Design Crux

Information, Captology, Desirability in Design

Benefits Are Not Just What Civilians Call Features

We’ve defined the demographic and affinity segments in terms of what we have to sell, rather than how these affinity groups define themselves. And we’ve defined their needs in terms of the features and attributes we can offer, instead of much more broadly in the emotional terms that the customers define and recognize their needs themselves. This is a fatal error, but one which our intense customer focus almost drives us to commit.
Dave Pollard; Why Is Innovation So Hard to Sell?

It’s almost as if everyone else seems to be only capable of thinking in terms of raw features, rather than how those features are implemented. … It took Apple to see that the interface needs to be re invented for the touch screen rather than trying to meld two existing functionalities together. Electronics firms are not going to respond to the iPhone, because in their eyes, the iPhone couldn’t possibly be a success. Just like when the iPod was released, they will sit back absolutely convinced that device will to fail to capture the market.
Reaction to the iPhone reveals how the electronics industry failed to beat the iPod.

Corresponding recently with a programmer who heads a development firm convinced me of something. This programmer speculated about how to categorize ease–of–use: as feature, benefit or something else. Perhaps, I wrote back, like the myth about Eskimos having fifty words for snow, we need a richer language to describe the environment all of us depend on.

The ads said that such a light touch was required to push the buttons that you could shift gears with [a] toothpick — something that apparently did not impress the millions who don’t keep toothpicks in their cars.

— The Edsel Turns 40 …sort of.

Features are about the product, benefits are about the user

Ease of use has no existence outside of a user context. It is a user perception of several features, working together — a behavior. A feature simply exists or does not “…it is not a bug, it’s a feature” is the common refrain, while there are nuances and implementation variables to behaviors. For example, users want software to be smarter about interpreting their interaction with it. While smart lacks the technical precision to yield a feature, it can be a criterion of design and it can be a benefit. Ashlar’s application Vellum is the usual example given of smart anticipation of user input, but any application can emulate the design strategy behind it.

In order for the UNDO function to work, there has to be tracking of the last several actions the user performed. A common, programmable, feature. Benefit directed design would group the three functions the user performs on a selection as a single entry in a Command History list. Still a programmable structure, but different in the user perception of how smart a program behaves.

The Feature Directed Approach

A product crowded with features may be more attractive to consumers in the store, but too many features make a product overwhelming and hard to use, which leads to dissatisfaction with the product and perhaps even with the company. Even though people want more features, companies need to balance initial purchases against long–term satisfaction and repurchases.
Feature Fatigue

It has been said the Edsel had a pushbutton transmission so sensitive you could change gears with a toothpick. This would seem to fit under the category ease of use — as long as users are kept out of the feedback loop. With users in the loop, you can see Edsel features in a different context. Users would call the Edsel a solution in search of problems.

Recurrent ideas lend themselves to feature driven development. One is business models gravitate toward a sales driven approach (pursuit of any sale, for any reason, at any cost). What impression there is of the user revolves around tasks. More precisely, those tasks which correspond well to discrete individual features. Customer input is translated into feature lists, with priority ranked by necessities of the production model.

From this perspective you can see how smartness or ease of use are cosmetic features to add after the serious work is done. Cosmetic features like, as the saying goes, polka dots on the Edsel.

Who ended up running the company? Sales guys. At the critical juncture in the late ’80s, when they should have gone for market share, they went for profits. They made obscene profits for several years. And their products became mediocre.

—Steve Jobs, OK, Mac, Make a Wish Apple’s ‘computer for the rest of us’ is, insanely, 20

Another attraction of the feature directed approach is the closeness with which the resulting product can follow the developer implementation model. Cognitive friction amongst project team members is minimal since few of the essential assumptions built into tools and technologies need to be questioned. The implementation model guides the product design, not designers. This cognitive friction isn’t really avoided, just shifted onto users, who now require extensive product education and training to adapt their mental models to the technology.

You won’t find users asking for design coherency, smartness or key differentiators which drive business to one brand and not another. Users know from experience asking for intangibles which are not communicated with enough technical detail are often simply refused.

The Benefit Approach: Saying “No”

Benefits exists beneath explicit product feedback, which fosters a marketing based model (resisting line extensions and loss of focus). If the larger objective is effectiveness, then fewer tasks is a beneficial plus, even when the feature list on product packaging suffers. Getting closer to the customer and user mental model is seen as a competitive advantage, making interaction design integral. Ease–of–use, smartness, and other intangibles are sought out and refined to technical function by benefit directed design.

A benefit directed development effort requires a methodology which gives more weight to software behavior and user results than feature requests. Desirability design provides just such a methodology.

Wait wait – put your hands down. Listen: I know you have a thousand ideas for all the cool features iTunes *could* have. So do we. But we don’t want a thousand features. That would be ugly. Innovation is not about saying yes to everything. It’s about saying NO to all but the most crucial features

—Steve Jobs, Say NO by default by Derek Sivers

One rule of thumb is features are user independent, and would exist if the product had no users or buyers. Benefits only exist as buyer perception, which causes some friction during development as technical structure must change to suit the target user. The downside is new versions can’t pile on features. Instead benefits to the design target direct how new and existing features act in concert each new version.

Features may sell, but coherent designs make for products a user desires to buy.

Contact Design Crux for benefit directed designs competitors can’t match and are resistant to being copied.

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