What is "WOW"? -- Part 1

It's happened again.  An executive has brought up that elusive word - "Wow". "I want a product that really wow's our customers" they say. I tend to get my back up when I hear it, because of how much it irks me. "Do you even know what you are talking about" I want to ask.  But I am too polite for that. 

Now that I have your attention - what is Wow? What do people mean when they say they want a product that "wows" their customers? You might have heard other phrases instead of wow that could be substituted:

  • "Customers should be queuing up to buy this product."
  • "I want a product that really pops."
  • "The product needs to be bold."

Executives are not ill meaning when they ask for "Wow!" products, they are often ill informed about what makes a product "Wow!".

What the heck makes a wow product?

Have you ever picked up a new product and said those very words "Wow!"?  What made you say it?  Was it a feature? Was it the price? Was it the quality? Was it the product's appearance or finish? Did you say "Wow!" immediately or only after you had been using the product for a while?  Was it the discovery of some feature or just an expression of overall delight? 

Consumers consciously or unconsciously evaluate products across 5 factors:

  • Aesthetics
  • Craftsmanship
  • Quality
  • Features
  • Value

It is not that we are creating a checklist with these factors when buying or using products (although some of us nerdy types do). As consumers we have an unconscious idea of what we expect the experience will be like. Our expectation and how a product lives up or does not live up drives our opinion of a product.  From buying to using products, whether personally or for our employer, each experience crafts a model of expectation. It is not a conscious or intentional behaviour; it is something we humans do naturally. Inherently we all build models in our heads of how we think the world works (in the craft of experience design we call this a mental model). When we are confronted by a new situation we draw upon our bank of expectations to predict an expected outcome.

Where do our expectations come from? Primarily they are built on our previous experiences. We do this for all types of action from purchasing, setting up, using, and upgrading a product.  Expectations are an automatic response we use to respond to situations.  The relevance of the situation dictates whether the experience is used for crafting an expectation.

There are two facets to expectations and they are constantly in flux.  The first facet is the 'context of use'; which means the environment and situation in which we use a product. We create different expectations for a product depending on the context we use it in. For example if you are camping, a tiny little hammer for tapping in tent pegs and pulling them out again is a useful tool. It is much better than using a rock since you are less likely to smash your fingers with the hammer. To be a good hammer for camping it must be small and light, those are the attributes that are most meaningful when camping. When compared to a rock, a camping hammer may be a wow product. If you handed that same camping hammer to a carpenter and asked her to frame a house with it, I don't think you'd be popular.  An effective construction hammer is neither small nor light. The context of use has changed and the expectations about the product have changed to match.

The second facet is 'market maturity' which is a little more complicated to describe. A new market is where a product provides novel capabilities never experienced before.  A VCR when it first came to market was novel because it provided a capability never seen before; to record live television and play it back.  The raw capability of recording and playing back made early VCRs a wow product.  Early consumers were willing to tolerate the many drawbacks to earlier VCR's.

  • Weight - very heavy
  • Cost - very expensive
  • Size - very large
  • Quality - image quality was poor

As competition entered the market they addressed many of the drawbacks of the early products. The size, weight and cost were reduced steadily, and soon quality improved. As the market matured consumers expectations about the product changed.  They expected lighter, cheaper, smaller, better quality VCRs due to added competition. A maturing market transformed the consumer expectation about the product.  What initially was a wow product later would be considered poor. To create a wow product in a maturing market requires innovation and, in the words of Clayton Christensen, something disruptive.

So back to our well intentioned executive, what do you do when you are confronted with the spectre of 'wow'?  Let's tackle strategies for discussing 'wow' with your executive in Part 2...

 

 

 

 

 

Design & Empathy

Design is getting a lot of attention lately and design strategy is one application of a greater movement known as design thinking. To provide an accurate definition I'll quote Tim Brown of IDEO.

"Design Thinking is a discipline that uses the designers sensibility and methods to match people's needs with what is technologically feasible and what a viable business strategy can convert into customer value and market opportunity." 

More business leaders and educators are recognizing the necessity to utilize design as transformational force within organizations. Roger Martin, Dean of the Rotman School of Management has written a book all about infusing design into business titled "The Design of Business".  Educational institutions such as  California College of the Arts and the Rotman School of Management are incorporating design education into their MBA programs.

What makes design a transformational force you ask?

The methods, techniques and skills involved in design tackle problems from a different perspective than say engineering or business.  As a broad generalization in business you ask questions like; are we building the "right" thing (i.e. will there be a market for this product)? In engineering you ask are we building the thing "right" (i.e. will the product live up to the rigors of use)?  Design asks questions like:

  • what do people do?
  • what do they struggle with?
  • what do people want to do?
  • what do they care about?
  • what do they value and why?

Getting to the heart of these questions and designing great products to satisfy people requires empathy.  

What is empathy?  From wikipedia: "Empathy is the capacity to recognize emotions that are being experienced by another being."  Empathy is absent from both the business and engineering as disciplines because they are both inwardly focused to address their own problems.  Design is outward facing by necessity.  Empathy allows a connection to form between another and ourselves; design requires it.  The tools of design are geared toward empathy.  

Tools of design fall into a few categories: Tools of Observation, Tools of Listening and Tools of Thinking. 

Tools of Observation

Tools of observation require that you locate people who could benefit from your product and observe their behavior.

  • What do they do? 
  • What difficulties are they having?
  • What causes the difficulties?

Observation need not be in the physical sense a lot can be gleaned from observing actions online.  Cloud based software and social media allows for behavior to be observed remotely and pooled with the behaviors of other users. This field of analysis is emerging as a powerful observational tool. Observation helps a you to understand people by what they do.  Knowing peoples behavior, given a stimulus, helps to better understand them.

Tools of Listening

To listen requires that you engage with people in active conversation. Get people talking.  What do they want? What do they do now?  Why do they do behavior X (observed)? What do they struggle with? What do they think might help?  Excellent questions can be gleaned from the the earlier round of observational studies. 

Tools of Thinking

Tools of thinking allow you to extract meaning and patterns from what was observed and heard earlier.  Concepts and prototypes articulate those ideas into a tangible medium for discussion and feedback.  Concepts and prototypes can also be tested to evaluate whether ideas address the struggles of people.

Effective design creates what's known as a feedback loop. Observation leads to effective questions for listening.   The tools of thinking help interpret observation and listening into tangible concepts that can be used for further observation and listening. Making each round of design more precise towards a product people value.

So what makes design so transformational? The questions being asked in design are the crux of product success.  Developing empathy means a team cares about its users and will not want let them down. Empathy generated through design means a team can feel when their solution is on right track.  It is not to say the questions of business and engineering are ignored when delivering products, it is just that those questions only need to be answered once a solid vision of what provides value to people is discovered.  I'll leave the integration of business, engineering and design for yet another post.