
<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Challenging the &#8220;Release Fast and Iterate&#8221; Gospel</title>
	<atom:link href="http://www.bluminteractivemedia.com/2010/01/challenging-the-release-fast-and-iterate-gospel/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.bluminteractivemedia.com/2010/01/challenging-the-release-fast-and-iterate-gospel/</link>
	<description>Interviewer &#124; Writer &#124; Editor</description>
	<lastBuildDate>Wed, 01 Feb 2012 10:17:16 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Chris Gielow</title>
		<link>http://www.bluminteractivemedia.com/2010/01/challenging-the-release-fast-and-iterate-gospel/comment-page-1/#comment-88</link>
		<dc:creator>Chris Gielow</dc:creator>
		<pubDate>Mon, 24 Oct 2011 21:14:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluminteractivemedia.com/?p=442#comment-88</guid>
		<description>The so-called pioneer advantage is a myth perpetuated by the few startups who survived natural selection. But if you already have a brand to build and protect, then releasing an unfinished product and treating your customers like beta-testers can be absolutely ruinous. 

I encourage skeptics to read this study: Pioneer advantage: Marketing logic or marketing legend?
http://faculty.fuqua.duke.edu/~moorman/Marketing-Strategy-Seminar-2011/Session%209/Golder%20and%20Tellis%20JMR%201993.pdf</description>
		<content:encoded><![CDATA[<p>The so-called pioneer advantage is a myth perpetuated by the few startups who survived natural selection. But if you already have a brand to build and protect, then releasing an unfinished product and treating your customers like beta-testers can be absolutely ruinous. </p>
<p>I encourage skeptics to read this study: Pioneer advantage: Marketing logic or marketing legend?<br />
<a href="http://faculty.fuqua.duke.edu/~moorman/Marketing-Strategy-Seminar-2011/Session%209/Golder%20and%20Tellis%20JMR%201993.pdf" rel="nofollow">http://faculty.fuqua.duke.edu/~moorman/Marketing-Strategy-Seminar-2011/Session%209/Golder%20and%20Tellis%20JMR%201993.pdf</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bryan</title>
		<link>http://www.bluminteractivemedia.com/2010/01/challenging-the-release-fast-and-iterate-gospel/comment-page-1/#comment-85</link>
		<dc:creator>Bryan</dc:creator>
		<pubDate>Wed, 14 Sep 2011 21:12:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluminteractivemedia.com/?p=442#comment-85</guid>
		<description>&quot;80% of your customers use a different 20% from each other&quot; - I seriously doubt that, though it may depend on the specific application.

&quot;Twitter is often trotted out as a classic example of “get it out fast,” but it’s a bad one.&quot; - Yeah, I would hate to be as unsuccessful as Twitter.  :-)

&quot;Customers don’t actually know what they want.&quot; - well I kind of agree with this one, but this doesn&#039;t really have anything to do with releasing fast and iterating.

Obviously you have to find the right balance, but I think the big advantage of releasing fast is you avoid wasting time building tons of features that nobody uses.  And you get useful feedback while you&#039;re building out the product, even if you don&#039;t take what customers say they want word-for-word all the time.</description>
		<content:encoded><![CDATA[<p>&#8220;80% of your customers use a different 20% from each other&#8221; &#8211; I seriously doubt that, though it may depend on the specific application.</p>
<p>&#8220;Twitter is often trotted out as a classic example of “get it out fast,” but it’s a bad one.&#8221; &#8211; Yeah, I would hate to be as unsuccessful as Twitter.  <img src='http://www.bluminteractivemedia.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>&#8220;Customers don’t actually know what they want.&#8221; &#8211; well I kind of agree with this one, but this doesn&#8217;t really have anything to do with releasing fast and iterating.</p>
<p>Obviously you have to find the right balance, but I think the big advantage of releasing fast is you avoid wasting time building tons of features that nobody uses.  And you get useful feedback while you&#8217;re building out the product, even if you don&#8217;t take what customers say they want word-for-word all the time.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sara Eisen</title>
		<link>http://www.bluminteractivemedia.com/2010/01/challenging-the-release-fast-and-iterate-gospel/comment-page-1/#comment-30</link>
		<dc:creator>Sara Eisen</dc:creator>
		<pubDate>Wed, 06 Jan 2010 17:28:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluminteractivemedia.com/?p=442#comment-30</guid>
		<description>I&#039;m by no means a proper geek - but I think there&#039;s a difference here between web-based products (like Twitter) and gadgets / devices like the Apple examples. I have no idea why they are even placed in the same category for consideration of this question. I&#039;m assuming that gadgets require so much more work to revamp / rerelease / remarket. There are trucks and planes and factories involved.  Websites / web based apps - you can more or less change while the world sleeps and the masses wake up to a new feature or a fixed bug.  It makes it logical, then, to take the cautious route with gadgets and the more open ended, rapidfire approach with internet co&#039;s. I think a huge mistake web companies make is obsessing and letting fear masquerade as perfectionism. I&#039;ve seen it lots of times. One company i was with was killed by it. By the time the product is released, someone else is there, funding ran out, everyone is exhausted, etc...and only THEN comes the user feedback. With gadgets, on the other hand, a bit of obsession and delay might save a lot of money later; failure might be too expensive, and a bit of caution justified.</description>
		<content:encoded><![CDATA[<p>I&#8217;m by no means a proper geek &#8211; but I think there&#8217;s a difference here between web-based products (like Twitter) and gadgets / devices like the Apple examples. I have no idea why they are even placed in the same category for consideration of this question. I&#8217;m assuming that gadgets require so much more work to revamp / rerelease / remarket. There are trucks and planes and factories involved.  Websites / web based apps &#8211; you can more or less change while the world sleeps and the masses wake up to a new feature or a fixed bug.  It makes it logical, then, to take the cautious route with gadgets and the more open ended, rapidfire approach with internet co&#8217;s. I think a huge mistake web companies make is obsessing and letting fear masquerade as perfectionism. I&#8217;ve seen it lots of times. One company i was with was killed by it. By the time the product is released, someone else is there, funding ran out, everyone is exhausted, etc&#8230;and only THEN comes the user feedback. With gadgets, on the other hand, a bit of obsession and delay might save a lot of money later; failure might be too expensive, and a bit of caution justified.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Amit Elisha</title>
		<link>http://www.bluminteractivemedia.com/2010/01/challenging-the-release-fast-and-iterate-gospel/comment-page-1/#comment-29</link>
		<dc:creator>Amit Elisha</dc:creator>
		<pubDate>Wed, 06 Jan 2010 05:59:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluminteractivemedia.com/?p=442#comment-29</guid>
		<description>Great post, Brian!

There is no one true answer here, you simply have to be smart about it. I actually agree with Cohen&#039;s point: customers don&#039;t know what they want (I think focus groups are useless if you just ask them what they want and not watch them use your product). This doesn&#039;t mean you don&#039;t iterate based on your customer&#039;s &quot;feedback&quot;. Feedback doesn&#039;t have to be explicit. Especially on the internet, it&#039;s very easy to receive implicit feedback. You look at the bounce rate on specific pages, you monitor your customer service requests, what features you customers use more often than others etc. etc. There are also tools like &quot;visitorspy&quot; that let you actually watch a video of how your users interact with your site.

There is also a matter of core functionality - of course you can&#039;t release a job site without being able to post jobs, search for jobs and post resumes. But a release doesn&#039;t have to be a public one. You can plan your product to death but when you see the HTML - many things you didn&#039;t plan on will start popping out. For me, I&#039;d like to see some code out and let people interact with it, watching over their shoulder -  friends, family, peers...
Also, the first users of your software, your &quot;early adopters&quot; are usually the tech savvy users that expect bugs. They like to provide feedback and if the core functionality is there and they like what you do - they will come back. 

BTW - Apple DOES release fast and iterates. They are great at being focused on the most important features that will stun you. Look at the iphone - they have released 1st gen without 3g when the technology existed and used by most households in many countries. It was revolutionary enough in order to bring to market ASAP. Finding a solution to add 3g in a cost efficient way - do it next time. On the software side - they update firmware constantly. The focus on the core functionality, release the product and add &quot;copy/paste&quot; or MMS via firmware updates. 

One more thing worth mentioning - Naughty Dog, a video game publisher, have released Uncharted 2 for the PS3. This game is the &quot;iphone&quot; of video games. Set the bar so high you can&#039;t even see it :). In a recent interview to G4, Evan Wells (co-president) said that their secret was to not write a full/polished script and go from there, like most video game devs do. They had a general narrative, they wrote a scene, coded, watched users play it, received feedback (implicit), changed stuff around and went from there to the next one.</description>
		<content:encoded><![CDATA[<p>Great post, Brian!</p>
<p>There is no one true answer here, you simply have to be smart about it. I actually agree with Cohen&#8217;s point: customers don&#8217;t know what they want (I think focus groups are useless if you just ask them what they want and not watch them use your product). This doesn&#8217;t mean you don&#8217;t iterate based on your customer&#8217;s &#8220;feedback&#8221;. Feedback doesn&#8217;t have to be explicit. Especially on the internet, it&#8217;s very easy to receive implicit feedback. You look at the bounce rate on specific pages, you monitor your customer service requests, what features you customers use more often than others etc. etc. There are also tools like &#8220;visitorspy&#8221; that let you actually watch a video of how your users interact with your site.</p>
<p>There is also a matter of core functionality &#8211; of course you can&#8217;t release a job site without being able to post jobs, search for jobs and post resumes. But a release doesn&#8217;t have to be a public one. You can plan your product to death but when you see the HTML &#8211; many things you didn&#8217;t plan on will start popping out. For me, I&#8217;d like to see some code out and let people interact with it, watching over their shoulder &#8211;  friends, family, peers&#8230;<br />
Also, the first users of your software, your &#8220;early adopters&#8221; are usually the tech savvy users that expect bugs. They like to provide feedback and if the core functionality is there and they like what you do &#8211; they will come back. </p>
<p>BTW &#8211; Apple DOES release fast and iterates. They are great at being focused on the most important features that will stun you. Look at the iphone &#8211; they have released 1st gen without 3g when the technology existed and used by most households in many countries. It was revolutionary enough in order to bring to market ASAP. Finding a solution to add 3g in a cost efficient way &#8211; do it next time. On the software side &#8211; they update firmware constantly. The focus on the core functionality, release the product and add &#8220;copy/paste&#8221; or MMS via firmware updates. </p>
<p>One more thing worth mentioning &#8211; Naughty Dog, a video game publisher, have released Uncharted 2 for the PS3. This game is the &#8220;iphone&#8221; of video games. Set the bar so high you can&#8217;t even see it <img src='http://www.bluminteractivemedia.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> . In a recent interview to G4, Evan Wells (co-president) said that their secret was to not write a full/polished script and go from there, like most video game devs do. They had a general narrative, they wrote a scene, coded, watched users play it, received feedback (implicit), changed stuff around and went from there to the next one.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John LoGioco</title>
		<link>http://www.bluminteractivemedia.com/2010/01/challenging-the-release-fast-and-iterate-gospel/comment-page-1/#comment-28</link>
		<dc:creator>John LoGioco</dc:creator>
		<pubDate>Tue, 05 Jan 2010 18:03:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluminteractivemedia.com/?p=442#comment-28</guid>
		<description>full disclosure, I work @outbrain with Amit.  IMHO the only true goal is to produce something remarkable that people will want and talk about.  The remarkableness of a product is usually very simple and focused.  If your first iteration accomplishes that, then you are way ahead of the game.  How many startups &quot;change&quot; direction mid-flight?  Many do, and by default these folks got it wrong the first time.  If you are smart enough to launch with something remarkable, then fast release and adjust is wonderful as velocity increases on core KPI&#039;s.  From a VC perspective, sniffing out who has a nose for producing &quot;remarkableness&quot; quickly instead of a spaghetti thrower can make quite a difference.</description>
		<content:encoded><![CDATA[<p>full disclosure, I work @outbrain with Amit.  IMHO the only true goal is to produce something remarkable that people will want and talk about.  The remarkableness of a product is usually very simple and focused.  If your first iteration accomplishes that, then you are way ahead of the game.  How many startups &#8220;change&#8221; direction mid-flight?  Many do, and by default these folks got it wrong the first time.  If you are smart enough to launch with something remarkable, then fast release and adjust is wonderful as velocity increases on core KPI&#8217;s.  From a VC perspective, sniffing out who has a nose for producing &#8220;remarkableness&#8221; quickly instead of a spaghetti thrower can make quite a difference.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gil Reich</title>
		<link>http://www.bluminteractivemedia.com/2010/01/challenging-the-release-fast-and-iterate-gospel/comment-page-1/#comment-27</link>
		<dc:creator>Gil Reich</dc:creator>
		<pubDate>Tue, 05 Jan 2010 16:17:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluminteractivemedia.com/?p=442#comment-27</guid>
		<description>I think release early and often is usually the way to go. With the Apple Newton, I don&#039;t think the problem was that they released too early. I think they erred in thinking that natural handwriting was going to be a successful input method. Generally speaking I think we have to realize that we&#039;re just not that smart. Get something to the users quickly, and then iterate. That first release can be revolutionary and paradigm-shattering. But it doesn&#039;t have to be perfect.</description>
		<content:encoded><![CDATA[<p>I think release early and often is usually the way to go. With the Apple Newton, I don&#8217;t think the problem was that they released too early. I think they erred in thinking that natural handwriting was going to be a successful input method. Generally speaking I think we have to realize that we&#8217;re just not that smart. Get something to the users quickly, and then iterate. That first release can be revolutionary and paradigm-shattering. But it doesn&#8217;t have to be perfect.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

