Title: Your Customers First Five Minutes
1Your CustomersFirst Five Minutes
Why Theyre the Only Ones that Matter
Dave Sampson July 2008
2Whats Wrong With This Picture?
3Whats Wrong With This Picture?
4Basic Premise
- A resume is not supposed to get you a job
- Build your software with the same incremental
selling steps in mind - Get customers as excited as possible during their
first 5 minutes - They will motivate themselves for the next 55
5Why Only 5 Minutes?
- Heres a profile of a technology customer
- Simply trying to solve a problem or fill a need
- Types a few keywords into a search engine
- Visits half a dozen websites, including yours
- How much time will that person spend with your
product before moving on to the next? - Maybe 8 or 10 minutes, but more likely 2 or 3
minutes - In any case, probably a lot less time than you
think
6Our Story
- We adopted this kindling approach (with market
research, interface design usability testing) - Our results
- sales immediately up 3x
- dramatically increased conversion rates
- better reviews
- much higher word-of-mouth referrals
- permitted positive ROI on ad campaigns
- established valuable distribution partnerships
- eventually led to an acquisition
7About MixMeister Express
- A consumer-class product for people unfamiliar
with audio production - A cut-down version of our pro audio products
- Used by dance music fans, wannabe DJs,
choreographers, group fitness instructors, etc. - Your market is undoubtedly different
- But most of these underlying lessons can work for
many tech products services
8My Impressions of this Product
- If you asked me in 2004
- It's so easy to use!
- Customers love it!
- If you asked me in 2006
- "It's so easy for us who work at MixMeister
Technology to use." - "Customers do love it, but we have no idea what
our non-customers think of it."
9The 4 Lies We All Tell Ourselves
- Customers want to use our product
- The truth They just want to solve a problem or
accomplish a task - Customers think like us
- The truth A few do, but for every customer who
thinks like us there are probably 99 who don't - Customers want to learn
- The truth They won't bother to learn until they
see a likely payoff for doing so - Customers will read instructions if they need
help - The truth You have to give your user an
incentive to want to read it
10Our First Uninstall Survey
11How Could We Be So Wrong?
- The product really was easy for US to use
- Our existing customers had self-selected through
a filter - They were tech-savvy and motivated to master our
software - Learnability vs. Usability
- Understanding the difference is crucial
- Our product truly was usable, but not very
learnable
12Creating Your Kindling
- Put the exciting features where users can't miss
them - This doesn't always mean your most important
features - Perhaps the features that are easiest, or the
ones that are the most fun - Call them things that people will understand
- e.g. File, Create CD Recordable vs. a big green
Burn button - web forms that say Submit or Apply vs. Go
13Zen and the Art of UI Design
- Less is more
- By simplifying, you get customers to use complex
features later - You can have complexity under the surface, but
keep it there - Motivated users will find it, but they have to be
motivated first - "Perfection is achieved, not when there is
nothing left to add, but when there is nothing
left to take away. - This is a Zen-like principle, and very hard to
achieve in practice - After we defeatured the main screen we actually
had more people using advanced features - Remember the goal is to create self-motivated
users - Light the kindling first, and let that kindling
do the job of setting the big logs on fire
14Your Least Competent User
- Least Competent User the level of competence
below which you willingly forego sales - Similar to user personas, with a different
purpose - It's critically important to identify your LCU in
detail - Our example for MixMeister Express
- User already knows how to rip from CD
- User hasnt done more than play songs in a media
player - User has never edited digital media files
- User unfamiliar with standard terms like crop
- This sets formal targets that drive your dev
decisions
15Affordance
- This is a term from the world of industrial
design - Examples
16Sex Appeal
- Before and After which of the following products
would you be more likely to buy?
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19Beauty Real Money
- Design is worth paying for
- This is hard for quantitative people to
understand - But so many products claim to do the same thing
- An ugly UI means you may never get a proper
evaluation - Users are happier and so functions seem more
pleasant - More patient and willing to figure something out
when they get stuck - An ugly UI means this app sucks, a good UI means
that function must be in here somewhere - Users are more willing to refer friends or
colleagues to sexy products
20Usability Testing on a Shoestring
- 50 x 10 the best 500 you'll ever spend
- Dont recruit your own customers!
- We got 200 Craigslist reponses in one morning
- Prequalify them with questions that identify
their competence - Make absolutely sure you get people who represent
your LCU in addition to power users - Identify the critical tasks for users to become
self-motivated (all other tasks are secondary) - Give subjects written tasks in simple language,
and watch SILENTLY (this can be excruciatingly
painful) - Save some time for qualitative interviewing
- You dont need a 12,000,000 usability lab
- Book a conference room at a community center, a
library, etc. - Use a PC with 2 monitors and a tripod-mounted
camcorder
21Putting Results into Action
- Be willing to make hard changes at the last
minute (even though it hurts) - Put this development time into perspective
- There may be no coding you will ever do that
gives you more bang for the buck - Have a contingency plan for retesting if you have
to make lots of changes - My new mantra "test early and test often"
- Zoom slider example
22In-Product Tutorials
- Even with all our improvements, some customers
still get stuck or frustrated - So they fall off the path to becoming
self-motivated - We built an animated 3-minute tutorial overview
- This is NOT supposed to teach them everything
they might want to know - Only the essentials that they must know to become
self-motivated - Spend time, money and effort to make this great
- Be aggressive on the first execution of the
product and let users turn it off later
23Our Uninstall Survey, Revisited
- I had trouble figuring out how to use it.
24Our Results, Revisited
- Sales of this product were triple those of the
previous version - Most of the improvement came from a much higher
conversion rate - Also
- Better word of mouth, better reviews, positive
ROI on advertising, new distribution
partnerships, acquisition
25Takeaways
- Never assume your user thinks like you
- Dont forget to talk to non-customers
- Do whatever it takes to get in their head at the
moment they reject you - Usability is great, but learnability is better
- Use kindling to create self-motivated users
26Thank You
Dave Sampson (206) 769-4444 davexsampson_at_gmail.com