Expanding the Definition of Your Offering

Where does your offering start and end?  Where should it start and end?  What could you do at the borders of your existing offering to help it deliver a more delightful user experience?

The people behind the Everquest online fantasy video game asked themselves these questions and came up with something pretty special:

While playing EverQuest II just type /pizza
and a web browser will launch the online ordering section of
pizzahut.com. Fill in your info and just kick back until fresh pizza is
delivered straight to your door.

How cool is that?  Pizza on demand isn’t a traditional video game feature like better graphics and more complex story lines, but it is an amazing way to enhance the video game experience.  And it’s a good example of how customer-centric innovation doesn’t always need to be something big and scary.  It might just be about asking the right questions.

Creating Cool Stuff with Storytelling, part 3

I’ve always worked in product development.  It’s an intensely social environment where people are constantly telling each other stories to get their point across.  Accordingly, I’ve probably sat through at least one PowerPoint presentation for each day I’ve spent in the office. 

It’s often painful.  So painful, in fact, that next time someone stands up in a meeting and begins reading directly off their PowerPoint prezo, I swear I’m going to every-so-politely inform them that the last person to read to me out loud was my mother and that procedure ceased circa 1974.  Trust me, I can read, and if there’s some text around, I’d rather digest it myself than try to listen to you and read it myself at the same time.

Here’s the problem:  PowerPoint wasn’t designed as a tool for documenting complex thoughts or piles of information.  As a wise man once said, trains of thought need tracks.  And those tracks are best constructed of prose, which is what Microsoft Word is for.  So when people use PowerPoint as a medium for complex and complete sentences, tables, lists of bullets, etc… they’re not helping their story or their audience get to a good place. 

Cliff Atkinson shows on his blog that removing text from PowerPoint improves both information retention and transfer.  And I recall Seth Godin advising that we use no more than six or so words on any PowerPoint slide.  Use a photo or drawing instead, he says.  Removing text from your PowerPoint decks forces you to become an active storyteller, and that’s fine, because that’s what we humans do when we’re around one another. 

So.  Word = Prose Documentation.  PowerPoint = Active Storytelling.  If you need both outcomes, use each program to write up two different documents.

von Hippel on Innovation & Interesting Users

As of late I’ve been getting reacquainted with the thinking of Professor Eric von Hippel of MIT, who studies the innovation process.  It’s intriguing stuff.  Here’s an excerpt from his paper "Breakthroughs to Order at 3M":

Not all users are created equal with respect to the development of commercially-important innovations and innovation prototypes.  Research shows that almost all user-developed ideas and prototypes of general commercial interest tend to be developed by “Lead Users” – that is, users that: (1) expect to get high benefit from an innovation and so have a strong incentive to innovate and; (2) that are ahead of a target market with respect to one or more important trends…

The point is, if you want to find users that are actively exploring and testing new ideas, it is a waste of time to survey users in the center of the target market.  Instead, you must develop methods to seek out users that are at the leading edge with respect to needs that are important to that market – even if such lead users are rare and hard to find – because that is where interesting user idea generation and innovation is concentrated.

You can see more of his writing here.

Cool Books of 2004

Another list.  Here are my favorite reads of 2004. No claims to comprehensiveness or consistency, and not all were published in the past year; just a list of books that made me think different in 2004:

On Intelligence, by Jeff Hawkins:  an elegant book on the nature of intelligence and how the brain works.  The good news for metacool readers is that "real intelligence" is the way that designers think.

The System of the World, by Neil Stephenson: third in the baroque triology, capable of stimulating latent nerdism, and a helluva of a long book, it continues Stephenson’s fascinating journey through the origins of modern finance and computing.  I loved every page of it.  Not for everyone, which is refreshing.

The Innovator’s Solution, by Clayton Christensen: forget the hype, the content is outstanding.  Clay tested the ideas in this book on my class at Harvard Business School, and yet I still find something fresh and interesting each time I go back to its pages.  The chapters on need-based market segmentation strategies are excellent.

Porsche: Excellence was Expected, by Karl Ludvigsen:  perhaps the best business book of 2004, unfortunately Excellence is marketed as a car book, which will keep it out of the mainstream.  In a world where marketing-led "brand building" is an oxymoron, Ludvigsen shows how Porsche built a brand with deep integrity piece by piece, slowly evolving it over time.  His discussion of the genesis of the Porsche Cayenne SUV also shows how quickly a brand can be diluted and maimed by managers out to make a quick buck.

Orbiting the Giant Hairball, by Gordon MacKenzie:  any book recommended by both Richard Tait and Bob Sutton (both proponents of humane business practices, and really good guys themselves) has to be good, and Hairball delivers.  Look, any organization will have its problems, and those problems can seem particularly nasty when seen from the inside.  The real question is: do you care enough about those problems do something about them?  Hairball is a guide to engaging with an organization to help solve its problems without losing your soul.  It also contains some great advice about dealing with nasty behaviors in the workplace, including teasing, which has run rampant in every org I’ve ever worked in.

Emotional Design, by Donald Norman:  if you haven’t noticed, I’m
quite taken by this wonderful piece of thinking.  His
Visceral-Behavioral-Reflective model of human cognition is a powerful
way to understand slippery concepts like brand and meaning, making this
one of the most important books on marketing (where marketing is the process of understanding human needs and creating offerings to meet those needs) to come out in years.  His
message about beautiful things working better is important, too.  Read
this one.

Design for Free Culture

In early November I attended the pod casting discussion at BloggerCon.  Toward the end of the pod casting session, Larry Lessig pointed out that it would be great if technologists driving the design of podcasting software could do it in such a way as to make the entire domain of pod casting hard for would-be naysayers to grok.  Essentially, his point was that technology creators and facilitators should think about the larger societal context in which pod-casting operates in order to keep the copyright fun sponges out of the picture. 

Too often designers and technologists completely avoid asking the question "Who will expend energy actively blocking this innovation of mine?".  It would be a great thing if that question started getting asked with more frequency.  Even better would be to involve legal types in the early design phase of a new technology so as to design in barriers to prevent the naysayers from dictating how people should and can use a particular technology innovation.

Hammers & Nails

If you ask a group of mechanical engineers to create a land mine detection system, they’ll likely develop a system which prods the ground.  Electrical engineers might create a detector using magnetism.  In contrast, the biologists at Aresa Biodetection are using a color-shifting, genetically modified plant to signal the presence of land mines:

Plant_land_mine

In the presence of chemical compounds released by explosives into the soil, the Aresa plant turns pink.  While there are certainly ecological and political barriers to implementing this solution, one has to admire its elegance.

If you’re a hammer, the world looks like a nail.  Aresa’s plant is a wonderful example of how innovative solutions often arise when technical domains and professional disciplines collide.  While you’re probably not creating landmine detection systems, you could be doing this today.  For example, if your goal is to create an innovative, record-setting promotional campaign, why not add a nuclear engineer to your existing marcomm team?  Mix some screwdrivers in with the hammers and good stuff will happen.

Tanks and chunks

Forging an enduring bond with customers is at the core of what a brand is all about.  What if you could add depth, vigor, and passion to that relationship by encouraging your customers to participate in the creation of the very offering they consume?

For example, Virgin Atlantic recently held an open competition to create the graphics for 20 different airsickness bags.  Called Design for Chunks, the contest — nicknamed "retch for the sky" — attracted hundreds of submissions and resulted in some tasty (ahem) creations.

Over at Ducati, with an offering miles more complex than an air sickness bag, the potential for user involvement in the design process is lower.  Simply put, you can’t have laypeople mucking about with the design and engineering of a superbike.  Even so, working within that constraint, Ducati tries hard to make the Ducatisti feel like they’re part of the development process by encouraging them to vote on the details of future products, such as the fuel tank of the 2005 model year 999.

999_red_votes

Examples of this kind of participative marketing are manifold, from Firefox soliciting its user base for help with product logos to Guy Kawasaki holding a design bakeoff for the cover of his new book.  The point is, why not tap into the collective genius of your users?  If in open source software development many brains make deep bugs shallow, then with participative marketing many brains can make shallow offerings deep

Embrace and engage your users, get deep passion.