忘了“现实世界”

Ignore the real world

“这在现实世界是完全行不通的。”当你向人们介绍一个新创意时,人们总是这么说。

这个“现实世界”听起来让人如何沮丧,貌似所有的新创意、新提案以久外来的概念总是会在“现实世界”中碰壁。在这里,能够立于不败之地的都是那些人们耳熟能详、习以为常的事物,即使这些东西已经漏洞百出或陈腐低效。

撕开这个“现实世界”的遮羞布后,你会发现栖居其中的人们都充满着悲观和绝望的情绪。他们期待看到新概念被斩落马下,他们认为这个社会还没有准备好迎接变革,也无力引发变革。

更糟的是,他们想给其他人灌迷魂汤,让人们也陷进他们的坟墓里。如果你对未来充满期待并野心勃勃,他们就会试图说服你不要为不可能实现的想法去浪费时间。

不要相信他们。这个世界对于他们来说可能是“现实”的,但并不意味着你也要生活在这样的“现实”世界中。

我们了解了这一点,因为我们公司在很多方面就没有通过“现实世界”的测评。在“现实世界”中,你不可能让十几个员工分散在两个大洲的8个不同的城市办公;在“现实世界”中,你不可能不靠任何销售人员或广告投放就赢得上百万的客户;在“现实世界”中,你不能将自己的成功秘诀透露给其他人。问题是这些我们都干了,并且干得轰轰烈烈。

“现实世界”并不存在,那只是个借口,只是某些人为了开脱自己的无所作为,跟你一点关系都没有。

 

上面文字摘自:《rework》 p11

下面说说我自己的感慨:

 

很多你想做的东西都可以尝试去做。在做之前,你先做个小调研,这个东西现在行市场上有吗?都有哪些功能,你用了以后有什么感觉?哪些地方你用着最不舒服。在这之后,你要做的就是去将这些不舒服的东西改正,然后做出你自己的优势,然后就发布出去吧。

举个例子,我现在想要做的有几块:贺卡在线制作,在线考试,邮件群发,局域网语音工具。就拿邮件群发而言,我需要现实以下几个大功能:

  • 能够管理我的联系人,并分组
  • 我没有邮件服务器,但有免费邮箱,我们能通过多个免费邮箱进行发信,自动切换邮箱
  • 邮件发送统计报告,阅读率统计
  • 邮件模板

然后在销售策略上可以以平民价来进行。同进可以在线进行的操作。编程语言可以采用python,可以发布客户端版以及网络版。

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学习总结

今天早上还是按往常一样,打开电脑,拿出这本书——《就这么做产品》——出来看,看着看着发现怎么到参考文献了?突然才意识到我把这本书看完了。每天看一点,每天学一些,积累起来到今天看完了。

看完后感觉脑袋里有所得,但又好像不明确,要说出来大概我学到了什么,需要想一想。

整本书从产品需要开始分析,涵盖开发,测试,营销等IT产品的各个方面,可谓是全。

 

产品开发要结合市场实际,要出在满足基本功能的前提下尽早出一版本,去占领市场,然后根据用户反馈等信息,不断的去修正产品,终于完善优化产品,并在市场上站住脚根.

怎么样去判定一个需求:你现在感觉麻烦不方便恶心的事情里都包含着一个需求,就看你如何去解决。

细分市场,定位目标客户,产品满足目标客户的需求,使客户满意。

 

消费者购买决策过程。 问题识别->信息查询->备选评估->购买决定->购买之后

 

低成本规模经济,模式创新,技术创新,营销创新(渠道,策划),山寨模式(模仿,整合,草根精神),产品设计简单为美

责任要落单

 

先予,后取

伪需求与产品经理

作者:贾政经,来自:知乎

未经解构的需求都是伪需求。

“伪需求”是基于真实需求业余表达
需求就像璞玉,需要打磨。
伪需求就是那看上去像石头的东西。不经打磨就不会发现它是美玉,所以怎么做都是错
所谓解构,就是打磨的过程。
来一碗“你不知道就可以去屎了”的陈年老母鸡汤:
有一个岛上所有的人都不穿鞋。现在岛上有一个“产品经理”,他是该设计出一种鞋子来获得大卖,还是断定鞋子卖不出去所以找别的方向?
这面临着两种情况:
第一种情况,小岛居民都住在海滩边,鞋子容易进沙子(也可以是任何某种原因),所以赤脚方便,所以“鞋子”在正常人看来是一种伪需求。
但经过分析,发现这里的人民的真实需求不是“赤脚”,而是“舒适”。于是类似凉鞋,或者不容易积沙的鞋子,就很可能大卖。在这里,“赤脚”就是伪需求,而“舒适地步行”才是真实需求。
另一种情况,这个岛上的人确实没见过鞋子,不知道鞋子有多好。
那么在这种情况下,随便设计一种鞋子,因为新奇够酷,也有可能大卖。
所以,任何“产品经理觉得有用”,但市场反馈不好的“需求”,只有一种可能——那就是这个需求并未解构到最本质的情况,而非这个需求不存在。
另一碗鸡汤是“用户需要一匹更快的马”。
二逼产品经理会去养殖各种各样的马,挑出最快的品种大规模繁殖然后推向市场;而福特造出了一辆车子。
不是说“用户需要一匹更快的马”是伪需求,恰恰这是巨大的真实需求,但需要放在发展趋势中理解这个需求。
从福特的这碗鸡汤中真正应该喝到的是——当面对日益膨胀的大众需求的时候,面对技术革命,产品改良是杯水车薪。而如果没有革命性的汽车,更快的马当然一定会畅销!
iPhone的故事也是这样:用户需要更好的手机,但本质不是一台更“砖”的诺基亚,而是需要一台革命性的iPhone;而如果iPhone造不出来,更“砖”的诺基亚一定会大卖,毫无疑问。
当然,这也有特殊情况——如果你面对的是奢侈品市场,福特的车子弱爆了——你得给他们一批金碧辉煌的马车。
总结来说,世上要么“无需求”,要么“有需求”,没有“伪需求”。
需求理解的不对(拉屎拉不出)不能怪需求是“伪”的(马桶没吸力)。
“人人都可以发现伪需求,但是把伪需求变现为商业产品,才是职业的产品经理,所以,并非人人都是产品经理”(哎呀,这是私货,请视而不见……)

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Why Great Technologies Don’t Make Great Products

Summary: Discusses why technology alone can’t make great products. (4 printed pages)

We all love technology. That’s why we’re in this industry. We have an unspoken belief that technology will save the world from all of its problems. We excel at creating technologies and packaging them into boxes or Web sites, but we often fail to put them together in ways that our customers can easily use and appreciate. Sometimes we respond with awe at things we know were hard to implement or difficult to build, without regard for the purpose they might serve. Over the years I’ve noticed that our love for technology doesn’t always lead us in the right direction. In this column I’ll try to describe the kind of thinking that’s missing.

The Fun Employment Clause

Your manager has probably expressed a desire for you to have fun and to work on cool projects. That’s not quite the whole story. The hidden truth is what’s known as the fun employment clause: You are hired to have fun if, and only if, you’re making sure the user has an enjoyable experience with the product. This is because end users pay your salary—they pay all of our salaries. It means that everything you do should ultimately benefit the user and, therefore, your company. You want to focus on growing the intersection between your company’s goals and your users’ goals.

Each line of code you write, every bug you find, and any market research you do should help the user in some way. No matter how obscure or indirect your work is, you’re still bound by the fun employment clause. For example, fixing a device driver, improving reliability, or optimizing server performance makes the product better in measurable ways for any user. Doing market research helps focus the product on the right set of people so you can satisfy their needs. If you can’t connect the dots between the work you do and how it helps the customer, consider investing your time somewhere else. The more frequently you think of your work, and your team’s work, in end-user terms, the more likely you are to help create a great product.

We Are Not Our Users

We develop inbred thinking in this industry. We spend most of our time with people who scored over 700 on their math SATs, we know people involved in IPOs and stock options, and we work with folks who take computers apart for fun. We forget that the people within our industry are very different from the rest of the world. That’s why going into the usability lab or a focus group seems like a trip into the twilight zone. It seems like those users are in the minority, visiting us from some twisted and slower universe. The reality is this: We are the overwhelming minority. Those visitors in the usability lab are the majority, and they are the folks using our products and paying our salaries.

There is no substitute for watching someone use something you’ve built. It’s the only way to see how your intended goals match with the reality. Would you want a surgeon to operate on you without examining you before as well as after the surgery? Would you want a building contractor to remodel your kitchen without discussing your plans and making sure you got what you needed? Good craftspeople want to understand the world in which their product will be used before building it. We have the amazing power to create things, and it’s easy to fall into the trap of building things that appeal to us as creators, instead of things that will appeal to our customers. There’s no way to know how biased you are without working through usability engineering and other forms of customer feedback. You must spend time with users throughout the product cycle, repeatedly refreshing the team perspective on what you’re building and for whom.

Which Came First: the User or the Technology?

There is a fundamental difference in how technologists and true designers approach making products. Technical people tend to start with technologies. We take teams of developers, build a technology, and then shoehorn a user interface and a user experience onto the framework dictated by the technology. This guarantees that the user experience will be a poor compromise. The product won’t be designed for use, it will be designed as a ship vehicle for a package of technologies. It’s a value proposition: We behave as if it’s more important for technologies to be shipped than for products to be used. What great products are designed this way? Do master chefs wait until the last minute to figure out how the food will taste to their customers? Do tailors measure their clients after the suit has been sewn together?

A good craftsperson in any trade understands that people will consume their work, and every decision is made with that type of person in mind. Software or Web development is no different. The people who go to restaurants or movies are the same ones who use our products. We need to cultivate an interest in how products in other fields are developed, and how they achieve the results that they do. Makers of automobiles, CD players, and appliances all have the same challenge of balancing engineering, business, and usability, except they’ve been doing it a lot longer than we have. We can learn a lot from their successes and failures, and by recognizing the differences in approaches they use.

Why Simple Products Are Great Products

The most powerful engineering feats are the ones we don’t notice. The real power of engineers and developers is in turning something incredibly complex into something amazingly simple. The automatic transmission in a car represents significantly more engineering work than a manual transmission. The best works of the automobile industry, urban architecture, and consumer electronics express how great engineering is focused on hiding complexity, not reveling in it.

The best approach to adding value to products is to add power without adding complexity. When you want to add a new feature, is there some way to add it without adding a user interface for it? Can it be reliably automated? Or is there some other feature we can modify or remove to include the new feature, replacing something old with something new and improved? Think of automobiles and how they add significant features with minimal user impact. Anti-lock brakes are a supplement to the standard brake pedal UI, just like power steering is an addition to the usual steering wheel. No training or relearning is required on the part of the driver to get the benefits of these new features. This kind of design effort—where complex features appear simple to the user—makes great products.

The Real Meaning of Software as a Service

When you walk into any sporting goods store and have a question about the backpack you purchased, you expect to be treated with respect. You want the salespeople to talk to you at your level, deal with your issues, and in a polite and fair way do everything in their power to resolve your problem. Software or Web users are no different. They expect to be treated with respect and to get quality service. The customer, or in this case the user, is always right.

We make a critical mistake when we think of error messages as user errors instead of developer errors. If the user is trying to purchase something from a Web site, and there is a problem with the server database, whose fault is it, really? It’s our fault. We weren’t smart enough to ensure that the user would never encounter this problem. Either the project manager and designer failed to create the right interface design, or the development and test teams failed to find an important defect in how the system works. Web site error messages are just as bad, if not worse, than the ones found in software. When an error occurs in our products, we are like the service person at the REI counter. Do we provide courteous and helpful support? Do we treat users as though they’re always right? Almost never. Usually we respond with an error message like this:

Server error 152432. Scripting service failure.

Every error message is a user in trouble. Imagine your user, sitting there, late for a meeting, frustrated because they can’t do the thing they desperately want to do. What would you want your user to see at that moment? What kind of service should they receive? Every error message you put into your product is an opportunity for good service. You have to plan error messages and error handling into your schedule if you want to provide quality service as part of your Web site or product. Project managers should always add error coverage as a feature that is officially entered in the schedules for the dev and test teams. But keep this in mind: There is no such thing as a great error message. A great error is one that has been eliminated through superior error-handling code and product design.

Service goes beyond error messages that provide great support instead of blaming the user. There are countless opportunities throughout a user’s experience to provide great service. Watch someone using the key features of your Web site and ask yourself how it compares to the level of service you’d expect at a good store or restaurant. A good waiter knows when to interrupt you, when to leave you alone, and how to do it all in a courteous and respectful way. The closer your Web site or software quality comes to the levels of good service people get in their daily experiences, the closer you’ll be to having a great product.

Making Time to Create Great Products

Doing anything well is hard. Writing good code takes more time than writing bad code. If your team’s management is dedicated to making a great product, then it will do the work to align team goals and schedules into a reality that creates that product. That’s their job. If they fail to do this, it’s your job to let them know. If the problem is learning about how to integrate the UI, interaction design, or usability into the development process, then ask your design and usability folks if you have them, or send me your questions. Good product design comes from good team process, and many teams still have not figured it out. In many cases, investing in usability engineering saves time and money, because you design things well the first time, instead of trying to patch things up release after release.

A team with good leadership directs everyone to understand how their individual contributions affect the customer. There should be a framework in place before development begins—provided by project management, product planning, and usability—for what problems users have and how the features and technologies the team is building can solve those problems. Without a framework, you’re guaranteed to build technologies that don’t solve any problems. Once a day, you should ask yourself what problem you’re solving, whose problem it is, and whether it makes sense for you to invest your time there.

If your goal is to make something useful, and you know how to make something useful, then you should schedule your project so you can make something useful. Saying, “We don’t have time” to develop a critical aspect of the product is always a cop-out. It really means that your team doesn’t plan well, or its goals and schedule were not designed to match. If the user’s experience of your product is a low-priority item, then maybe it’s time to reassess your project’s priorities. If you believe something is important, you can schedule and plan for it.

Where Does Greatness Come From?

You can help make great products happen by becoming a user advocate. I’m convinced that it’s the team’s collective awareness and dedication to their users that makes all the difference. Send this article to people on your team. Go to usability tests or learn how to conduct one if no one else on your team knows how. Talk to product designers about what’s going wrong. Ask your usability engineer how they do what they do and how you can help support them. Your official job title doesn’t matter; users pay your salary no matter what you do. If you work in a UI discipline, help others on your team broaden their perspective, and invite their participation. When you read a good book or article about design, pass it on to those who need it the most. If you’re one of the few on your team who feels passionately about good design, the challenge is yours—but I’m here to help you however I can.

Human Factor Information

Scott Berkun is currently the UI design and usability training manager at Microsoft. He was a usability engineer on Internet Explorer versions 1.0 and 2.0, UI program manager on Internet Explorer 3.0 to 5.0, and lead program manager for Consumer Windows before moving to his current position.

 

This article is from MSDN: http://msdn.microsoft.com/en-us/library/ms993293.aspx

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产品设计过程

用行业、市场、创新三个实战流程来抽象整个产品的设计过程。首先从行业获得vision, 因为行业先于客户,解决we should do 的问题,引领客户需求;其次,市场先于客户,从细分市场和目标客户获得focus的需求,解决we must do的问题;最后根据公司战略、核心竞争力等有组织、有目的地系统化创新,解决we can do的问题。