Main takeaways:
- Understand the value of your product, it’s corresponding emotions, and deliver it as quickly as possible
- Break down each part of your customer journey in order to inject and heighten the value you’re providing
- Utilize qualitative data to discover opportunities for joy that don’t distract from your main value
30. Product
ComedyTake an audience
through an emotional
journey
Take an audience
through an emotional
journey
Clarity is key Clarity is key
Parents confused
about what this is and
why I’m involved
31. Product
ComedyTake an audience
through an emotional
journey
Take an audience
through an emotional
journey
Clarity is key Clarity is key
Parents confused
about what this is and
why I’m involved
37. Environment/Context
● Who is the audience?
● Where are they watching this sketch?
● When are they watching this sketch?
38. Environment/Context: Product
● Who are your users?
● Where are they experiencing your product?
● Who are your competitors/what does the
landscape for your product look like?
● Is there agreement among stakeholders/team
members around these answers?
42. Setting Reality: Product
● User Orientation/First Time User Experience
○ Where is the user coming from?
○ What do they need to know?
● Speed/Clarity
○ Avoid ambiguity
○ Be cautious with promoting discovery of
new features
51. Reveal/Game: Product
● How are communicating the value of our
product upfront?
● How straightforward is our delivery of value?
● How are users responding to our value?
55. Heightening/Beats
● Additional moves that expand on the game
● Deepen the interaction/understanding of
game
● “If this is true, what else is true?”
61. Exploration/Subgame
● Opportunities for laughs that are not directly
related to the main game
● Used when game needs a break/is
exhausted
● Risk of distracting user from main game
62. ● Test new, but related ideas
○ Keep a stream of work dedicated to
exploring new opportunities
● Ensure data collection/analysis is in place
for learning
● Minimize risk of distracting users from main
game
Exploration/Subgame: Product
67. ● Know your users and their context
● Be able to understand and articulate the
core value that your product provides
● Deliver that value as quickly/succinctly as
possible, and build upon it
● Keep time/data for discovery without
straying too far
● I am famous, please tell others
Takeaways
"As you checked in we sent you an email to join our online communities, events, and to apply for product management jobs. As members of the Product School community we'd like to provide you with these resources at your disposal."
Ask the audience where/when they saw this.
SNL digital shorts
2011. References that still make sense. Rewatch online.
If this sketch was written today: different references, different music genre, possibly shorter, possibly more mobile friendly, like an IG stor.
PMs want to focus on the user experience, visuals, and features while assuming they know the audience
Take an audit of who your team thinks the users are, and what the competition is
Most of us aren’t building brand new products, but it’s a helpful exercise to think “what if we had to make this product again in today’s world, unencumbered by the product we have?”
You’ve seen your product a million times, but your user has not
How do you create a first time user experience that, at a minimum, is not disorienting
The first moment you know why this is different, answer to “why is this funny?”
The better you understand the game, the easier the rest of the sketch is.
This is where the bulk of your time is spent - thinking about/refining the game of the sketch. Why I love pitch meetings.
How would you characterize the game of the jack sparrow sketch?
Several ways:
music/audio queues
visual/lighting
writing
Calling out the game
Pointing at it
Don’t be coy
Measure whether users are responding. Real measures. Do they like it? Why?
This is where you should be spending most of your time.
What are some moves we saw?
Google docs collaboration example
Roadmaps should have if/then
Google docs collaboration example
Roadmaps should have if/then
Karaoke anecdote
Poncho: email/text service
Feedback that people were using it like an alarm clock. So we built an alarm clock app.
People loved interacting with the personality, so we built a chatbot. We tried horoscopes.
Poncho: email/text service
Feedback that people were using it like an alarm clock. So we built an alarm clock app.
People loved interacting with the personality, so we built a chatbot. We tried horoscopes.