Product design of the user "G-point" with the user to develop products

Source: Internet
Author: User
Keywords What this here?

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What is the user "G-spot"? I'm here to define this G-spot as: The user's cool point, that can let the user a bright and feel very cool place! It's a bit like the G-spot in real life. Oh, you know!

G-point is a necessary condition for the success of Internet products

Successful Internet products are all satisfied with the user's one or more G-points. The initial success of micro-credit stems from the fact that it can send voice mail, which utilizes the lazy nature of the user, making it easy for users to use and then cool. QQ Directory success stems from it can be synchronized to the cloud Address Book, in the bulk processing of the address book while also avoiding the loss of the Address Book, users must also be very cool to use.

  

In layman's terms, the G-point is a user's point of demand, when the user's demand point is met, he will naturally have a very cool feeling, and the degree of the cool depends on the product specific interactive design. Conversely, grasp the user's G-point, the product will be successful? That's not necessarily it!

Kozmo.com: Online warehousing and delivery service provider. Kozmo.com is really cool and convenient for city dwellers, you can order items from movies to snacks, and then you can get them to your doorstep in just one hours. It's going to be cool, and that's what users really need. But for kozmo.com, this has become an impossible task! After extending the business to 7 cities, Kozmo.com found that it would be awful to send a CD-ROM or a pack of chewing gum. Finally, it has to face the consequences of failure.

So, looking for the user's G-spot, is the first thing to consider when making products. What is your product meeting the needs of your users? Would it be nice if the user used it? If you find the user's G-spot, then go and see if your product is really going to make the user feel better. How to try?

According to this G-point, start to do product concept map, and then according to the concept map to build the product's basic framework, to plan the product of each functional modules, and then for each functional module design product interaction. If there is a lot of functionality, it may also require versioning, dividing the functional modules into several levels by priority, and then iterating over them. The user's feedback and data are then read in the version upgrade process and then adjusted if the data is not ideal.

This should be the product design process that most people use, so is this a really good way to do this? Before answering this question, let's look at the following way!

MVP Development Model---streamlined, straightforward, fast

Or for the above problem, our other solution is the MVP development model: Around the user's G-point (demand point), to build the most streamlined product prototypes, this prototype contains only the most basic functional modules, note that here is the most basic, can not do subtraction function module, And then in the shortest possible time on the line of the most basic product prototype, online after the user's feedback and data, if this point can not let users cool up, then immediately change the direction of product design.

  

For example, people have the physiological needs of drinking water, after investigation, the user is generally fond of sweet waters, the sugar is the user's G-spot. When we find the user's G-spot, we start to produce water.

The first way: the number of planned production, the amount of sugar per bottle of water, the volume of each bottle of water, size, pricing, sales channels and other content, began to generate large quantities, after the production of mass sales.

The second way: the production of a small batch of fresh water, a small batch of sugar-free, a small batch of saltwater, after the sale, according to sales performance to determine the direction of production.

What are the results of the two ways? In the sales process found that the user is not in the sweet water, they may just drink a little, but drink the most or no sugar. As it turns out, the first way must be a loss.

When we find the user G-spot, do not rush to big product planning, but to the G-point to build the smallest product type, to see if this is the real user G point, our product is not really satisfied with the user's G-point, with the minimum cost to do an experiment, this is the wise choice.

Develop products with users

The second way just above is actually a product design concept: with your users to develop products. Products are for users, products are our own design, unless you know the needs of users and can find the real breakthrough from these requirements, otherwise the product is difficult to succeed!

  

So we advocate, with your users to develop products. How to develop together? We will use the above MVP development model, in the shortest possible time on the line a product type, to see the user buy not buying, if not bought, immediately converted ideas, carry out another G-spot experiment, the above mineral water example is a very good embodiment.

Another example, a foreign network disk products by ideal design a network disk, but it is not clear that the product can not meet the needs of users. As a result, he did not do any product design related work, just put the network disk of the product about the type and operation of the flow of a video to put online, statistics need the number of users of this network, the demand to reach a digital level after the start of product design and development. This avoids the product design after the consequences of no one to use.

Coincidentally, a domestic leather shoes wholesalers, specialized in all kinds of leather shoes wholesale photographs of various leather shoes, and then through the mail and other ways to send friends, netizens and so on, to see what kind of shoes demand the most. When someone wants to buy leather shoes, the wholesaler goes to the wholesale purchase, and then mail order to end users.

These two examples fully illustrate: Do not fight unprepared, we should also know when designing products, in the beginning to do, it should be clear that the chances of success of the product is not big, the user is not like. Start the construction once you have some certainty!

Original: Http://pmben.lofter.com/post/3b19d_2043d7

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