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Subject To Change: Creating Great Products & Services for an Uncertain World: Adaptive Path on Design
 
 
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Subject To Change: Creating Great Products & Services for an Uncertain World: Adaptive Path on Design (Hardcover)

by Peter Merholz (Author), Todd Wilkens (Author), Brandon Schauer (Author), David Verba (Author)
Key Phrases: fab lab, agile manifesto, emotional design, Adaptive Path, Capturing Complexity, Stop Designing (more...)
3.8 out of 5 stars See all reviews (18 customer reviews)

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Editorial Reviews

Amazon.com Review
The world in which we live and work is subject to change without notice, and succeeding amidst that uncertainty requires continuous improvement. The key to creating successful products and services in a rapidly changing world is not resistance to unexpected change, but the flexibility to adapt to it. With that in mind, Subject to Change presents ideas that will help you improve your work designing products and services that provide great experiences for your customers.

Praise
"Short, but powerful. Easy to read, yet profound. I’ve been searching for just this book: the one perfect book that summarizes the essence of modern product design. This is it. The lessons are as powerful as they are simple: The product is NOT the goal. Successful products are systems. Focus on the experience. This requires empathy, agile product management, real understanding of the target audience. This book practices what it preaches. I will use it in my courses for MBA students. You should use it for, well, for everyone. Short, simple, persuasive, and powerful."
Don Norman
Author of Emotional Design and Design of Future Things
Co-Founder Nielsen Norman group

"Customers don’t care about how innovative you are. They just want to be happy and satisfied. Learn from Adaptive Path a passion for finding and solving the problems that will matter to customers no matter what the future brings."
Scott Berkun
Author, The Myths of Innovation

"Wake up. The future of business isn’t about flying cars and robot butlers. Creating the future is really about changing the way your company connects with its customers. Use this book as your guide."
Jeffrey Veen
Design Manager, Google

"Subject to Change presents complex, challenging ideas in simple, compelling language, with illuminating examples and no shortage of memorable phrases. At once authoritative and nimble, the book itself is an example of the kind of experience the authors admire. No matter who you are, it will change the way you think about design."
Michael Bierut
Partner, Pentagram
Author, 79 Short Essays on Design

"The principles set out in Subject to Change are essential for the design of any product, but especially relevant for the fast-moving world of web software. It used to be the case that a software product was designed once, and refreshed every couple of years. Software is no longer a product. It is a process, a dynamic service that evolves as it responds to constant interaction with its users. The essence of Web 2.0 design is to create a dynamic framework that harnesses the collective intelligence of customers in such a way that the software becomes almost alive. This terrific book teaches the mindset required for this new kind of design."
Tim O’Reilly
Founder and Publisher, O’Reilly Media



Product Description
To achieve success in today's ever-changing and unpredictable markets, competitive businesses need to rethink and reframe their strategies across the board. Instead of approaching new product development from the inside out, companies have to begin by looking at the process from the outside in, beginning with the customer experience. It's a new way of thinking-and working-that can transform companies struggling to adapt to today's environment into innovative, agile, and commercially successful organizations.

Companies must develop a new set of organizational competencies: qualitative customer research to better understand customer behaviors and motivations; an open design process to reframe possibilities and translate new ideas into great customer experiences; and agile technological implementation to quickly prototype ideas, getting them from the whiteboard out into the world where people can respond to them.

In "Subject to Change: Creating Great Products and Services for an Uncertain World," Adaptive Path, a leading experience strategy and design company, demonstrates how successful businesses can-and should-use customer experiences to inform and shape the product development process, from start to finish.


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13 of 14 people found the following review helpful:
4.0 out of 5 stars It may sound like an ad, but it is also a wakeup call, May 9, 2008
By Christina Liu (Lake Mary, FL United States) - See all my reviews
(REAL NAME)   
Looking at the other reviews for this book, it appears people either love it or hate it. It does make repeated references to the authors' consulting company and the "success stories" they have achieved using the principles in the book. That being said however, if you simply "tune out" the self-gratifying bits, there is quite a bit of useful content in this book and it is laid out well. I started reading it on a cross-country US flight and found that I could not put it down. I did gloss over the "advertorials" for Adaptive Path, but could readily relate to the pitfalls described as my current company (and several previous companies) have fallen into the trap of thinking that customers simply want more features and functions crammed into a single product. I actually applied what I read in the meeting that I was flying to, tuning my comments and suggestions away from features and traditional product design and development methods. Instead I looked at it from the vantage points discussed in the book -- designing for the user experience and designing a "system" of products that work together instead of cramming it all into a single product. And it worked -- we resolved several lingering product issues by looking at the overall experience the user expects instead of the minutiae of the functions and screens.

This book is a wakeup call for product designers and marketers -- stop focusing on features and try to understand what the user really wants to accomplish with the product. While this is not radical new thinking, the straightforward style in which the information and concepts are presented should make it easy for just about anyone to finally achieve a "d'oh!" moment when it comes to designing products and services.
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4 of 4 people found the following review helpful:
5.0 out of 5 stars A good guide for tech savvy Product Managers, July 2, 2008
Sooner or later, every developer out there gets sick of the long hours, the process, the verification and the deadlines. Even if we've naturally gravitated towards leadership, the clarion call of management is strong- it's perceived as advancement (potentially into a C* role), comes with the benefit of fewer long hours, you have people you can boss around... all in all good things when looked at in the right light. Yet most developers end up in Development Management, which ends up being more about estimates and balancing resources (aka beancounting), rather than Product Management, which continues apace with the thing I love most about being a Developer: Building Stuff.

When my User Groups' book shipment from O'Reilly came in with a complementary copy of Adaptive Path's "Subject to Change" I was intrigued. From the title, the book is about "Creating great products and services for an uncertain world". It claimed to be a book book that seemed to be all about how to create and manage a product in the everchanging world of the internet. Now, it turns out that my initial enthusiasm was a little naive, since the argument presented in the book was substantially different than what I was expecting. In fact, one of its chapters is titled `Stop Designing "Products"`, which made me more than a little concerned.

Yet having said that, and taking into account the often blatant plugs for Adaptive Path, it turns out the book was exactly what I needed, even though it wasn't exactly what I was looking for.

Chapter 1 lays out the foundation of the argument, which is that customers aren't attracted to features, they're attracted to an experience. Note that this does not mean bells and whistles - I can have an experience at a circus, but that's not what I'm looking for in a laptop. Instead, it is critical to look at what your customer is actually trying to accomplish, and to make the experience of accomplishing that task as positive as possible. Layering on feature after feature is good only if the original intended task experience is not compromised, otherwise it simply adds noise to what should be an all-signal experience. In other words, good products are well designed, by which they don't mean pretty, nor that they have an elegant software implementation. Design is instead used in the inclusive sense- all aspects of the product, experience and execution are carefully considered and integrated into one seamless whole.

This foundation is then built on in Chapter 2 by presenting the idea that the aforementioned experience is a strategic decision, and then clearly defining what that does and does not mean. Those of you who are trying to achieve some flavor of competitive advantage (aka differentiation aka edge etc etc) should definitely read this chapter, because it provides a long list of clarifications given the context. Quite frankly, the whole thing reads like a snopes article that slowly dismantles many lessons learned in academic marketing classes. My favorite one is the ideal of Parity - the misconception that a product can be competitive simply by matching features with the competition. See, a feature is simply that: An implemented piece of functionality on a product spec sheet. If accessing and using said feature requires an advanced degree in astrophysics doesn't matter; the mere fact that the feature exists makes the product competitive.

With the supporting framework of their argument is clearly established, and Chapter 3 puts in context of previously established marketing approaches. When your focus is on the experience and the user's motivations, habits such as market segmentation rapidly get turned upside down. You can no longer assume that the consumer is some faceless drone who exists to give you money, but instead have to give that person a face, a background a motivation, and an objective. A segment rapidly evolves into a persona, and eventually loses its distinction altogether- you're no longer sculpting your message for a particular group or persona, but are instead approaching individuals to discover how you can best meet their needs and improve their experience.

Yet none of this can be accomplished without information, which is usually garnered by research (Chapter 4). Interestingly enough, the book does not necessarily go into individual research methods, but focuses more on the importance of qualitative over quantitative research and the need to involve every team member. Research, as is stated, too often happens in a strategy or research group independent of the team that will actually implement their findings, and thus the opportunity for consumer or persona empathy is lost within minutes of the powerpoint presentation. It is only by keeping everyone involved up front (though perhaps not directly contributive) that information gained is relevant, actionable, and provides durable insight.

Chapter 5 then takes us full circle back to the beginning, and really drives the idea that success is not driven by features, capabilities or marketing, but by the experience of the customer. It's not just the experience of completing a specific task that is meant here, but the entire support system ancillary to that task. You might have an iPod, but without an iTunes all you have is a pretty piece of plastic. Find out what the customer wants to accomplish, figure out what it'll take to perform all steps of that, and build a system to do so simply and elegantly.

At this point, the book could have ended and been a pretty effective piece on product design theory based on experience. It has taken us from the initial presentation of the idea all the way through the strategic advantage and full circle back to the beginning. Instead, it continues on and picks apart the actual implementation strategies, beginning with Design in Chapter 6. This is a beast of a chapter and not for the faint of heart, but is nevertheless utterly critical for understanding the depth of the argument. Design is picked apart by discipline, target, competency, strategic importance and implementation, and the chapter itself does a remarkable job breaking down common misconceptions. Design is necessary, strategic, and is presented as a mindset rather than a discipline, one that everyone must implement to properly contribute to the delivery.

Chapter 7 then goes into the nitty gritty of implementation by speaking about agile development methods. This is where the developer in me went squee, because for the first time I saw Agile presented within a strategic context rather than a reactive context. Too often when management hears "Agile Development" the first thing that comes to mind is "Development will be faster", or more responsive, and in many cases this is true. Even so, the book presents it as an integral part of experience based design, and discusses how its rapid iterative nature can be used to convert a design or motion prototype iteratively into a fully functioning application, while allowing user research and experience evaluation (and revision) at every step of the way. If you've ever had to say "That's what's written in the requirements, we can't change it now" this chapter is for you. Lets face it- issues and problems will arise during development no matter what happens, but if you keep everyone on deck (and not siloed into different expertise groups) you'll be able to confront it much faster.

And with that, Chapter 8 closes the book. I'd copy the two pages that compose it here verbatim if I didn't think there'd be conflict of interest issues, but safe it to say that it is the conclusion and summary of the entire book. The only thing certain is change, and here's how you deal with it.

Overall, a very good book, but I do have a few pointed comments. First of all, the cases presented within the book too often follow the pattern of "Here's company X, known as a genius at Y, and here's their process/methodology/etc." The academic in me chokes at statements like that, because they imply causality - that their process is the reason why they are so well known and respected, when in reality it could be something completely different. The book itself warns of making surface level assumptions like that, so I'm fairly irritated that they do so themselves.

The other one is the mixture of authoring tones. At times casual, at times formal, it's clear that more than one person wrote this book. When I'm reading a structured section about research and am suddenly approached in a conversational tone, my brain kicks me out of the narrative (and thus my experience with the book is diminished). Even so, I'd recommend this book to any marketer, strategist, developer... or, well, anyone who plays a role in a product production process. At 165 pages it's a light read, the ideas are straightforward and well explained, and though they aren't often supported as rigorously as I would prefer, the book itself make an excuse for that: If you spend too much time backing up your argument, you lose the time you'd spend on determining where your argument should take you.
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4 of 5 people found the following review helpful:
2.0 out of 5 stars Interesting topic, but very dry writing, July 24, 2008
I think I had the essence of this book by the time I got to page 30: Times have changed, and packing in a checklist of features is not enough to gain marketshare anymore.

They talk a lot about having an "experience stragegy". I understand this to be building a product by aiming to meet the user's needs. Google Calendar is a good example. They stole a large portion of the online calendar market, even though users were already heavily invested into Yahoo and Hotmail's email/calendar. They did this by sitting down with people who used calendars a lot, and finding out what they wanted in a calendar (not exactly rocket science, I know).

Kodak is another company that had a developed experience stragegy. When Kodak cameras first came out, they reduced the task of taking photos from one that required you to be a technician, to something anyone can do. They did this by selling the entire "experience" - you purchase Kodak film rolls (before this film was on expensive and fragile plates), put it into your Kodak camera, point & shoot, then send the film into Kodak for processing. Apple is another good example of a company that has an experience strategy.

There are lots of other interesting examples and an anecdotes sprinkled throughout the book. There is even a whole chapter on Agile Development, both from software and hardware perspectives.

In summary, the message of the book is that we need to design products and services that deliver a positive experience to the user (notice "user", they take issue with the word "consumer"). The book expounds on this with much detail and examples, but I believe this is the main message.

Unfortunately I found this book extremely hard to get through, due to the "dry" writing style. It made me feel as if I were listening to a boring professor's lecture. There may be better books on this subject, something from Seth Godin for example.
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Most Recent Customer Reviews

4.0 out of 5 stars The folks at Adaptive Path know their stuff
I just finished reading Subject to Change (yeah, I just put the book down) and I think it's a great and easy read on experience design and innovation. Read more
Published 5 months ago by Regnard Raquedan

3.0 out of 5 stars Advice and Advertisement
I got this book about product marketing because I wanted to gain insight on the marketing of my own product http://www.code-roller. Read more
Published 8 months ago by Glenn

4.0 out of 5 stars Subject to Change is a great book for shifting your mindset in customer service
'Subject to Change' is a valuable addition to the modern business person's bookshelf. I should note that this would be an especially great tool for marketers and publicists,... Read more
Published 9 months ago by Clay S. Fernald

4.0 out of 5 stars Good choice for an intro to experience-led design
In an accessible tone, Subject to Change articulates what should now be taken for granted in product design: that products designed around real peoples' needs and desires will win... Read more
Published 9 months ago by Grant Bissett

5.0 out of 5 stars Provides basics for designing products for web software and competitive advantage alike
SUBJECT TO CHANGE: CREATING GREAT PRODUCTS AND SERVICES FOR AN UNCERTAIN WORLD provides basics for designing products for web software and competitive advantage alike - but to... Read more
Published 10 months ago by Midwest Book Review

4.0 out of 5 stars An excellent strategic overview of new product development practices
Subject to Change presents an excellent strategic overview of new product development practices for media and physical interaction products based upon the consulting practice of... Read more
Published 10 months ago by Ira Laefsky

2.0 out of 5 stars disappointing and flawed discussion of user experience design
I was disappointed when I got my pre-order of this book. At a scant 160 pages, I was skeptical that it could offer very much insight. Read more
Published 11 months ago by Nadyne Mielke

4.0 out of 5 stars Good For Innovators And Product Managers
'Subject To Change: Creating Great Products & Services for an Uncertain World' is a good book for thinkers, innovators, and product managers alike. Read more
Published 12 months ago by Daniel McKinnon

1.0 out of 5 stars "Subject to a Pitch"
I'm 100 painful pages in to this 160 page book that seems so far to be at least 100 pages too long. In a nutshell: think about design. Oh - and think different. There. Read more
Published 12 months ago by L. Gleeson

5.0 out of 5 stars making the business case for user experience design
This book makes the business case for user experience design (UX). It shows how businesses need to think about designing compelling, positive experiences for people, not merely... Read more
Published 13 months ago by Karl Fast

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