Professional Documents
Culture Documents
How to be a
Lean Product
Ninja
Dan Olsen
Olsen Solutions
October 3, 2013
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My
Background
n
Educa7on
n
n
n
n
Lean
Startup
n Achieving
product-market
t
n Valida7ng
product
with
users
n Improving
&
itera7ng
your
product
quickly
n Tes7ng
hypotheses
&
learning
n
Product-market
t
=
product
managements
responsibility
Copyright
2011
YourVersion
Why
Ninja?
n High
level
of
exper7se
n Self-sucient
n Uses
wide
array
of
skills
A
product
that:
n Meets
customers
needs
n Is
beaer
than
other
alterna7ves
n Is
easy
to
use
n Has
a
good
value/price
Focus of my
talk today
Will cover basics. See
my talk How to be a
UX Design Army of
One
Understanding
Customer
Needs
n Problem
Space
n A customer problem,
Solu7on
Space
n A
specic
implementa7on
to
address
the
need
or
product
requirement
Example:
n Ability
to
write
in
space
n
NASA:
space
pen
(zero
gravity)
M
R&D
cost)
($1
n Russians:
pencil
Solu7on
Space
(product)
Prepare
my taxes
Pen and
paper
Check my
taxes
File my
taxes
TurboTax
Maximize
deductions
Reduce
audit risk
TaxCut
Copyright
2013
Olsen
Solu7ons
Save Time
Save Money
Solu7on Space
prepare taxes
Tax Interview
Wizard
Reduce my
audit risk
Audit Risk
Analyzer
Check my
return
Tax Return
Error Checker
Save time
preparing taxes
Tax Data
Downloader
Electronic Tax
Return Filing
Maximize my
tax deductions
Tax Deduction
Finder
Copyright
2013
Olsen
Solu7ons
value
n Importance
vs.
Sa7sfac7on
Framework
Compe77ve
Market
High
Need
not
met
Need
fully
met
Must
Have
Needs
&
features
migrate
over
7me
User Dissa7sfac7on
Increasing
Satisfaction
Customers Perspective
Absence of Bugs
Decreasing
Dissatisfaction
Feature Set
Uptime
Copyright
2013
Olsen
Solu7ons
Great
95
84 87
90
Bad
85
Importance
98
70
55
80
79
75
80
72
70
86
84
80
75
65
60
55
41
50
40
50
60
70
80
90
100
Satisfaction
Compe&tor
A
Compe&tor
B
Must
Have
Benet
1
You
Performance Benet 1
High
Low
Med
Performance Benet 2
Low
High
Low
Performance Benet 3
Med
Med
High
Delighter Benet 1
Delighter Benet 2
?
Idea
D
3
Idea
A
Idea
B
2
Idea
C
1
Idea
F
1
2
3
4
Investment
(developer-weeks)
Copyright
2013
Olsen
Solu7ons
Building
Wireframes/
Mockups
Visual
Design
Interaction
Design
What good
product
people
think about
Information
Architecture
Conceptual
Design
Diagram
available
at
www.jjg.net
Copyright
2013
Olsen
Solu7ons
Interac7on
Design
n
n
n
Visual
Design
n
n
Design
Ar7facts:
Interac7vity
vs.
Fidelity
Interactivity
Alpha
Prototype
Hand
sketch
Clickable
Wireframe*
Clickable
Mockup**
Static
Wireframe*
Mockup
Fidelity
*
Balsamiq:
balsamiq.com
**
Invision:
invisionapp.com
Design
Tools:
Fidelity
vs.
Eort
Design Fidelity
Photoshop
Non-designer
Product Person
2
1
Balsamiq
Visual
Designer
Hand
sketch
others
n Modern
tools
make
it
easy
and
fast
Learning
from
Customers
Solu7on Space
Customer
Understanding
(needs
&
preferences)
UI Design
Messaging
5 - 10 min: Wrap-up
Do
n
n
n
n
Dont
n
n
n
n
n
Iterate
Your
Wireframes
Based
on
Feedback
Solu7on Space
Help
user
plan
travel
Mockups / Code
Customer
Feedback
Copyright
2013
Olsen
Solu7ons
Progress = absence of
issues & concerns that
customers raised in
prior versions
Persevere
or
Pivot?
Increasing
Product-Market
Fit
Pivot
Product-Market
Fit
=
Geqng
enough
data
to
validate
that
youre
climbing
up
the
right
mountain
Pivot
junk
mail
n #2
Marke7ng
Saver:
Opt
in
&
receive
money-
saving
oers
Copyright
2013
Olsen
Solu7ons
Saver Concept
Reduce
Junk Mail
Save
Trees
Marketing
Report
Marketing
Score
Money
Saving
Offers
Compare
Yourself
to Others
Social
Networking
Marketing
Profile
Saver Concept
Reduce
Junk Mail
Save
Trees
Marketing
Report
Marketing
Score
Marketing
Profile
Money
Saving
Offers
Compare
Yourself
to Others
Social
Networking
Legend
Strong appeal
Some appeal
Low appeal
Copyright
2013
Olsen
Solu7ons
No
customer
concerns
Clear
willingness
to
pay
Survey
results
n
Survey.io/Qualaroo
User
behavior
n
n
n
90%
80%
70%
60%
50%
40%
Started requiring
registration
30%
20%
10%
Changed
messaging
Added questions
to signup page
0%
1/31 2/14 2/28 3/14 3/28 4/11 4/25 5/9 5/23 6/6 6/20 7/4 7/18 8/1 8/15 8/29 9/12 9/26 10/1
0
Return
Metric
A
Good
ROI
Investment
Metric
C
Great
ROI
Return
Investment
Investment
Copyright
2013
Olsen
Solu7ons
Case
Study:
Op7mizing
Friendsters
Viral
Loop
% of users
sending = 15%
invites
Active
Users
% of users
who are
active
Invites per
sender = 2.3
Invite
Prospective
Users
Invite
click-through rate
Click
Registration
Process
Fail
Succeed
Dont
Click
Conversion
= 85%
rate
Users
100%
100%
85%
15%
0
Registra7on
Process
Yield
Max
possible
improvement
2.3
0
%
of
users
sending
invita7ons
0.85
/
0.15
=
570%
0
Avg
#
of
invites
sent
per
sender
?
/
2.3
=
?%
n Ques7ons?
dan@olsensolu7ons.com
@danolsen
Copyright
2013
Olsen
Solu7ons