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Comment by nielsbot

20 days ago

I think a successful product strategy can be "build something you love, see if others love it too". If that's enough customers, you can judiciously expand out from there. The "fail honestly" method.

I think the Apple II is one example of this.

This is the best way to build products imo. I'm like this, and I've been accused of being very "vibes-based." However, that's a way more tractable way of shipping stuff instead of "well Jim said he wants X, but Amy said she wants Y" so you end up just kind of half-assing features because you think they might get you users, instead of just being passionately all-in into a very defined product vision (which is a very Jobsian way of doing things).

It's also easier to run a feedback loop. If you implement Y, but Amy doesn't give you $5 a month, what are you going to do? Knock on her door? Users have no idea what they want half the time, anyway.

If you build a product and no one cares, it bruises the ego a bit more, sure, but if you self reflect, you can eek out your own bad assumptions, or bad implementation, or maybe a way to pivot that keeps your product ethos.

  • In order for this to work, you have to possess good taste. Not everyone has it, and it often does not translate across domains.

    • Good taste is an incredibly powerful differentiator in competitive markets like software. Seems like there’s 3-5 decent choices for darn near anything I need, and usually 1 smaller team has the product that stands head and shoulders above the rest.

      2 replies →

    • Does that mean no one should try? I'd rather a tool be built and I don't use it than the tool not exist.

If ten people make focused tools covering different 20% subsets of the giant ones, there's a good chance of having a choice that matches what any given customer wants. And for most customers, that's going to be a better match than a big tool that does tons of other stuff they didn't want.

  • That is the alternative timeline for software I always wanted to live in, both as a user and as a developer. Make it 100 different tools instead to make it even more likely that there is a close enough match.

    Games are closer to that than any other type of software even if they tend to cluster around popular genres and styles a bit much.

  • If you give people a limited set of tools they quickly improve until then they need (well, want) different tools. In order to keep your customers you'll inevitably end up adding new things.

    • Tiered versions work well.

      I don't know anyone that doesn't use a combination of at least one simple, one feature laden, text editor. Most of us via notes apps, etc., routinely move between a range of text complexity, suitable to a range of things we want to write.

      Having the simplest to the most powerful apps be consistent between each other, wherever they have feature commonality, would be really nice.

  • “…good chance at having a match” might be a reach, as more use cases create a viable market.

    Are your customers selecting one of five features in your product, or choosing any twenty from among a hundred?

>”you can judiciously expand out from there”

Which is where the bulk of the other 80% of features come from. It’s a cycle.

You start as you describe, you expand, you end up with this enterprise monstrosity, everyone using a different 20%. New tool comes along, you start as you describe…

  • Assuming it's enterprise software.. then maybe?

    Hopefully you can afford to say "No" a lot.