If you didn’t read the Wired article about the rise of the netbook, you ought to. Because it’s the story of the netbook, and yet it isn’t – it’s the story of an evolution in how we use technology.
Product management is always faced with the question: how can we beat our competitors? And usually, the answer boils down to “more stuff”. There’s a reason for this. When consumers are faced with a choice between “cleans your teeth” vs. “cleans your teeth, freshens your breath, zingy-vanilla-mint flavored, and provides your USRDA daily allowance of calcium”, we choose the latter. But:
When Asustek launched the Eee PC in fall 2007, it sold out the entire 350,000-unit inventory in a few months. Eee PCs weren’t bought by people in poor countries but by middle-class consumers in western Europe and the US, people who wanted a second laptop to carry in a handbag for peeking at YouTube or Facebook wherever they were.
Technology products have a learning curve. Those extra features have a cost, whether it’s financial or time spent learning, and consumers are starting to understand that cost.
It used to be that when you went to an electronics store to buy a computer, you picked the most powerful one you could afford. Because, who knew? … But here’s the catch: Most of the time, we do almost nothing. Our most common tasks – email, Web surfing, watching streamed videos – require very little processing power. Netbooks are evidence that we now know what personal computers are for.
This doesn’t surprise me too much. In my years of conducting usability studies, most users’ feedback has started with “just”: I just need an easy way to X. I just wish it was faster to Y. I just want to come in and do Z and get out.
I wasn’t able to turn that knowledge into smaller products in the past, though. There was always the what-if: What if these test subjects were outliers? What if they didn’t represent our target market? What if they’re not being honest? — all of which sum up to What if we build it and they want to do something else?
It used to be that coders were forced to produce bloatware with endless features because they had to guess what customers might want to do. But if you design a piece of software that lives in the cloud, you know what your customers are doing – you can watch them in real time.
The combination of more people using technology, more people using technology in an atmosphere that is easily quantifiable (online), and development processes moving faster means we’re able to build simple. It’ll be a big new challenge for business plans and revenue models. But it’ll be a big breath of relief from consumers who just want to get on with their lives.
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