To learn to do subtraction, less to do is to do more "———— many people in the industry said. Slowly, all http://www.aliyun.com/zixun/aggregation/6900.html "> Product personnel all take this sentence as the rationale, always remind themselves." How to realize the essence of this sentence? How do you feel about this when you make a product? Be anxious. To cultivate by layers, we can make the most of it:
The first layer: learn to "demand game"
Sometimes, you often face a certain kind of demand or a function, decide to do or not to do. In fact, is to compare and weigh the value of this demand itself, is to do a game. The process of the game is fast or slow, but the answer is not right and wrong, because the moment can not be measured, can only experience, or guess.
Look at an example of a demand game: Douban has not provided users with a hierarchical integration system, CEO Yang Bo said, "points have been mentioned many times, discussed many times, still not put up." Mainly feel that this is not the core of things, we do not want users to be points to the watercress, but also do not want them for points and irrigation, we need high-quality posts and high-quality users. "The result of the game is to give up the idea.
Abstract This example:
(assuming: The team for a product needs positioning has been preliminarily determined, and clear the future value of the product, lies in the A\b\c\d\l\m six aspects, that is, through these six aspects to meet the user's main needs, reflect the core value of the product. Of course, as the product development and operation, will continue to appear n\e\f ... And so on a series of additional product values. Like Renren, which initially attracts and satisfies users through the core value of the network, it can later occupy the user's fragmented time through web games.
In the face of a demand, the first roughly locked two directions, 1 and 2, two in the direction of fire and fire. If the product in accordance with direction 1, the result can only reach b\c\d three effects, if the direction of 2 operation, the result can only achieve three l\m\n effect. Looking back, consider our ideal product status, should be a\b\c\d\l\m, the choice of course 1. Game completed.
Simply looking at the example itself has done a preliminary successful subtraction, but far from touching the problem itself. Learning to play games is the first layer of experience. What's the second floor?
The second layer: "The Rhythm of product development"
No rhythm, no good products can not come out. Like "Learn to do subtraction", rhythm is also a high-end thing, not the product of new people can touch.
See some examples of rhythm: Douban in May 05 first on-line reading function, one months after the online film function, and then one months online music function. It's a rhythm, though we can't hear its rhyme. Yang Bo said, "The Web2.0 site is fast changing, not all of the features are fully implemented at the beginning." "Tumblr (a Foreign light blog site, has been wall) 07 online, and then has been tireless absorption of users." Until 09, important feature directory on the line (mentioned in the previous article on this wonderful feature), began to attract new users, aggregate high-end users. This is also a rhythm, also cannot hear the rhyme. Generally speaking, the rhythm of the product is to grasp the temperature of the product operation, adapt to the changes in user needs.
This kind of rhythm abstract: Before said, the ideal product state is a\b\c\d\l\m, when we face two requirements 3 and 4, 3 can realize a\b\c\d, and 4 can realize d\l\m, how to do? Focus on doing 3 and adjust the 4 progress as appropriate.
In the face of a series of requirements of a product, in fact, only a small number of incompatible development direction needs to make a decisive game, most needs to control the rhythm, prioritize. So, "Learn to do subtraction", but also "learn to add parentheses," the parentheses are counted first, the brackets are followed, and the curly braces are finally counted.
Sometimes, to control the rhythm of this kind of thing, need to do more to have the feeling. Control rhythm, is the second layer of the essence of experience. What's the third floor?
The third layer: "Product a\b\c\d\l\m"!
That's right. Is your product expectations, is the product to achieve the ideal state, that is, product value.
Look at a product value attitude: Yang Bo The core idea of watercress summed up as, "can find different things, and suitable for themselves, can be understood as a book and other specific objects as the media network." He also said that "the first to do the watercress is not to do a website, but to meet the needs of people, if the user is useless, but fresh is far from enough." ”
Originally, from the beginning, the watercress concentrate on doing one thing, not reading, music, movies, WEB2.0, these are clouds, but find a medium, and then to weave a net.
Look back and revisit the questions in the previous two examples:
Why first choose reading as a medium? Compared to movies and music, a person who can read a book is the most practical. So the book as a medium, to weave the first net, is the most sturdy. The first net can be smaller, but strong enough to be able to weave the second and the third one more confidently ...
Why not provide users with an integration level? Because, through books, music, movies and become watercress People's network of users, the link between each other, not family friendship love, not work colleagues. Therefore, watercress users in the net of the relationship, do not need to consolidate and contrast, and need books, music, film to reflect. Renren needs grades, but watercress, not so needed.
Two questions, in fact, in the final analysis, from the product value itself to find the answer, so the most important thing is to accurately list your vision of the incomparable value of the product: A\b\c\d\l\m, and then in the face of any problems and difficulties, repeated review of the list of the ideal, you can make a choice.
So, spend a little more time in the early stage of product demand analysis and value positioning, if the value of their own products are extremely confident, then regardless of the product development process in the face of any difficulties, can be full of self-confidence in accordance with the original ideal, to make every game, control every time the rhythm. To do subtraction, you need to be righteous.
Only do a good job in front of the bedding, the process of "persistence" is the right choice!
Source: http://www.lyingsong.com/?p=141