
Whenever
innovation provides a competitive edge, great designs (and quick tweaks) will
yield way more profits than you can get once a product category is mature. In the early
80s and 90s, IT's high-innovation market was hardware. In the late 90s, it was software and the
internet. Today, product design -- and design errors -- have come back as
important issues for the latest IT wave: hosted services, web
2.0, and open source products.
Product
Design is at the core of the Product Management function, and it permeates
conversations between Marketing, Engineering, Executives and Sales. As
with the FIAT Spider, the market gives you very few points for all the things
you got right, and hits you hard for the one or two things that went wrong.
So it pays to put quality time into this.
Of course, a great product design can't happen unless you know who
the customer
is, why they really
need it,
what they perceive as value, and how much they're
willing to pay.
Read the linked articles to get ideas about
product strategy. Assuming you
got all that under control, it's time to examine product design.
At
the executive level, product design decisions manifest themselves as a
series of tradeoffs -- budgetary and schedule allocations among:
The
problem is, these choices usually present themselves serially, along the lines
of "do you want feature X, or do you want to delay the launch?"
This is a false choice. The trick is to look at these five as a simultaneous
equation, trying to optimize the five domains of the product goals against
the five corresponding cost areas (money, time, market size, team morale, and
company reputation).
When Design Really Matters
I
hate to sound like a New Age throwback, but upper management needs to look at
product design and resource allocation decisions holistically, not
hierarchically. The whole company produces the product and the
customer experience, not just one department.
An
award-winning product does not need to be best on the planet along every competitive measure
(indeed, it is quite unprofitable to even attempt this). Instead,
management should
be looking for the optimal tradeoff where the product is good enough for
most every expected use, and world beating for at least one important use case. As I wrote
earlier,
products need to be developed around a coherent thesis that evolves
incrementally. The product description must not be a requirements bible,
a tome written by marketing and read by nobody. Instead, use an evolving
document where key product team members insert incremental contributions
throughout the design cycle. Three-ring binders and this stuff called
paper are amazingly effective.
So how does an executive team know if this kind of iterative, flexible product
development process is in place? Here are some questions you can ask to assess the health of your product
development team -- and the success of your product design -- long before problems surface:
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Product
development team membership: is someone from customer support or
sales on the product development team? They needn't attend every
meeting or review every document, but they can't be out of the loop, either.
Ideally, an early customer or two acts as a design partner both for the product's features and
its commercial aspects.
-
Product
development team trust: do the members of the team actually work
together, or are they adversaries? Generally speaking, product
management should have 51% of the vote on the team...but the product manager
will have to earn that trust through good decisions. Healthy debate is a good
thing, but if you ask a team member why a decision was made and hear
something along the lines of, "those jerks insisted," there's probably
trouble. In the extreme, engineering and marketing are at war...and the company is the loser.
-
The customer is MIA: is there a clear customer definition,
including personas and roles? Were outsiders brought in to review
story-boards, mock-ups, and early versions?Did people actively listen and
integrate feedback about value of the product, the features that needed to
be perfect (and those that didn't), and the packaging?
-
Bugs,
board revs, and chip spins: nothing is worse for a product
schedule than unanticipated
rework. If the team (or management) is in
denial, it's deadly. Ask whether a lot of bugs have been
re-prioritized (either their severity or priority), or testing skipped, or
simulation steps deferred until after tape-out. Any hint of these
maneuvers does
not bode well for your product design or its implementation schedule.
-
Multiple
realities: for any one product, there should only be one feature
list, one set of release/launch criteria, one set of benchmarks, one bug list, and
one schedule. If
there are more than one of any of these items (like "the official bug list and the engineering bug list"),
you've got a severe organizational disconnect. The first thing to
do is outlaw fiction and find out what's true. Watch out for
weenie
behaviors. You will rapidly
uncover other problems from the overall list. Rectifying problems here may mean a reset
to the schedule or a change to your product expectations -- but not
rectifying them quickly will only make things
worse.
-
Big
bonus syndrome: big incentives can improve team performance, but
can distort good judgment. If a executive personally has $100K or more on the line, he is all too likely to ship garbage.
This can
kill a product, a product line, or the company reputation.
Restructure the bonus so it's contingent on product profitability, including
the costs of excessive customer support.
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Come-from-behind
syndrome: when most companies are trying to recover from a
tarnished reputation, no matter how good a job you do it's really hard for the customer to believe that
your new product will pass muster. Negative branding is in play.
This is what happened to FIAT (the Spider had good
relatively good quality, but nobody would believe it) and is happening now
to GM (their new designs are pretty good, but nobody notices). There
are some companies that can pull off come-from-behind product
victories (think Microsoft), but it takes tenacity and real patience.
-
Incomplete
product syndrome: engineering says the product is done, marketing
says it's not so sure, and sales says they can't sell it because the product isn't
complete. This is a really common problem, and causes blatant political behaviors on all sides. Unfortunately, the big
political implication is that upper management has not been sufficiently
involved with the product or its customers. The fastest way to
solve this is to involve customers in candid product reviews where upper
management is present...and in listen mode.
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Guess-wrong
syndrome: Guesses and assumptions
are part of any innovative process, but if marketing completely
misunderstood what customers meant, or if engineering misinterpreted the
requirements and designed something nobody would want, you're out of tune
with the customer. Either the team is missing domain knowledge, or
they are not actively listening to customers.
-
Wild
product positioning: somebody (maybe an airhead in advertising,
maybe a pointy-haired executive) has come up with product positioning or messaging that
simply is not believable outside of your offices. For political
reasons, Sales may actually use the marketing message, but with poor results. The product design
is blamed for not complying with the
unrealistic product positioning. But marketing is not about making
fantasies true, it's about making the truth interesting and motivating
to a customer. Bring positioning back to reality by talking with customers.
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In
software companies, infrequent builds: there is no substitute
for doing a build of your entire software system on at least a weekly basis,
with incremental builds every night. Ask around -- if a system build takes
a week or even longer, and making the system fully testable requires
heroic efforts, you're on the road to big problems. Invest in
automated build infrastructure and establish real schedule expectations.
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In
IT companies, can't eat the dog food: sometimes, you'll find
that your internal operations people won't use early releases of your
software or hardware. This means they aren't willing to bet their jobs
on your quality, performance, or features. Using the product
internally in Marketing and company operations should be a hard
requirement. Fixing this means reforming
both engineering quality and your internal operation's practices.
-
In
high-tech products, user interface: whether it's a GUI, an
instruction manual, or a web site, user interface mistakes are like a bad
haircut. You just can't hide them. Nothing will make users angry
more quickly or raise your product support costs more dramatically.
Do not economize on your product's installation, upgrade,
or "OOBE" -- out of box experience -- if you want it to be a
hit. This can have the biggest payoff of any product investment you
can make.
Future Schlock -- coming in October
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