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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
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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