Painful Lesson: Always 'Show and Tell' Your Product Before You Develop It
Working backwards has its uses...
I recently wanted validation on a product I had already finished developing
I thought I needed it so others will too. I put in a lot of time architecting it, designing it with careful UX and UI.
When it came time to show and tell through a demo video i couldn't create a simple enough one that explains what it does.
So anyway I posted it in some communities and people we just confused and nobody signed up.
So I had to abandon the project as there were no takers
Cut to about a week back where I had another idea... This time instead of simply developing it further, I jumped straight to see if I can create a explainer video of the product. So with zero expectations about it working I made one without audio or music or even subtitles and posted on reddit. It was just a screen recording of it working on my laptop.
To my surprise people wanted it. Some even demanding it. I quickly put up a "coming soon" website to capture emails. 36 people gave their emails! Many more I could message on reddit once I am ready.
Here is the link to the reddit post... https://www.reddit.com/r/EntrepreneurRideAlong/comments/13xm1s5/i_made_this_seo_keyword_searching_thingie_for_my/
here is what I wrote...
------- Headline: I made this SEO keyword searching thingie for my own needs... Does anyone want it? Its very ugly at the moment
Description: Lets say you want to rank high on Google for the keyword "pet dog care"
Before you write any content, you want to know what questions people ask on Google, Who is ranking on the top 10 and what other keywords do they rank for?, and 'Google Suggestions' for the phrase.
So I made one and I find it damn bloody useful when creating highly relevant and SEO potimised content. Wonder if anyone else finds this stuff useful.
I have been burnt building unnecessary stuff before so I am very careful to validate first now. I will only develop this further is there is any interest here :-) -------
The ugly video I shared... https://www.youtube.com/watch?v=b-873SkJ2RI
link to the coming soon page... https://keywordranking.me/
Now I am developing the product into something others could use in collaboration with actual users and i have to do it fast since so many are waiting. This is a first for me. This is probably what product Market fit feels like... probably.
77 comments
[ 2.4 ms ] story [ 145 ms ] threadAnd I know why.
OP - keep validating and showing your early, "ugly" products. Marketing and market validation matter the most.
https://news.ycombinator.com/item?id=8863
If you can't find pre-launch early adopters, you probably don't have a product.
They talk a lot about being data-driven and then in reality its like some PM just cherry-picking random customer anecdotes to justify whatever they want
So many features I would think "literally 2 people are going to use this" but we need to build it to get those promos and expand the org empire
Worst was the alexa org
Of course I could show off something completely different than what gets delivered, but for some product categories, the entire appeal evaporates if the promised specs are not accurate. For example, something like camping equipment goes from awesome to pointless if the final product lacks key promised traits like foldability, waterproofing, low weight, etc. See also Magic Leap's marketing demo, which they ultimately couldn't deliver on within the constraints of a real product.
I think the Lean Startup methodology has a lot going for it, but it's very hard to square with certain products.
PS: Your video is really nice. I'd probably rather use a website that looks like that than one with fancy graphics and animations and formatting. It feels more like a professional tool than a flashy toy.
Musk's 4th rule of manufacturing: Accelerate cycle times. You're moving too slowly, go faster. But if you're digging your grave, don't dig it faster.
... via https://github.com/globalcitizen/taoup
But you need to do that. As the creator, you have a blindness that it's impossible to get past all by yourself.
Speak with domain experts (people who use, provide, and repair the product or service) because it is faster than learning about the product yourself. - IDEO
... via https://github.com/globalcitizen/taoup
And by that notion, I have lots of ideas, but I must continually consciously reign myself in and try to not fall into a hole for a "nice to have". I don't even have a "have" yet, and would be good to get that finished before we get to the "nice" to haves.
But, I whittle away, pushing another quarter inch forward on my 10 mile journey. I still find myself stuck in a featuritis pothole now and again.
Having a destination document can help keep you on track.
https://www.techstars.com/communities/startup-weekend
Later on it should be possible to make another HN post about the impact of the previous HN post on the sign up counts. Make sure to include the links there too.
Too bad I don't have anything at this time to plug.
What you have to ask, however, is who is buying your product? How much are they paying? What additional needs would be needed for them to pay you?
To other creators: 0.1% of the USA and EU is 777,000 people. OP made a very niche product, hopefully he showed people who need SEO-related products, but if you only need to sell to 10,000 people to make a profit, you might "just" have to find them.
Of course, part of the "product" is telling the right people they need your product. If you can't do that then you haven't really finished the product.
> "Hello everybody out there using minix - I'm doing a (free) operating system (just a hobby, won't be big and professional like gnu) for 386(486) AT clones"
Now, I'm not so sure it would succeed if no nice visuals.
> careful UX and UI
> people we just confused and nobody signed up.
If you believe you did those things by yourself without interacting with potential users, not only were you not careful, but you probably didn't satisfy the bare minimum requirements for a basically functional UI/UX . User interface design and user experience design are two distinct professions with relevant college degrees and career paths. That so many developers think they can just intuit their way through these processes based on osmosis-gained knowledge is exactly why we need designers in the first place.
First, get design input on your new project. That you made something usable enough doesn't mean you can replicate that as you expand. To turn this around, a designer in a technical environment could probably hack together a PHP app that got the job done for simple use cases but it would quickly fall apart upon scaling it up.
Second, get design input on your first project. It's quite likely that your product is genuinely useful but you simply don't know how to communicate that to the user. If you can't do it in an explainer video, you almost certainly couldn't do it through an appropriate interface.
I'm a bit of a cowboy myself, but I can cobble good stuff together fairly quickly and make it well enough to last for years (electronic hardware).
In such work, I know that with a clearly visualised goal, development becomes a simple task.
1) We didn't spend a lot of time building something nobody wanted (which is the main theme of this post).
2) We experimented a lot with our product design because we knew we'd be getting feedback quickly and thus could take interesting risks. There was little "analysis paralysis".
Assuming you are your own target customer (in that you would actually pay money for what you're building) I think it can be too easy to conflate what you want to build ("this is fun/interesting") with what you want ("I need this and am willing part with money to get it").
This thread is a great reminder, so thanks.
For example, let's say I have an idea for an app. Naturally I would think to design a few mockups, then post it on Twitter, Reddit, etc.
And then if people actually cared enough to sign up for an email list, then build.
So in this case, design -> sell -> build .
Simple mockups can communicate an idea effectively enough to sell the idea. But there’s a large delta between a pitchable mock and a design that is ready to build.
Those early mocks rarely match the later designs in my experience, and I think can be kept under the “sell” umbrella.
2. Meet people; ask what they do; wait for them to return the favor and ask what you do.
3. Pitch them on the problem you're solving — and how you are (intending to) solve it — by just talking them through it. Pretend it's something you've already built and that you're just describing the company you work for.
4. Gauge interest by who demands your business card.
Nice one. Added to https://github.com/globalcitizen/taoup
1) Design mockups showing workflow for feasible idea
2) Sell feasible idea
3) Design architecture for feasible idea
4) Build feasible idea
At each new level of these you are asking more and more specific questions about how it would work and are getting "closer to the metal", with the final step being the implementation of EVERY detail (that is known, at least). Also at each step, you discover new things you didn't think to think about, but now must deal with... it's a discovery process.
But this is great because it puts the focus on "gauging interest first" before you spend weeks building anything.
Or that nobody was willing to pay for, anyway
Or not enough to make it lucrative
Or heck to not even put it in the general ballpark of being minimally sustainable.
Totally changed my mindset since
1/ Build a thing you want
2/ You've now got a thing you want
3/ ?
4/ Profit
Step 3 is moderately difficult.
I've found it far more useful to meet with the target audience. Your sole goal is to find out if the problem exists and if its bad enough they're willing to pay to get it solved.
The Mom Test book is invaluable because whether you get truthful information or not depends on how you ask the questions. Like a lot of things in startups asking the right questions is counterintuitive.