Archive for the ‘Doing Business in Public’ Category

Who says you’re any good?

Robin Greene - August 31st, 2010

thumbs up Who says youre any good?I’ve been reading Andy’s post on “What makes good?” and it’s got me thinking about what or who determines whether something is “good”.

Andy’s post is a philosophy on how to make “good” apps. It’s a great post on the principle of having 80% practicality, 10% glamour and 10% character. Ideologically, this will provide you with an app that people will love and make you a multi-millionaire! However, it doesn’t always work out that way. We’ve seen it many times on Dragon’s Den where a young, hopeful entrepreneur presents their idea, only for the dragons to rip them apart and leave them empty-handed with their dreams in tatters……So who says it’s “good” – my argument is stress the importance of user-centred design.

Who holds the purse strings? Your wife, your boss, the queen? I work in part of a team that develop large scale websites for government organisations as well as advertisers with large budgets hoping to attract millions. The app / pitch can sometimes appear to be king. It’s what wins the client over and wins us contracts. However, that doesn’t always define your app as “good”,  just because the CEO of the company loves your app doesn’t mean Joe Bloggs who subscribes monthly and uses your app day-in day-out will too. If Joe Bloggs and countless others like him, hate your app and it flops……is your app still “good”.

Andy’s model sits perfectly in terms of assessing the values of the user. Ultimately, an app needs to work – 80% practicality. Too often products are thrown by the way side for not solving a problem or doing the job it was meant to do. This is particularly emphasised in our consumer culture today. The user’s value may indeed fluctuate between glamour/character and practicality as good marketing is always effective in blurring a user’s sense of need.

For an app to succeed, the user’s voice is priceless. An app will either thrive or dive by the user’s voice. This can be seen in Apple’s App Store. Angry Birds is currently no. 1 paid for app. This follows Andy’s model of 80% practicality – it’s essentially a great game. It’s engaging, not to difficult, but challenging enough to leave you wanting more. 10% glamour – it looks good, but more importantly it doesn’t distract from the game. The graphics don’t slow the game or make things difficult to see. 10% character – the birds are fun. There are talks of a TV series based on the strength of the characters in the game.

The user ratings and reviews for Angry Birds has propelled the app to the top of the store where it has sat for a good number of months. When making a transaction decision, advocacy is key. A recommendation from a friend, a high rating or positive feedback can carry a lot of weight for a user in whether to take the plunge with your app. Andy’s model is the foundation for creating a “good” app but ultimately the end user will decide whether the app is indeed good.

Hopefully, you’ll see the importance of valuing the user in every stage of the development of an app. User-centred design starts and ends at the user. It continually comes back to the issue of “who is this for?”, “what problem are we solving” etc. it uses usability testing to measure how we’re doing in the process, whether we’re still on track or veered way off course. It isn’t a launch and cross fingers….

A little bit of social awesomeness

Chris Quigley - August 20th, 2010

I ordered some pin-badges the other day. I ordered them from a company called Awesome Merchandise, and with great ease my badges duly arrived on my desk in good time. So my e-commerce experience was everything you’d expect from a company called Awesome Merchandise – and more. As in my package, alongside my badges came two simple pieces of promo material: a thank you card, and a sticker.

I was really taken by the thank you note and sticker, as they gave a sense of personality to a company selling pretty commoditised goods. Through this small gesture and at little cost, they’d become socially awesome.

And it isn’t just me who thinks this. As last night on the tube, I randomly saw a guy with an Awesome Merchandise sticker on his guitar case. So it looks like by dint of their little sticker and thank you note they’ve gone viral (a bit).

@Rubber_Republic

Awesome

I can’t think of a snappy title. Honesty wins.

Andy Parkhouse - August 11th, 2010

I just went through my (too long) list of draft, never-published blog posts…found these links.

‘New’ is addictive. Here’s some stuff that’s not new. Don’t matter though, try em anyway.

I should just fricking put these links on Twitter where they belong instead of saving them up to try and add some useful insight. Whatever.

1. Faris Yakob and some other blokes talk about interesting stuff in 2008. Seems a long time ago now. Still, nobody knew anything then, nobody knows anything now. If anybody does know, send me a postcard, ta. And if you don’t know (and nobody does), give it some interesting chat instead.

2. BJ Fogg on Simplicity. If I say more, you won’t bother clicking. Then you’ll miss out. Go on, click. It’s worth it :P

3. Five ways to ruin your industry reputation. Seems pretty retro and obvious, now right? Surely everyone knows Facebook is for baby pictures and debauchery; business networking is done with linkedin and twitter. Or do they? And who’s ‘everyone’ anyway. Get ‘everyone’ to send me a postcard, see how many I get.

4. John Kay. If you don’t like learning about business and economics at all, well, whatever. If you do like business and economics and you don’t like reading John Kay, you’re just wrong, and I’ll fight you. Unless you are (a) bigger than me, or (b) better at fighting than me or (c) nah.

5. “Viral marketing may also be limited by the virtue that most people are actually only talking to small groups of people online.” HP Labs research from 2008. So talk to lots of small groups, right? Or – get this – make sure you start a conversation with one person, repeat that n times. Don’t just arrogantly broadcast your views out at people…hmm. Irony fail. Kzzzpttt. [end]

Team Rubber Photo Casebook #151: r4k cake

Andy Parkhouse - June 29th, 2010

We use version control when we’re developing our software. Each time we finish a piece of code we commit it to the version control system. Each commit gets a number. Every 1,000 commits we have cake. Simple, no? :)

This is the cake for commit number 4,000 on Citizen Space. Tasty.

4K Revision Cake4K Revision Cake

More working out working out (it’s Godin time)

Andy Parkhouse - June 18th, 2010

I blogged a couple of weeks ago about working away from the office. In that line of thinking, Ben just sent me this piece from Seth Godin – Goodbye to the Office.

I’m completely convinced that we need a space that’s definitely ours, where sometimes we work together intensively on interesting problems. I’m increasingly less convinced that we need to be in an office as much as we are; in fact that it has certain costs – not just travelling, or rent – but also interruption, dissipation, and the accidental exclusion of those who aren’t in the room.

The classic desk-chair-pentidy office setup – meh. I work at home with my feet up on the sofa. It’s bad for RSI but pretty good for getting stuff done. I don’t even have a desk in the office right now (happens every few years when stuff gets juggled around – means I’m constantly stealing in a vampire fashion from other people’s power supplies).

Maybe it’s time to can the desks in favour of sofas, bar tables and drawing boards. And power supplies everywhere. :P

Andy’s Rules #1524 – Words and Pictures

Andy Parkhouse - June 4th, 2010

Text doesn’t express your feelings brilliantly :| Most email is misunderstood by recipients. :o

Same probably goes for blogging, Facebook, Linkedin, Youtube comments, and other things that mostly use text like chat apps and forums.

Photo 145

Photo 146

Working Out

Andy Parkhouse - June 2nd, 2010

Working remotely is something Team Rubber does with mixed success. Sometimes we’re very good at it. Sometimes we’re not so good.

I’ve found working in a remote (or distributed) way massively productive, but I don’t think remote working looks like as much fun for other Team Rubber staff as it should be, so I’ve been thinking about how we could and should do it better.

It was a handy co-incidence that I found this piece from Jason Z at 37 Signals about remote working and team parity.

In short, when most of a team work together in one location, it’s very hard to prevent remote team members becoming second class citizens. It’s very easy for the people in the same location to share information and solve problems with quick conversations, white boards, a quick sketch or a quick list of actions on a post-it note. They can also have lunch, tea and banter together.

Those working remotely miss out on this shared ’stuff’, or worse, get the negative side-effects (”we were just talking about the project and we’ve decided xxxx”, “sorry we missed your call, we were having a meeting” etc.). I’ve seen this happen and it doesn’t look like much fun :|

Meanwhile I collaborate almost every day on open source projects where all work is distributed. Using tools like internet relay chat (irc), forums, and web-based project management apps, I get stuff done with people in different countries and different time zones (I’m currently collaborating with people in Canada, Germany, Holland, Spain, Sweden and Russia). We use English, we use a lot of short written communication, a few pictures, and an awful lot of emoticons (to indicate when we’re really not cross…or when we really are). It’s fun and we get stuff done.

I’m not advocating that Team Rubber works remotely by default. Having a base is really important to us, and by working together closely we’ve built strong personal ties, developed seriously impressive capabilities to get stuff done, and had fun. That’s massively valuable – but we should get better at working in a distributed way, because it’s also fun and valuable, and because we already have people in multiple locations.

Wednesday is a great day to work from home – or somewhere else out of the studio/office (get out in the world!). It won’t be compulsory – and some jobs are tied to a office phone – but I’m strongly encouraging distributed working on Wednesdays, and I’m going to be very interested in how we do do it better. Our tools are things like email, irc, trac, and (omg) “picking up the fricking phone”. We’re going to learn how to do it right, and it’s going to be fun :)

cheers,

Andy
1980-05And--coal-lorries

6′66″ – Sympathy For The Devil (…or how to make Powerpoint interesting)

Rory Ahern - May 26th, 2010

Originally posted at Rubber Republic

Picture 11

[Image courtesy of : Wendelboe on Flickr]

The *devil* in question was indeed the force of office evil that is Powerpoint, and Tom Alcott from the Social Network Company gave us a masterclass in how to keep presentations succinct, engaging and conversational while remaining in total control of your material.

His PechKucha style talk on social network analysis lasted exactly ‘6 minutes & 66 seconds’ and covered everything from a crash course in social psychology, the ambiguity of what being ‘connected’ actually means to mapping the *viral* spread of information within networks.

At the heart of it was that key question: Who is the most valuable node within any social network? The ‘hub’ (the most connected individual within a community). Or the ‘broker’ (the person who bridges between two communities and therefore allows that idea to spread to new audiences)?

Finding this overlap is something we are fascinated by, as it potentially allows the conversation to evolve and new participants to join. This was also a central theme to ‘Connected’ our last Rubber Book Club mail-out which explains the various ways information travels with some very entertaining illustrations.

So all good stuff and many thanks to Tom for coming in on a very warm and humid Friday afternoon.

Incidentally if ‘666′ is the number of the beast, does that ‘668′ the neighbour of the beast?

Media Buys are a Viral Insurance Policy for Creative and PR Agencies

Andy Parkhouse - May 17th, 2010

(Originally posted at the Viral Ad Network blog)

Everybody likes to think their viral creatives are going to go viral without any kind of push – but here’s the bottom line:


No Media Spend Media Spend
Asset Production -£20K -£20K
Media Spend -£0.00 -£7.5K
Total Cost -£20K -£27.5K
Organic Views(Worst case) 1000 1000
Organic Views(Best case) 500,000 500,000
Bought Views 0 50,000
Total Views (Best case) 500,000 550,000
Total Views (Worst case) 1000 51,000
Cost Per View (Best case) -£0.04 -£0.05
Cost Per View (Worst case) -£20 -£0.539

Summary:

How much would you enjoy reporting to your client to tell them their average cost per view was £20? (even if you don’t phrase it like that, they will be calculating it).

Including a bought spend reduces their (and your) risk – in very worst case above you’d be entering that meeting reporting an average cost per view of around 1/40th of that price – that’s 40 times more ROI for them, and a more economically viable campaign.

What’s missing from the above?

Quite a bit – for a start, the more that your content is seen, the more likely it is to get organic views – so a bought media buy makes it far less likely that you’ll be hitting anywhere close to the worst case. For simplicity I’ve left this at the most basic calculation I could.

(Disclaimer: these numbers are estimated and may not necessarily reflect real-life results, which will depend on individual campaigns)

Profit…Smells Like Diesel

Andy Parkhouse - May 12th, 2010

Profit is a thing that some people are much too embarrassed about or scared to think about, and it’s also a thing that some other people make too much of. I drafted this post over a year ago, I sat on it for a long time for whatever reason…now I want to put profit in a clear context.

I’m a big fan of Ice Road truckers. This is a show about truckers moving supplies in the frozen far north of Canada, in temperatures as low as minus 34 centigrade.

One thing that truckers need is diesel. Not just for the simple reason of getting their trucks from A to B. The reason ice road truckers need diesel is to run the heater in their cab. If they run out of diesel, the heater goes off. If the heater goes off, they die. It’s minus thirty four. So no heat, they die.

Ice road truckers devote time and effort to ensuring they have enough diesel. It’s a major concern for them. Because if they run out, they die.

Profit for a business like ours is rather like diesel for ice road truckers. It’s not the aim of the game.

The aim of the game for an ice road trucker is to get the goods from A to B, safely and in good time. It’s customer service, solving the customer’s problem, meeting or exceeding expectations; businesses have the same goals the world over. Our aims are no different.

We need profit in the same way a trucker needs diesel. We don’t seek it for its own sake, but we have to have it, otherwise we die. That’s why we spend time and effort making sure we have enough. We’ve always had profit and we intend to keep it that way.

For truckers, the business of maintaining diesel levels requires five simple steps: get large tanks on the truck, fill them up before starting a job, check the levels often, be vigilant for leaks, and take measures to fix leaks immediately. Five simple steps. Then they get on with the job of solving the customer’s problem, getting from A to B and providing service.


And because no blog post is complete without some truck pictures…
http://www.flickr.com/photos/tth91722/3414501485/
http://www.flickr.com/photos/naturallight/142953959/
http://www.flickr.com/photos/gr8_pics_4_u/4379003289/