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Criticism and Two Way Streets A post by Jason Fried titled “Give it 5 minutes” reminded me of a great technique I learned about from Bill Buxton. Bill is a Principal Researcher in Microsoft where his main role focuses on designing a company that permits great design to happen. As many have learned to their peril, it’s not simply a case of just dumping talent in a room full of Ikea furniture. In large companies you have to design the process that creates design. One key idea Bill advocates is an emphasis on exploring the solution space before iterating on a solution. However having great designers each producing great solutions to a shared problem can cause conflict, if not managed correctly… Exploring the Solution Space Like Apple, Microsoft encourages their designers to create many different solutions to any given design problem. When Does Your Solution Suck? Every solution is great in some circumstances and terrible in others. Less Time Arguing, More Time Designing

Etherpad Agilistes, découvrez le coût du multi-tasking grâce au jeu du prénom ! Etape 4 : Fonctionnement du développement pour la première itération Voici le processus à mettre en place, côté développeur, pour cette première itération ! Votre travail de développeur consiste simplement à écrire les noms clients. Cependant, vous devez suivre la Politique de notre entreprise ! Notre Politique d’entreprise est de ne JAMAIS faire attendre un client ! En effet, un client qui attend est un client mécontent et un client mécontent et un client perdu ! À ce point je marque une courte pause pour voir si quelqu’un semble élever une objection à cette déclaration. Dans le jeu, pour ne pas faire attendre les clients, il faut donc commencer tous les projets en même temps !

Screw the Power Users I designed HomeSite and TopStyle for power users. Only power users would want to edit HTML & CSS by hand, so I made sure to cater to them. Those products were filled with features and tool buttons, and their settings dialogs contained dozens of geeky options. Customers liked them that way. I liked them that way, too. But then I made FeedDemon. At first I built FeedDemon as though my customers were geeks like me, since that was what I was used to. So with each new version I tried to simplify the user interface, and dropped features & options that complicated the product. I’d come out with new versions that I thought dramatically improved the product, only to find my forums filled with complaints from power users who wanted the return of some obscure option, or were upset that I wasn't adding the geeky features they wanted. Sales went up, but positive feedback went down. Sure, if you're building a product for power users, make sure to cater to them.

Fuck Off As A Service (FOAAS) Design Thinking timer Il y a quelques années, Jan Rogers remarquait que sa fille Lauren avait du mal à saisir la notion de temps qui passe. Horloges analogiques, montres, compte à rebours du micro-onde, tous les objets donnant l'heure de la maison ou du magasin restaient une énigme pour cette jeune fille de 4 ans. Jan a donc retroussé ses manche et a construit un prototype avec du papier et du carton. Sa fille a été intriguée par ce drôle d'objet. Aujourd'hui, le Time Timer a fait sa place dans les classes du monde entier, des écoles maternelles aux universités. Utilisé et recommandé par Jake Knapp dans les Design Sprint, ce timer sert à délimiter des petites périodes de temps, de quelques minutes à une heure. Concept du Time timer par Jan Rogers.

What Drives Consumer Adoption Of New Technologies? I'm participating in a panel discussion this morning during the offsite of a major media company. They sent me a list of questions in preparation of the event. One of the questions was the title of this post; "What drives consumer adoption of new technologies?". It's an interesting question and one I've never tried to answer directly in writing. But it's also a question we attempt to answer every day in our firm as we evaluate thousands of new startups every year. Let's take ten of the most popular new consumer technology products in recent years (with a couple of our portfolio companies in the mix): iPhone, Facebook, Wii, Hulu, FlipCam, Rock Band, Mafia Wars, Blogger, Pandora, and Twitter and let's try to describe in one sentence or less why they broke out (feel free to debate the reasons they broke out in the comments): In most of these cases, the breakthrough product or service delivered a new experience to consumers that they had never had before.

Online content professional translation platform - Fliplingo iMacros pour Firefox Rarely say yes to feature requests - Inside Intercom Here’s a simple set of Yes/No questions that you can quickly answer before you add another item to your product roadmap. Saying yes to a feature request – whether it’s a to an existing customer, a product enquiry, a teammate, or a manager – is immediately rewarding. It’s an unspoken transaction where you barter long term product focus in exchange for short term satisfaction. Buying short term joy for the cost of long term pain is the human condition. Previously we’ve written about how product strategy means saying no, but a list of reasons to reject a feature isn’t as immediately useful as a test that any new feature must pass. Lots of our readers made that exact point to us too: So here’s a list of questions your new feature must score straight yes’s on. More important than any metric, customer request, or sales target is your vision. Product decisions based on vision alone sometimes seem irrational, because they’re tough decisions. Beware the “fre-cently” bias.

Online Service Reviews and Comparisons | Serchen Stream Live Video on Twitter from twitcam- powered by Livestream Designing products for single and multiplayer modes The first million people who bought VCRs bought them before there were any movies available to watch on them. They just wanted to “time shift” TV shows – what we use DVRs for today. Once there were millions of VCR owners it became worthwhile for Hollywood to start selling and renting movies to watch on them. I was talking to my friend Zach Klein recently who referred to products as having single player and multiplayer modes. Many products that we think of as strictly multiplayer also have single player modes. * Products with so-called networks effects get more valuable when more people use them.