Pefect Storm: Engineering a Consumer Hit
February 20, 2008 Product Design Series No CommentsWhen I was in the videogame business, particularly at Electronic Arts, I spent a lot of time thinking about how (and even if) a consumer product could be engineered to be a hit. As business leaders, we could very closely predict the sales of a successful sequel but original titles were quite difficult. Having said that, there were a few creative executives who could envision a product design or play a vertical slice demo and very accurately estimate market acceptance. In the end, it was an intuited response and these executives were held, not surprisingly, in very high regard.
I believe the same scenario plays out in the Consumer Internet space with the difference being that it is actually easier to predict whether or not a specific product will be a hit. Having said that, the common thinking among most venture capitalists is that one cannot predict a hit. The perception is that consumers are fickle and that one never knows what they’ll actually adopt until you launch a product. Once your product is launched, the thinking goes, it will inevitably miss the mark, but the development environment enables a unique nimbleness to react and adapt quickly. This is why VCs in the Web 2.0 space almost universally have adopted the ‘throw anything out there then rewrite it as fast as you can approach’ to design. Sadly, this results in somewhat interesting product ideas wrapped in indistinguishable and undifferentiated packages having the ultimate consequence of thwarting consumer adoption and acceptance.
I believe this market reality stems from a few key market realities. First, very few people who actually understand consumer behavior, and why specific demographic subsets buy particular products, are involved in designing web-based products. Secondly, most products are developed with an engineering bias- by engineers, ultimately, for engineers. Lastly, VCs reinforce this design approach because they themselves usually have absolutely no idea why consumers buy a particular product. They lack that ‘intuited instinct’ to which I referenced earlier. Not all VCs mind you, but at least 90% of the one’s I’ve met.
In the design of FNO, we’re setting out to prove these naysayers wrong. That is, that hits CAN be anticipated from the outset and generated by design. If nothing else, smart design and marketing principles can be imbedded into Consumer Internet products to give them the best chance of success at launch.
While still being committed to flexibility, I believe there are several fundamental attributes that are important to imbed into your business approach and product design to best ensure a hit in the Consumer Internet space. Though naturally the ‘proof is in the pudding’ and only customers (not entrepreneurs) can create a ‘hit,’ blueprints of successful products will benefit from the following original design objectives:
1. Find A Big Tailwind
A rising tide raises all boats. In deploying our brand we wanted to do so in a market that was exploding. Fast growing markets are more forgiving from an execution standpoint and social networking is growing the fastest—particularly those targeted at more mature audiences. One doesn’t have to be perfect to be successful and there’s usually time to adopt tactics, even strategy, without suffering large setbacks.
2. Build a Business with Good Financial Mechanics
Build a product in an environment with favorable economics. Consumer Internet companies have capital requirement to valuation return ratios that are the highest in any industry. One can create a very simple application like Hot or Not, built originally for less than $50,000, and see a valuation several years down the road in excess of $50,000,000. There aren’t many other businesses sporting that return profile. Facebook, for example, has had less than $25 million invested over the past 3 years with a current consensus valuation north of $3 billion.
3. Hire a Great Team
It’s important to hire the right type of talent for any particular product vision. In our case, experience with consumer entertainment products and advanced graphics systems were prerequisites. So while our CEO had spearheaded the marketing launch of over a billion dollars in retail gaming products, our CTO had built both software and hardware graphics systems (including a chief architect role on the Nintendo 64 product line for SGI). Additionally, FNO art directors, interface designers and programmers ALL have experience either designing or building videogames.
4. Build an Experience that is Unique from the Outset
In order to create consumer conversations about our product we wanted to ensure that users saw and felt how we were different from other competitive products, let alone all web 2.0 products, from the outset. This is why we used next generation web and wireless technologies to build a 3D-interactive interface. It takes a consumer no longer than one second to FEEL the difference. This focus on unique attributes is what stimulates the first viral transmissions between consumers.
5. Make Sure Your Product is Naturally Viral (not Hopefully Viral)
It’s one thing to hope that your product becomes viral due to some potentially sticky attribute. It’s an entirely other thing to design-in multiple viral components at every turn. In FNO, for example, users gain status, access and features by inviting friends and building their network. In other words, there is a positive consequence/reward system for participation driving usage, adoption and growth. If a Basic member wants to become a VIP, and be afforded all the benefits therein, they MUST recruit their friends to accumulate enough points. This is what is meant by ‘designed-in virality.’
6. Solve Big Problems
Most successful products solve big market problems. The exceptions to this are exclusively entertainment-based products. As a product rooted in real utility, we are focused on solving huge problems in social networking, the most prominent of which is that it is very difficult to meet cool, talented people online. A chief reason why this is the case is because cool, talented people want to hang out with each other not with the less desirable types that flood open networks like MySpace. Among many others another key problem is the stigma associated with ‘relationship’ networking on sites like Match.com, Yahoo! Personals, etc. At Fuego Nation, no one knows why you’re ‘hooking up’ because it could be for any number of reasons (including trying to find a climbing partner for your trip to Tanzania).
7. Make it a PR magnet
There are often ways to build a product that is naturally attractive to national press outlets. Very few Consumer Internet products are designed with this in mind. At Fuego Nation, our lightning rods for press are exclusivity and look-and-feel. The twin towers of publicity magnetism are controversy and newness and we feed off of both by design.
8. Build off of an Aspirational Brand Concept
A big problem with current Consumer Internet sites is that they’re wrapped in weak, non-emotive brands. Fuego Nation is a brand, in contrast, with meaning. It represents ‘the elevation of the human soul to greater levels of accomplishment.’ If you can succeed at creating an attachment to the brand itself, over the utility of the site, you will be much more likely to retain your customer and thwart competitive advances. The reason why Facebook and MySpace churn so many customers is because neither actually ‘stands for anything.’
9. Target Behavior that Leverages Innate Human Needs
If you can build a motivation system for participation that leverages innate human interests and desire, then you could be on to something big. In Maslow’s seminal Hierarch of Needs, the need for recognition and acceptance (e.g. status) flows immediately after our need for physical sustenance. In Fuego Nation, we designed-in ‘status’ intentionally knowing that it is one of the greatest motivators of human behavior everywhere in the world.
10. Make it Sustainable
Deploying a unique user experience to get consumers talking is one thing but getting them to come back to the site time and again requires a powerful feature set. Included in ours is the convenience of managing all of your profiles at one site, enabling multiple groupings of friends and contacts, group text messaging, custom fuegonation.com email addresses, etc. We intend to innovate on ‘both sides of the ball.’
11. Time the Market Right
It really doesn’t matter if you have a great product if consumers aren’t ready to use or adopt it. While social networking is now a known commodity amongst the younger, early adopter set, the demand for this type of service is surging in the 25-35 year old demographic the most. Testament to this pent up demand was seen recently when Facebook added 10 million new registrations in one month after opening up its service to everyone. Additionally, the time is ripe, with the general maturation of the social networking craze to introduce a product focused on quality (over quantity) a characteristic that receives a much higher premium from more mature, time-starved, consumers.
12. Focus the Launch Product on Most Unique Aspects of Offering
One of the most challenging aspects of product design for web-based products is narrowing down your product focus to only those elements that will stimulate demand. The product we are currently in development with has about 35% of the features implied in our original design. Focus is important because you inevitably have a more limited resource base and, more often than not, the things that aren’t unique will go unnoticed anyway. Finally, in web-based products the opportunity to revise and iterate quickly lends itself to this design approach. So, as an example, we are less focused on launching with our fully built facet management system and more so with our Passion profile approach, which is unique (from a data input standpoint) to Fuego Nation.
13. Leverage the Growth in Mobile Data Usage
The growth in mobile data usage is exploding. With the advent of unlimited picture-messaging programs around the nation, usage for photo-based applications is expected to go through the roof. The Fuego Nation Wireless product is being designed to take advantage of this sea change in the way people use their mobile devices, which is why our simple interface design was chosen from the outset. That way, unlike any of our competitors, we’re able to offer the same experience in both web and mobile environments. Finally, usage of the mobile product is like having ‘recruiting agents’ in the field, at clubs and in bars driving new users to our web-based product.
- BMK







