Apple, Inc. cofounder Steve Jobs is credited with discrediting the value of market research.1
After all, since people cannot describe what they need, or do so only relative to what already exists, what is the point of asking? Leave it to the product people and designers to tell users what they need.
Maybe that is not exactly what Jobs meant.
For sure, traditional approaches to market research have limited value to uncover the insights that fuel disruption. That is why the concept statements and storyboards of the past are being replaced, or at least complemented, with iterative prototyping processes that engage users. Prototyping opens the door for users to co-develop concepts. A good prototyping process focuses on:
A good process may look and feel informal but is disciplined and based on principles.
Most people have an easier time reacting versus creating from scratch. Not surprising, since we live in a world where the volume and complexity of choices make reacting a practical necessity. So expecting others to envision how you can help them, with no stimuli beyond questions, is less constructive than giving them something to which they can react.
Interpreting Jobs’s take on market research as justification to build products without user input misses the point. Change makers already know they can get clues about needs by examining the workarounds people create to solve problems on their own. Users may not be able to verbalize needs, and are less likely to imagine innovations that step far away from known experience. But behaviors and emotions transmit signals. Engaging users in prototyping puts you in a position to intercept these signals and witness direct feedback.
Engaging users in iterative prototyping means embracing new ways to validate product and service constructs.
A major newspaper publisher wanted to stop a readership slide. The circulation team felt the problem was that content did not address readers’ interests. They conducted interviews to find out what people wanted to read. The feedback was “more local sports.” So a weekly section on local sports was added.
The management of that newspaper probably added an ounce of weight, and cut down thousands more trees. And guess what? They didn’t get one new subscription. That’s because people don’t really change behavior based upon how well their interests are satisfied.
Matt Foley, introduced in Chapter 1, says, “It’s the job of the users to tell you their problems. It’s your job to create solutions.”
The origins of prototyping are rooted in everyday activities of daily life that we all experienced during childhood.
Prototyping is a way to learn. Engaging users in a live rendition of a product or service, however rough, narrows gaps between a great idea inside your head and a tangible, functional and sought-after real world product.
For anyone innovating in the sciences, technology, or manufacturing sectors, prototyping describes the first and subsequent pre-production expressions of a product or experience that guide the specifics of usability and feasibility. Building prototypes and letting users play with them begins to uncover answers to questions like:
The process works for a deceptively simple product like a spoon, a complex medical device like a dialysis machine, or a digital experience powered by algorithms and big data. Prototypes allow the abstract to become concrete and the imagined to become real. As models are exposed and repeatedly modified, concepts move closer to market readiness.
Prototyping is in play in everyday processes that advance learning. Think about tinkering, a habit that has existed throughout history. Thomas Edison, our hero inventor, was arguably one of the great tinkerers of all time.
Seen through the lens of child’s play, prototyping is just a way to figure things out. Contrary to being a domain of technically trained experts, life experience proves that even a child can do it. So, barriers to prototyping are low. Because it is such a familiar, intuitive practice, creating and sharing prototypes also offer a way to build user, team, and investor buy-in.
Art Chang, founder and CEO of Tipping Point Partners, sees it like this: “A prototype is the minimum product that enables the creator to generate real feedback from real users. It’s the basis for ongoing iteration.”2 Such iteration moves a concept one step at a time toward launch
When to begin to prototype is a judgment call. In principle, prototyping best begins as soon as you can put something tangible down on paper, in code, using materials on hand. Capture the intention as soon as you start to see elements of your idea. Artistic skill is nice, but certainly not required.
Ben Zombek is an industrial designer and entrepreneur whose career began with companies including GE and Kodak in his hometown of Rochester, New York. He shifted toward startups, in order to experience greater innovation diversity. In 2010 he launched BZ Design, a product, user interface, and marketing firm that helps clients shape what he describes as “the total package” — design, hardware, user experience, and marketing.
Ben believes in engaging early when the widest range of innovative possibilities is open for consideration. He prefers to initiate prototypes while underlying technology is being defined, before there is even a commercial application. He says, “There is a lot of amazing technology that isn’t fleshed out yet into a product. We like to work on building the ‘believable packages’ at the earliest possible stage when scientist and designer can join forces.”3 Once patents are issued, commercial product restraints emerge.
Ben engages with universities, and develops working relationships with scientists in campus labs, enabling his goal of early involvement.
The BZ team starts by sketching as many ideas as possible on paper. Soon, designers also work with foam, to brainstorm in three-dimensional space. Their principles:
Ben says, “The goal is just to get something out on a piece of paper. We use a very fast and loose process. We go for volume. We’ll start to see that some attributes of one sketch work well with those of another. The sharpies are moving fast as the team fills more and more sheets. We pin things up on boards, all around the work area. Then afterward, maybe the next day, we reconvene and evaluate. No one shoots down ideas. We naturally work to see the merit in each sketch, each foam model.”
By working together, team members inspire each other, and end up creating “our” ideas, not piles of separate ideas where each thought, each sketch belongs to an individual.
Aliza Freud founded SheSpeaks in 2007 to elevate and amplify women’s voices. With 250,000 network members — and monthly social media reach of over 300,000,000 — SheSpeaks is a powerful tool for brands to connect with women for insights, user-generated content, and to magnify their messages.
Among SheSpeaks’ innovations: creating a virtual and limitless alternative to generate consumer insight, debunking the orthodoxy that study participants must be paid, and demonstrating the power of users-as-content creators to partner with brands.
Speed is survival in the social media space, so Aliza and her team never stop iterating the SheSpeaks experience. The goal: to go live with each new version of the platform as soon as possible, to view the latest prototype and the in-market experience as one and the same. The company develops enhancements, pushes them out to see what works, then changes or scraps on the fly.4
Not every business has this flexibility. But any change maker should aim to iterate toward a minimum viable product (“MVP”) that meets two criteria:
No matter the business or sector, “early” and “fast” must be the rules of thumb for prototyping. Art says, “When and how to begin is subjective but always situation-specific, based on a defined use case grounded in real-world needs.”
There is nothing like seeing and interacting with the real thing to:
Sameer Vakil and Summi Ghambir are cofounders of GlobalLinker, a Mumbai-based startup born at a New York City Starbucks.
These cofounders are motivated by a need they have witnessed over years living, traveling, studying, and working across the United States, Asia, India, and Japan. Their insight: small and medium enterprises (SMEs) are the backbone of the global economy. Around the world, SMEs create more jobs, grow faster, and demonstrate greater capacity to innovate than larger enterprises. Yet they face disadvantages largely due to lack of economies of scale and limited access to funds. Larger companies have these advantages, and take them for granted, while SMEs spend a lot of time and effort to address needs that are not core to their businesses.
“SMEs are beloved as a totality, but at a unit level, as a practical matter, they are neglected,” says Summi.5
The two asked a simple question that led to a massive vision: Why shouldn’t a small business have big company advantages? What holds them back, irrespective of sector or geography? Small and medium businesses would all like to grow.
Or, as Sameer likes to say, “While we refer to them as small and medium enterprises, their dreams are never small or medium.”
GlobalLinker has set its sights on how to make the big dreams of small business owners attainable. The experience integrates the essentials to run a business — the to-do’s that should not distract from generating sales, developing products, and building relationships. GlobalLinker makes it easy and fast to:
“Small business owners never stop working, from the time they wake up until the time they go to sleep. Whatever their device, you will see about nine windows open as they chase multiple demands. They work so hard. Yet they have told us that when they leave for the day, the most important tasks they started the day wanting to do end up neglected,” Summi says.
Sameer and Summi credit their progress to immersion in the small business owner persona and problems. Their move from the back of a napkin to global platform has happened by:
The GlobalLinker team prototyped methodically. Their step-by-step path:
Summi says, “We let users mark up paper models to show what changes would make the experience better. Then we asked for details. We focused on finding the most meaningful use cases.” Next steps in the process:
The best advice about prototyping from Summi and Sameer:
The GlobalLinker cofounders believe that their success has resulted from vision and purpose first, method and mechanics second. “The difference between innovation and adaptation is this: If you want to adapt, it’s more about technique. But if you are innovating to disrupt or transform, don’t go anyplace without first knowing your purpose,” says Summi.
Never take users for granted, or underestimate their input.
Users may not be sitting at the worktable or standing at the white board with sticky notes in hand, so it is every team member’s job to keep users’ perspectives present.
“Users,” Ben Zombek at BZ says, “are overwhelmingly interested in co-developing.” They will give generous feedback if they see you are at the early stages. But if you bring them in too late, and a prototype seems too finished, users will be more likely to go along with whatever you present.
That is why the GlobalLinker team opened up user participation a bit more for each new prototype, moving from limited non-public, to limited and non-publicized, to limited public access to their experience.
At SheSpeaks, there is barely a distinction between testing and launching. New code can always be released, and the upside of leaning forward outweighs the risk of error.
The commonality between the two companies is that the teams decide how, when, and to what extent user engagement with prototypes should occur.
Resources are always tight and there is no formula to assemble the right prototyping team. The sector and the concept itself are factors. Individuals with wide skills may be able to wear multiple hats. What about user experience, marketing, sales, legal, data security, compliance? Concepts must ultimately meet non-negotiable standards, and also meet user expectations for privacy protection.
Follow this principle. “Include all of the stakeholders whose buy-in is going to be necessary for approval of my prototype,” Art Chang says. “It is just common sense that the timeline to production will be shorter if everyone is brought into the process at day zero.” Be clear about who is most important to get to a valid MVP. “Valid” means proving feasibility and showing evidence that there is market demand.
Sometimes teams take a narrow view of whom to engage to build that first working model. There are natural biases at startups toward tech gurus. Founders live with resource constraints, so they must be tight-fisted about paying for more than is absolutely necessary. Big companies contend with a different risk: allowing too many cooks into the kitchen. The politics of achieving consensus drive team membership and roles. Well-intentioned people weigh in and water things down.
Either path can be fatal. The best case is to walk the fine line of insane focus and inclusiveness. Be a cheapskate, putting just the right people on board. Invite those who have core, constructive roles. Ensure anyone who joins is bought in to the purpose.
When technology was driven by waterfall development, teams operated more as rows of individuals working along an assembly line. The steps came one at a time: document requirements, identify features and functions, create paper-based prototypes for user tests, and hand off to a designer to create a highly polished piece of work, then hand back to developers to build to the design specs.
This linear process is being abandoned as product managers and designers become collaborators. Designers are evolving into positions of greater influence and impact. They are moving away from creating designs implying surface finish, to delivering intuitive, sensible products and experiences.
“The more influence the design people have, the better,” says Ben Zombek of BZ. “You cannot just put people in a cubicle farm and say, ok, time to be creative. Team interaction is crucial. You cannot say they are important to success, and not give them power or authority.”
To traditionalists used to waterfall development, modern prototyping’s all-hands-on-deck approach may look risky. But, the truth is, any diverse and collaborative team that quickly and iteratively builds and tests improved prototypes has a better shot at success. Why? When the people who create are also those who maintain and operate what goes to market, accountability is built in.
Prototyping decisions are driven by data and qualitative insight. Any web-connected offering is a source of data about how users navigate. Look for indicators of likes and dislikes, what they understand and what causes confusion, what is most important versus unnecessary. Combine behavioral data with qualitative feedback about users’ needs and how they confront problems in daily life.
Determining what capabilities are best for prototype development depends on the context. Product prototypes demand different capabilities than those that are digital only. “Say you are dealing with a physical product,” says Art Chang. “You will throw away each successive prototype. There are limits to the number and role of testers because each has to have the product in hand.”
But there is good news. Wider access to 3-D printing and declining costs are redefining product prototyping to become more like software development. This has tremendous implications. One of the biggest benefits is the declining limitations on user engagement in prototyping. The philosophy of software development has long been that the only legitimate feedback comes from users using the software in live environments. This philosophy is now edging into the physical products domain.
At the beginning of the change maker’s pursuit, resources are especially tight. Feedback is essential, and depends upon a prototype. But building a prototype takes resources and requires feedback. There is a way out of this loop.
Having a shareable prototype doesn’t require much if any code early on. The Wizard of Oz technique gets its name from the film classic, in which the wizard behind the curtain injects manual support to create a realistic, immersive experience for his visitors. The technique was named by Johns Hopkins University PhD student Jeff Kelley, who noted the analogy in work he was doing as he worked on his dissertation.6
Accordingly, the technique uses artifacts such as paper drawings, presented with a voiceover, or backed up by a video-supported user experience simulation. Together, these elements can create a sufficient sense of the user interface to get early direction — prior to putting effort into a more polished design. Look for free content online including specific examples of how to take advantage of this technique, which is faster, cheaper, and easier than putting effort too early on into the real thing.
The change maker cannot go it alone for too long. Creating and testing prototypes requires multiple skills, likely in advance of securing funding or establishing a formal team. So, a network of relationships to tap into may be the bridge to progress.
Within an existing organization, individuals who believe in the concept will go above and beyond whatever their job descriptions are. Seek these people out. Recruit a volunteer army to get started.
Cultural attributes for successful prototyping include:
1. Walter Isaacson, “The Real Lessons of Steve Jobs,” Harvard Business Review, April 2014.
2. Art Chang, founder, Tipping Point Partners, technology entrepreneur, and civic activist, in discussion with author, November 2016.
3. Ben Zombek, CEO, BZ Design, Inc., product design, UI/UX and marketing expert, in discussion with author, December 2016.
4. Aliza Freud, founder and CEO, SheSpeaks, in discussion with author, December 2016.
5. Sameer Vakil and Summi Ghambir, cofounders, DigiVation Digital Solutions Pvt Ltd and GlobalLinker, in discussion with author, December 2016.
6. Usability Body of Knowledge, Wizard of Oz, usabilitybok.org.