he Curse of Minimum Viable Product Long Live Minimum Lovable Product Nabayan #agilia17 The Curse of MVP: Long Live MLP

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1 he Curse of Minimum Viable Product Long Live Minimum Lovable Product Nabayan Roy

2 We may make statements regarding planned or future development efforts for our existing or new products and services. These statements are not intended to be a promise or guarantee of future delivery of products, services or features but merely reflect our current plans, which may change. Purchasing decisions should not be made based upon reliance on these statements. The Company assumes no obligation to update these forward-looking statements to reflect events that occur or circumstances that exist or change after the date on which they were made.

3 The next 45 minutes MVP and the Disconnect The Shift: MVP to MLP Characteristics and Elements of MLP? Defining Lovable The Next Frontier: Total Product Experience

4 The Devil is in the Detail MVP is NOT like this

5 The Disconnect Product or Process

6 The Iron Triangle and MVP

7 Data as per Skytrax Rating Cheap and Fast, But Not Good?

8 Fast and Good, But Not Cheap!

9 Cheap and Good, But Not Fast?

10 The Curse

11 Flip the Thinking

12 From Good Experiences To Remarkable Experiences

13 Opposite of Remarkable? Purple Cow by Seth Godin

14 The Genesis MLP

15 From MVP To MLP Delightful Delightful Valuable Valuable Usable Usable Feasible Feasible The Big Difference

16 Paths to Emotion A

17 Why Being Lovable Matters

18 And Customers Who Love Your Products The Curse Buy/Subscribe/Renew of MVP: Long Live MLP Brand Ambassadors Refer to Network #agilia17

19 Key Elements of a Lovable Feature/Product Usable Remarkable Delightful Community

20 Defining What is Lovable?

21 Step 1 define

22

23 Your problem statement must be: contextual, to the point, and outcome-driven.

24 Techniques to Help You Define

25 Looking Methods for Observing Human Experience Understanding Methods for Analyzing Challenges & Opportunities Making Methods for Environing Future Possibilities

26 Problem Framing Technique Statement Starters Challenges your assumptions Helps you see different perspectives Provides a direction for problem solving

27 Step 2 prioritize

28 Focusing on Customer s Needs

29 External & Quantitative Technique Kano Model Help us determine our customers satisfaction/delight with product features Defines four categories of features: must-be, performance, delighters, and indifferent Helps to determine customers perception towards a feature using a Kano questionnaire

30 Participatory Research Technique Buy a Feature Reveals what people value Shows how people deliberate Uncovers latent and unmet needs

31 Step 3 design for emotion

32 Anthropomorphism and Product Design

33

34 Emotional design makes customers feel awesome

35 How to measure love?

36 Total Product Experience (TPX) onboarding forums social survey loyalty

37 Parting Thoughts.

38

39 References and Credits Don t Make Me Think by Steve Krug Purple Cow by Seth Godin Built To Love Creating Products That Captivate Customers by P. Boatwright and J. Cagan Hooked How to Built Habit-Forming Products by Nir Eyal Inspired How to Create Products Customers Love by Marty Cagan LUMA Institute

40 Autodesk and the Autodesk logo are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document Autodesk. All rights reserved.