The Product Book by Product School
The Product Book by Product School
The Product Book by Product School
THE
PRODUCT
BOOK
JOSH ANON
with
published by
The Product Book: How to Become a Great Product Manager
Copyright ©2017 Product School
All rights reserved.
legal note
All trademarks are property of their respective owners. Unless otherwise
noted, all text and images are copyright Product School, and they may not
be reproduced without permission.
Introduction 1
1 What Is Product Management 3
2 Strategically Understanding a Company 27
3 Creating an Opportunity Hypothesis 61
4 Validating Your Hypothesis 107
5 From Idea to Action 147
6 Working with Design 187
7 Working with Engineering 217
8 Bringing Your Product to Market 243
9 Finishing the Product-Development Life Cycle 281
Acknowledgments 303
About the Authors 305
INTRODUCTION
Thank you for picking up this book! We know your time is valuable, and 1
we will do our best to make this book worth your while.
One of the most important parts of being a product manager is
knowing who your customers are and what they need. So, who do we
believe you are, and what need will this book fill? Fundamentally, you are
someone who’d like to know more about product management. Maybe
you’re a recent graduate trying to figure out if product management is
the right career for you. Maybe you’re an engineer actively transitioning
into product management. Maybe you’re a start-up founder figuring out
how to build your product division. Or maybe you’re already a product
manager who naturally evolved into the role, seeking to fill gaps in your
knowledge.
Furthermore, there’s a lot of wisdom out there regarding best practices
for product managers, but most of it focuses on parts of the product-de-
velopment life cycle. This book will give you an end-to-end view of what
goes into building a great product, as well as what product managers
do each day.
The upcoming chapters will cover a mix of theory and practical advice
to teach you how to identify an opportunity, and build a product suc-
cessfully to address that opportunity, whether the result is a new product
or a refinement of an existing product. Whether you are new to product
management, or an experienced veteran, this book is here to help you
learn the needed skills to be a successful and effective product leader.
A brief word of warning: Much like chess, poker, and Minecraft, prod-
uct management is easy to learn, but can take a lifetime to master. If
your goal is to be a product manager, consider this book the start of your
journey. Becoming a truly effective product manager takes practice!
If after reading this book you still want to become a product manager,
consider enrolling in Product School, the world’s first tech business
2 school. Product School offers product management classes taught by
real-world product managers, working at renowned tech companies
like Google, Facebook, Snapchat, Airbnb, LinkedIn, PayPal, and Netflix.
Product School’s classes are designed to fit into your work schedule, and
the campuses are conveniently located in Silicon Valley, San Francisco,
Los Angeles, Santa Monica, and New York.
Now, read on to begin your journey through the wide and fascinating
world of product management.
CHAPTER ONE
WHAT IS PRODUCT MANAGEMENT?
Day to day, PMs must understand both business strategy and execu-
tion. They must first figure out who the customers are and what prob-
lems the customers have. They must know how to set a vision, finding
the right opportunities in a sea of possibilities, by using both data and
intuition. They must know how to define success, for the customer and
the product, by prioritizing doing what is right over doing what is easy.
They must know how to work with engineers and designers to get the
right product built, keeping it as simple as possible. They must know
how to work with marketing to explain to the customer how the product
fills the customer’s need better than a competitor’s product. They must
do whatever’s needed to help ship the product, finding solutions rather
than excuses. Sometimes, this even means a PM getting coffee for a
team that’s working long hours to show appreciation. By the way, PMs
manage products, not people, so they must achieve everything using soft
influence, effective communication, leadership, and trust—not orders.
Even though it’s not always obvious what PMs do from the outside,
they genuinely do a lot! PMs do so much that they’re sometimes even
called “Mini CEOs.”
BECOMING A PM
There’s no obvious path to becoming a product manager. And if you’re
8
THE PRODUCT BOOK
Figure 1-1. The Product Triangle, showing product management at the intersection of
three core domains.
are more focused than the general PM role, and a person in such a role will
have a more specific set of skills, such as being an expert in all the different
things you can do to grow a product—that is, get more customers using it.
Put another way, this process involves figuring out what problem to
work on, figuring out how to solve it, building the solution, getting it in
customers’ hands, and seeing if it worked for them. Sounds easy, right?
Conceptually, it is! The devil’s in the details. To help you see how each
stage connects, before we dive deep, let’s look at a high-level overview
of each stage.
key customers you aim to solve a problem for? What’s the company’s
vision, and—more fundamentally—why does the company exist?
With the company’s context in mind, the next step, which we’ll cover
in Chapter 3, is to create an opportunity hypothesis. What do you be-
lieve is the right thing to work on next? It could be something as small
as fixing a bug that’s been in your backlog for a while, or something as
large as building an entirely new product.
These opportunity hypotheses come from many different places.
Looking at how existing customers use your product is a common
source of new opportunities, allowing you to find ways to better serve
your customers—and your company’s goals. A metric is a measure-
ment of a task a customer does with your product. Collectively, your
metrics can provide some great insight! From metrics, you might find
an opportunity, such as wanting to get higher engagement with a com-
ponent of your product.
For example, CNN.com likely keeps track of what headlines visitors
click on, how many people start watching each video, how many finish
watching each video, how many scroll down and read each article, and
tips on how to do that in Chapter 5. This lets you focus your design
and development efforts to create a—hopefully—useful product that
you can deliver to customers quickly, whether as shipped software or
software tested in house. Testing the MVP with real customers will help
you figure out what other features will be in and out of scope, as you
quickly will get real feedback about what customers like and don’t like.
Note that an MVP doesn’t mean the product is bad or poorly built.
In fact, quite the opposite—it should be very good at what it does, but
it should focus on doing only a few key tasks.
Contrast this with non-MVP-based approaches to product develop-
ment, which are especially common in waterfall development. In that
world, you end up spending lots of time trying to build the “perfect”
product with every feature you can imagine, it takes forever to build,
and once it’s out in the real world you discover that customers don’t use
half the features you thought they would.
A key differentiator between lean and waterfall is that lean leverages
MVPs. With a lean approach, you build the simplest thing you can,
gather data about how customers use it, and then refine the product if
customer’s problems.
Contrary to popular belief, design doesn’t just mean what the solu-
tion looks like. Design involves aspects like information architecture
(In what order are things presented to the user?), wireframes (Where
should the information live on the screen?), and pixels (How does it
look?). It’s uncommon to find a designer who’s an expert on every one
of these aspects, and a PM will likely be working with a design team
rather than with just one designer to figure out how the product should
function and look.
If possible, you’ll want the design team to produce prototypes of the
solutions that they can test with customers to validate the design. These
prototypes could be printouts that you swap in when the customer clicks
on something, clickable mockups working with fake data, etc. The key is
to have something that accurately represents the solution, but that you
can mock up without having to actually build the solution.
Design is done when you have validated a prototype as a suitable
solution, Engineering has agreed to the viability of the solution, and
you’ve defined the look and feel of the solution that all stakeholders
in a very linear fashion, it’s a lot more iterative in real life, especial-
ly between designing and building the solution. For example, while
Design will have figured out the most common use cases in the proto-
typing stage, there are likely many edge cases that will come up while
Engineering’s building the product. Product, Design, and Engineering
will work together to address these needs and questions that arise while
working on the product.
During the development phase a PM should try to find effective op-
portunities to share prototypes of the product with customers or people
inside the company, so that you can get early feedback about the product.
Does it address the customer’s need effectively, or is there a big tradeoff
you didn’t anticipate? If you prioritize building the minimum viable
product you previously identified, then you can start testing the core
product once the MVP’s ready. It’s important to ask for this feedback at
the right times—if you wait until right before you release to get feedback,
you might not have time to act on what you learn.
New information that affects the product’s scope might come up
during development, too. Going back to our example of 360° live-stream-
ing,” most customers wouldn’t know what that meant—or care. Instead
of talking about the specific feature, we can focus on the value and the
benefit this feature provides: “Be on the scene with our reporters.” We
might then go on to say what the feature is and how to use it, but we’ve
led with a clear message about why a customer should care.
This phase of the product-development life cycle is more than just mes-
saging, though. We’ll also plan for the product’s release. Release might
involve planning a beta test, creating marketing assets for a website or ad,
working with key partners before release, briefing the press, or planning
a launch event. The exact needs will vary from launch to launch.
Broadly, this phase of the product-development life cycle is done
when the product is launched, but there will likely be many marketing
campaigns and tasks to help achieve the product’s success metrics
beyond the launch. Marketing will continue even while the team, in-
ternally, has moved on to the next version of the product, or to a
completely different product.
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THE PRODUCT BOOK
CHAPTER TWO
STRATEGICALLY UNDERSTANDING
A COMPANY
One of the first things a great product manager should do before even 27
thinking about a product is to understand the company that makes it.
Every company is a little bit different, and they have different priori-
ties, values, strengths, and weaknesses. Knowing these details about a
company—understanding the full context of its current situation—is
the starting point to find and evaluate product opportunities and make
strategic product decisions. We’ll build upon how to leverage these
details in the following chapters.
Analyzing a company breaks down into three main categories: What
product are we building? How do we know if our product’s good? What
else has been, is being, and will be built?
picture and what customers buy into/want to achieve when they buy
your products.
Think about storytelling—the “why” is the theme. What’s this story
about? What specific viewpoint does the writer want to share with the
world that led to her writing the story? Themes in movies are often
obvious: love conquers all, revenge doesn’t lead to happiness, etc. A
company’s theme can be a little harder to decipher. Often its theme is
expressed as a value within the company’s mission statement, which
you can usually find on the website. But even if a company has a clear
mission statement with a clear theme, it may forget about it when
making decisions, leading to mixed results.
Let’s look at Sinek’s example of Apple. If Apple started with the “what,”
which many companies do, Sinek asserts its messaging would read, “We
make great computers. They’re user-friendly, beautifully designed, and
easy to use. Want to buy one?” That’s fine, but it sounds pretty generic.
29
Figure 2-1. Simon Sinek’s Golden Circle, starting with “why” as the most important as-
pect of a company.
Instead, recall the Think Different campaign Apple ran in the late
’90s, which talked about Apple’s “why” without even mentioning the
products: “Here’s to the crazy ones.” Starting from that mission state-
ment, Sinek says a more realistic marketing message from Apple would
be, “With everything we do, we aim to challenge the status quo. We
aim to think differently. Our products are user-friendly, beautifully
designed, and easy to use. We just happen to make great computers.
Want to buy one?”
That version starts with the “why” (challenging the status quo), then
moves into the “how” (being user-friendly, etc.), and finally the “what”
(selling great computers). It’s way more compelling than the first ver-
sion, and it also says a lot more about what Apple represents, and who
they are as a company.
“Why” is at the core of the Golden Circle because it’s the most fun-
damental thing you need to understand about a company. Everything
a company does, from the products it builds to the feature decisions it
makes for those products, should emerge from that value. If it doesn’t,
there’s a good chance that decision isn’t working well for the company.
Google writes its mission statement as, “To organize the world’s
information and make it universally accessible and useful.” There’s an
implicit value proposition of driving the human race forward, which
Google does, primarily with data. It’s unlikely to make a toaster oven,
even a Wi-Fi-connected one, because that doesn’t organize the world’s
30 information, make it accessible, or drive us forward. However, Google
did purchase Nest, which made appliance-like devices, including a
THE PRODUCT BOOK
What does the persona look like? What is its name? Choose a What are the persona’s relevant characteristics and behaviours? Why would the persona want to use or buy the product? What
picture and a name that are appropriate and that help you For instance, demographics such as age, gender, occupation, benefit does the persona want to achieve? Which problem does
develop sympathy for the persona. and income; psychographics including lifestyle, social class, and the persona want to solve?
personality; behavioural attributes like usage patterns, attitudes,
and brand loyalty. Only list relevant details.
milkshakes as a special treat for young children. Kids likely just want
a tasty treat and don’t have the patience to drink a milkshake for 30
minutes. Using pains and goals instead of just demographics will help
you segment your customers into useful personas.
It’s possible your product has multiple personas. For example, the
people who read and write reviews on Yelp are customers, but the busi-
nesses these people review are also Yelp’s customers. Create multiple
personas if needed, and identify the primary one you want to satisfy.
Sometimes the customer and the buyer—the person using the prod-
uct and the person actually purchasing it—aren’t the same, such as par-
ents buying a swing set for their kids. This is common with enterprise
software, and you’ll need to create separate personas for these cases.
Ultimately your goal with each persona is to have enough information
and detail about that category of customer that you can imagine yourself
in this person’s shoes. This will help you empathize with that customer,
Figure 2-3. The adoption curve where the x-axis represents the groups of customers that
will potentially purchase your product over time. The y-axis represents the approximate
market share of each group.
But if your product isn’t awesome, when you hit the chasm before
mass-market adoption, your growth will stop because your product
doesn’t provide enough value to most people’s lives. The mass market
won’t adopt it.
Whenever you think about how to make a product better, your
first thoughts should be about who the target personas are and what
needs they have that aren’t currently being met by the product. This
gives you a great immediate filter to make sure you’re making strategic
decisions about what to do next.
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THE PRODUCT BOOK
CHAPTER TWO TIP
as they consider the product’s core needs. This process determines the
subtle differences that can take good products and transform them into
exceptional ones.
Use Cases
Use cases are simply how a company expects each persona to use the
boarding for W2s and more, payroll solutions, and automated taxes. It
has built features into its product to enable it to work in these use cases
that its target persona, Suzanne Small Business Owner, has.
Gusto initially focused on one use main use case: payroll manage-
ment. But over time it has expanded to cover more use cases, such as
health insurance. Over time, Gusto will likely continue to help small
businesses simplify their RTB tasks. They’ll be addressing more use
cases that Suzanne Small Business Owner deals with.
However, if a large business tried to use Gusto, the business would
find features it needed lacking because its requirements are more com-
plex than those of the small businesses that Gusto targets. Gusto doesn’t
handle all the use cases for a large business, but a more complex product
like ADP does handle those use cases.
Down the road, Gusto could choose to expand to support another
customer, a large business. To address that customer, Gusto would create
49
Figure 2-4. A graph of Viddy’s monthly active users (top line) vs. daily active users (bottom
line) for April/May 2012, from KPCB/Mary Meeker’s Internet Trends report.
Now let’s look at the second of Tavel’s three phases, retention. After
companies saw good engagement—what “good” means varies—they’d
shift towards retaining users with success metrics around how frequently
those customers use the product in a given time period. The idea is that
if the product gets better for users over time, they will keep using it and
they’ll miss out if they leave. In fact, it’s better to have slightly slower
growth but a higher percentage of customers continuously using the
product than constant growth but low retention because you’ll end up
with more customers over time.
A simple example of this is frequent-flier points on airlines: The more
you fly, the more status you achieve and the more pleasant flying be-
comes. In software, think about social networks. The bigger the audi-
ence you’ve built up on Twitter, the more you’d have to lose by stopping
using Twitter and trying to rebuild your audience on another network.
Products that don’t encourage customers to continuously use them are
easily replaceable. Lyft and Uber are the same for an end customer
whether you’ve ridden once or a hundred times. You likely just request
a ride from whichever service has the shortest wait time. And if a new
competitor comes around that offers an incentive, such as ride 10 times
and get $10 in credit, you lose nothing by deleting the Uber app and
using the competitor instead.
The final phase that Tavel describes is when your goal is self-per-
petuation. This means your product has various loops that keep the
50 customer engaged, and encourage other customers to get engaged. Your
success metrics will be around how often people complete these loops.
THE PRODUCT BOOK
Pinterest gets better when more people post pins because this leads to
better discovery of new, relevant things to pin. And sharing notifica-
tions (which we’ll look at more in Chapter 3 with the Hook Canvas)
encourage both new customers to pin something and existing users to
return to the product.
Tavel goes on to describe cohort performance as the ultimate suc-
cess metric your company should look at over time, encompassing all
three of these stages. Specifically, look at the number of weekly users
completing the core action and the percentage of weekly active users
completing the core action over time. This shows growth from the size
of the cohort, engagement from the ratio of users completing the core
action, and retention from your performance over time.
While these stages don’t apply directly to some products, like a B2B
product a company mandates its employees use, the principles are still
applicable. You want your customers to be able to complete the core
is for customers to love your product, what should you do? Companies
frequently use surveys and interviews to sample groups of customers and
gauge these higher-level metrics. Sometimes these surveys are automated,
such as a pop-up asking how you like the app on a scale from 1 to 10.
Roadmap
Companies generally collect their product plans into a roadmap. A road-
map is a document that shows what the company/product is doing
now, what the company/product plans to do over the next N months,
what the company/product plans to do later, roughly how much effort
each high-level task will take, what products the company will create,
and what features they will have, etc. It’s a valuable tool to help people
communicate about the company, both internally by helping employ-
ees understand what projects you’re working on next, and externally
by helping partners anticipate your needs or plan for products you’re
releasing, a situation common with hardware-component providers.
Roadmaps are often fairly detailed in the short term—short term being
3 to 6 months for most software, 6 to 12 months for large software projects,
and 12 to 18 months for hardware—and become more vague over the
A 5C ANALYSIS
If you’ve ever talked with consultants or MBAs, you probably heard
them name-drop a framework or seven. There is a variety of “standard”
frameworks in the business world—we say “standard” because there are
many similar frameworks, and different companies pick different stan-
dards. We’ll cover some common ones in this book, but we will always
prioritize presenting things with a product focus, even if it means we
don’t use a framework. 57
There’s a framework called 5C that’s similar to the areas we just cov-
ered. It’s a situational framework, meaning it helps you understand a
company’s current situation so that you can create an opportunity hy-
pothesis. The 5C structure is generic—useful to product, marketing,
and more—whereas the way we presented the sections in this chapter
is very focused on product management. It’s good to know what the
“C”s stand for because you’ll likely hear 5C mentioned. Plus if you need
to do a situational analysis on your feet in a meeting or interview, it’s
relatively easy to remember.
Collaborators: Who are the external people who make the prod-
uct possible, including distributors, suppliers, logistical operators,
groundwork support personnel, and so on?
INTRODUCING MOOVER.IO
Throughout this book, we’ll use a fictional company, Moover.io, as a case
study. Let’s look at its company context using the principles in this chapter.
Moover was started about a year ago to help people save time—its
“why”—initially focusing on making it easy to get estimates and book
a move. Currently, Moover has an iOS app where you enter some very
basic details about your move: zip codes to and from, date you want to
they’re supposed to improve. Amazon tests all its new ideas and has data
to back up this 50% figure. Yammer follows a similar practice and has
seen similar numbers. As a product manager, you want to find ways to
spend your time on features that matter. This starts with accepting that
your ideas start off as opinions and not facts.
It’s sometimes very hard for product managers to grasp that their
opinions are not necessarily truth. We like being right, and we’re taught
in school that it’s bad to be wrong. The real world—and building prod-
ucts—isn’t like that. It’s OK to be wrong, but we want to figure out if
we’re wrong as soon as possible and course-correct before we put lots of
resources into our incorrect opinions. If you’re wrong but insist you’re
right, the product will fail. But if you’re wrong, realize it quickly, and
adjust accordingly, you’re much more likely to succeed.
How often has someone said to you, “I have a million-dollar idea
for a product that does x,” and the voice inside your head answers, “I
wouldn’t buy it.” Lots of people have opinions about what product or
customers want, building something that fills only that need, validating
the solution, and repeating.
Customer development is a key part of Lean Startup because it’s a
way to quickly increase your learning, so as to avoid wasting time. We
believe this approach is useful both in startups trying to develop their
initial product and in established companies improving existing prod-
ucts. After all, a great PM needs to help the customer be awesome, and
you want to focus your time on building things they need!
With this in mind, how do you create the best possible hypothesis
about what your customers want?
73
Figure 3-1. A sample screen from Google Analytics showing how often various events, the
metrics we’re analyzing, occur over time.
It’s worth noting that analytics data isn’t always perfect, and those im-
perfections can skew your analysis. If your app supports multiple plat-
forms, the event might accidentally be tagged as “eventA” on Android
and “event A” on iOS. This means you won’t see the total times Event A
happens unless you notice the problem and account for it.
Other times, there are inherent issues in your analytics tools. Google
Analytics only samples a subset of your traffic for its reports, but for
high-traffic websites that sample might not accurately represent your
real data. If the data doesn’t correctly represent what your customers
are doing, you might make the wrong decisions.
Let’s dig into how to use analytics to look at specific metrics and find
opportunities.
there, then your first task for this iteration of the product-development
life cycle is to implement analytics for those metrics.
One common problem when you inherit an existing project is that
a previous, well-meaning PM has been recording every single possible
metric. This leads to data overload, and it can be very hard to sort out
the useful metrics from the irrelevant ones. If you find yourself in that
situation, we recommend doing an analytics audit and reassessing what
data points you’re recording—removing the irrelevant ones—before
using the data to make decisions.
The next part is how we group metrics together so that we can spot
trends and opportunities. There are three key ways: segmentation, co-
hort analysis, and funnels.
Analytics track every customer equally and report the average
behavior. For example, a new customer will use an app’s first-use tuto-
rial—some might skip it—but a returning customer won’t even see the
first-use tutorial. If you simply looked at how often a customer views
• Pageviews
• Number of installs
• Daily/monthly users (DAU)
• Growth in users, installs, page views
It’s great if lots of people look at Amazon each day and go to Amazon
first, but if they don’t complete their transactions on Amazon, then
Amazon isn’t winning. In other words, these metrics don’t tell us if we’re
making our customers happy or not.
Vanity numbers are great for a quick headline. However, success
comes with context. Be sure to look for metrics that matter towards a
successful experience for the customer.
Turning Metrics into Opportunities by Asking Why
The challenge with quantitative sources like metrics is that they tell you
what is happening but not why. Once you’ve identified a metric—or
two—that you want to improve, how do you figure out what to do? There
are a few ways to figure out what you should do, and one of the easiest
is by asking “why.” Specifically, ask yourself why you think the metric
isn’t where you want it to be. And if the answer isn’t a hypothesis that
you can test somehow, continue to ask yourself why until you get to a
specific hypothesis. Your goal is to get to the core problem, the root of
the deeper issue. You want to solve problems, not address symptoms.
Asking why can help you find that core problem, leading you to the
potential opportunity to focus on validating.
Here are a few ideas to help you. First, many people only focus on
the end result of the funnel. They might say, “Not enough customers
80 complete a purchase.” If this is the case, ask yourself why. Look back
up through the funnel and see where the leakage occurs. Then, ask why
THE PRODUCT BOOK
it’s occurring there. You might need to go to that particular part of the
product to see what might be blocking a user.
Segmenting your audience and focusing in on how each segment
behaves can lead to a better hypothesis. For example, perhaps your
site’s conversion rate looks low overall, but when you segment it by
browser, you see the conversion rate for Safari customers is much
higher than for Chrome customers. Given there are more Chrome
customers than Safari ones, the overall average conversion rate ap-
pears low. As you ask yourself why and try using the site in Chrome
yourself, maybe you’ll find a bug where a JavaScript error appears
when you click Checkout in Chrome. Your opportunity hypothesis
is that fixing this bug will improve acquisition for the shopping cart
page, and eventually increase revenue.
Here are a few common, interesting opportunities you’ll find for mo-
bile and web apps in metrics:
1. Features on the top left of the graph are poorly adopted (Feature
A in Table 3-1): very few people use them a lot. Sometimes that’s
82 OK—for example, if it’s a niche feature for one key customer in an
enterprise product that only that company uses—but often, you’ll
THE PRODUCT BOOK
in the bottom left that very few people use, and then only infre-
quently (Feature E).
4. Last, you might choose to improve a key feature that many people
use frequently (Features B & C).
This view also shows a possible warning sign: if your product has only one
feature that people use frequently, you’re easily replaceable in their workflow.
Ideally you’ll have a few key features that people use frequently so that you’re
not a throwaway product when something better in one area comes along.
If there’s an important feature you believe is for all customers but
only some customers use, you’ll want to improve its adoption. To do
so, focus on asking why, just like we discussed before. Note that you
86
THE PRODUCT BOOK
Figure 3-4. A graph showing satisfaction, with values gathered via survey, vs. feature im-
portance, as determined internally. Feature A, with a very low satisfaction, will likely be
the first place to focus, instead of Feature B, which is more important but has a moderate
satisfaction.
come from a variety of places, ranging from random ideas people have
had to data-driven sources like customer support tickets and insights
from usability studies— i.e., studies where you test how real customers
interact with the existing product/feature and note what they do well
and what stumbling blocks they encounter.
Related to this is paying off “technical debt.” Sometimes engineering
has to make internal changes that essentially “do the dishes” in the code.
It’s important to periodically prioritize this engineering work because if
you don’t, it will become harder and harder to implement new features
down the road. Unfortunately, when you work on these projects, from
a customer perspective nothing changes. To validate this opportunity,
you’ll want to make sure that this is a good time to work on an internal
cleanup rather than to deliver something new to customers, and that this
internal cleanup will provide value to your team down the road, such
as making it easier to implement another opportunity on the roadmap.
Vision
You, your boss, your company, etc., likely have an overall vision for your
products and the company that you want to achieve on a longer time
horizon. Specifically, it’s an image of the future version of the company
you’re trying to create. For Walt Disney, this meant looking at some land
in Florida and having a vision of Disney World, knowing that every-
thing he wanted to do next would be about building Cinderella’s castle.
Team Ideas
One of a PM’s biggest challenges is a soft skill, soft power. No one re-
ports to a PM: you can’t tell people what to do. Instead you need to earn
people’s trust, and a great way to do that is to look at building a product
as a team sport and not departments working in silos. No, it’s not a de-
mocracy, and at the end of the day you’ll often be the one making calls
about a product. But if other people know you listened to and acted
upon their input, they’ll feel included in the decision-making process
and happier with your decisions.
A great place to include other teams is in this ideation step. There
are likely other teams that work closely with the customers, such as
Design, Customer Support, Business Development, and Sales. Reach
out to people on those teams and see what thoughts they’ve had based
on their experience with customers and the product. Support teams
especially appreciate this, as they spend all day working with actual
customers, and they have great visibility into what the customers are
doing with the product and saying about it. They often can provide data
like support tickets to back up their ideas.
Beyond talking directly with other teams, you can organize a group
brainstorming session. There are pros and cons to these sessions. A
big pro is that many people feel included, and one idea might inspire
someone else to build upon it with a different idea. For example, the
sales team might make one feature request that they think would help
the product sell better, and the support team might mention there are
a lot of tickets around that entire feature set, so perhaps it should be
completely redone.
A big downside to group brainstorming is that people often fixate
92 on a few ideas or ways of thinking, missing other opportunities. As the
group facilitator, you need to help get the creative juices flowing. One
THE PRODUCT BOOK
way to do that is to have everyone share the worst ideas they can think
of, then figure out ways to make those ideas even worse. After you’ve
done that, flip over and focus on how to make the product better.
Make sure to keep these sessions at least a little focused by listing your
current product goals and success metrics. If you want to brainstorm
ideas to increase engagement, for example, you’re not going to want to
talk about putting more ads in the product.
R&D
Related to teamwork, sometimes there are new inventions that a bril-
liant engineer, or team of engineers, creates. What’s nice about these
inventions is that there’s usually a prototype of some form so that you
can see it in action. Adding these inventions to the product—called
productizing—is often how products are pushed into the next genera-
tion, and they can be a major source of customer delight because the
customer didn’t expect or ask for them.
The Competition
Stravinsky, Faulkner, Picasso…regardless of who said it, you might have
heard the quote, “Good artists copy. Great artists steal.” Sometimes your
competition has a great idea, and stealing it—and making it better—is
your opportunity.
Be careful with this source. “Because the other guy did it” is never 93
a valid reason alone to create a feature—that’s just copying. First of all,
how do you know the competition is smart, and isn’t making a mistake
with this feature? You’ll also want to make sure this feature/product fits
within your company’s context. Furthermore, you want to think about
where the puck’s going to be, rather than where it is right now. If you’re
always stealing, you’ll never be ahead. But the benefit to this source is
that you can see how the feature works in real life, how customers react
to it, and what you’d like to do differently.
Here’s a simple example: For years, many PC manufacturers made
stripped-down, slow, small-keyboard, low-cost “netbooks,” and many
analysts kept calling for Apple to make one. Yet Apple prefers high-qual-
ity, high-margin products, and instead of doing what everyone else
was doing and what analysts thought Apple should do, it created the
MacBook Air (which was incredibly small yet had a full-sized keyboard)
and eventually the iPad. Both leveraged Apple’s strengths, both were
loved by customers, and both had the margins Apple aims to keep. As
of writing, netbooks are dead, and many PC manufacturers have created
their own MacBook Air and iPad knockoffs.
Key Partners Key Activities Value Propositions Customer Relationships Customer Segments
Figure 3-5. The Business Model Canvas provides a way to look at all aspects of your product.
Key activities: What are the tasks a company must do well to deliver
on its value? For example, Apple owns a number of key activities: soft-
ware development, supply-chain management, store management/
distribution, and more. Samsung’s phone unit is focused more on
supply-chain management and software development.
Key resources: What are the most important physical, financial, in-
tellectual (patents, copyrights, etc.), or human resources the company
needs to succeed? They can be owned or leased. For many companies
making hardware, human and intellectual resources are key, whereas
manufacturing is outsourced to an Asian partner.
you have now, how costly each relationship is, and how you expect
to maintain each relationship.
Channels: How does the company reach each persona to deliver the
value, including marketing, communication, distribution, sales, and
support? How are you reaching them now? What works best? How are
the channels integrated, for example, are sales only via your website?
The Business Model Canvas is great because it lets us write down all of
our hypotheses, from opportunity to distribution, in one place. Using
the Business Model Canvas alone, it takes some deep thought to find
a great opportunity hypothesis. Fortunately, the Canvas’s authors have
developed a newer tool, the Value Proposition Canvas (Figure 3-6),
also available at http://strategyzer.com, which drills down into the Value
Propositions and Customer Segments blocks to really identify how the
product is or isn’t providing value to the customers, and what the cus-
tomers’ needs are.
THE VALUE PROPOSITION CANVAS
Products Customer
& Services Job(s)
Figure 3-6. The Value Proposition Canvas is focused on the interaction between the cus-
tomer and the product, and poorly met or unmet customer needs are a possible product
opportunity.
98
The goal of the Value Proposition Canvas is to help you achieve product/
THE PRODUCT BOOK
market fit. This phrase simply means that “a good number of customers
want what you’re selling.” This concept is especially important to startups
building their initial product, as startups need to find customers as soon
as possible. If they fail to find customers, they either need to pivot the
business to focus on new customers, possibly even with a new product,
or they need to close the business. This also applies to new features in
existing products. After all, you want to build a feature a good number
of customers will use.
The first part of the Value Proposition Canvas is diving into the cus-
tomer—completing this part of the canvas can help you refine your
personas! There are three key aspects to the Customer side: jobs, gains,
and pains.
Customer jobs are simply the things the customers are trying to get done,
in their own words, be it a task they’re trying to perform, a problem they’re
trying to solve, or a need they want to satisfy. For example, an Apple Watch
owner is likely interested in easily tracking her fitness—a task—and looking
External Factors
While all of the ways to create an opportunity hypothesis so far give us
educated, good hypotheses, sometimes there are external factors—shall
we say—that force an opportunity.
The simplest and most understandable one is when a good business
opportunity arises. For example, maybe a partner offers a large contract
if a certain feature is added to the product within a given timeframe. It’s
likely still up to the PM to make sure this feature’s worth it—usually by
measuring the cost of adding the feature vs. the value of the contract—but
Figure 3-7. The Kano model provides a way to consider how much satisfaction each feature
provides compared to what type of feature it is and how well it’s executed.
Over time, each feature moves “down” in its category. Excitement fea-
tures become performance features, and performance features become
basic needs. The first time you had Wi-Fi on a flight, you were likely
delighted to check your email while flying. Now you likely expect
planes to have Wi-Fi and are disappointed when there’s a poor signal
or no Wi-Fi.
In general, the first version of your product needs to cover the basic
features. Each successive generation should focus on a mix of satisfiers
and delighters, along with making sure you’re continuing to cover the
basic features.
To find feature opportunities using the Kano model, map your prod-
uct and its features against the model. What features are about meeting
basic expectations? Are they meeting expectations? Have you covered
all the basics? If so, move on to a satisfier or a delighter.
104 A big frustration for product managers is that basic features can re-
quire a significant investment to even get to a reasonable level. While
THE PRODUCT BOOK
you want to spend your time working on the satisfiers and delighters,
skipping the basic features or doing them poorly will often lead to less
customer satisfaction even if you have a great delighter feature.
If you’re working on a new version of an existing product, consider
what features started as excitement features but are now expected and
something the competition has, too. Or similarly, what’s something the
competition added that your customers now also expect? How does that
affect your feature mapping/opportunity hypothesis? Touch ID started
as a delighter feature on the iPhone, and now fingerprint unlocking is
fairly common and expected on smartphones. What new delighters can
you find to achieve significant customer satisfaction?
MOOVER.IO’S HYPOTHESIS
Back in Chapter 2, we mentioned that when you book a move with
Moover, the moving company does a follow-up call to plan details. Based
10 6
THE PRODUCT BOOK
CHAPTER FOUR
VALIDATING YOUR HYPOTHESIS
Now that we have an idea, we need to make sure it’s the right thing to do 107
next. Every idea has an opportunity cost. Working on Feature A means
you’re not building Feature B. The hallmark of an effective product man-
ager is being able to sort out the great ideas from the merely good ones.
Continuing our scientific method analogy, now that we have a hy-
pothesis about what to do next, we need to design and run an experi-
ment to prove or disprove our hypothesis. In other words, we want to
validate whether our idea—no matter how big or small—will really help
us achieve our goals.
The ideal experiment to validate our hypothesis would be to build the
full product and see how our success metrics change. Sometimes this is the
right thing to do, such as if your hypothesis is that fixing a bug or adding
a small feature will help you achieve your goals. But often, building the
full product is a big investment in both time and cost. This means it’s very
risky to always build the full product to see if it achieves its goals. Instead,
companies have started adopting the lean principles we’ve discussed, find-
ing less expensive ways to validate an idea before building the product.
These validation approaches take many forms. Some ideas need only
internal validation by looking at existing data like analytics and having
a discussion with key stakeholders about the cost/benefit of this oppor-
tunity before you decide to pursue it or not.
With other ideas, especially for new products or major new features,
you’ll want to talk with real customers, both current and potential, directly
via interviews and indirectly via surveys. This approach, called customer
development, will help you understand your customers’ pain points and
goals more thoroughly so that you can validate if your idea will address
their needs. You might even discover that a different idea many customers
complain about is worth pursuing instead of your original hypothesis.
The last idea-validation method we’ll cover is to run an actual ex-
108 periment and seeing how your metrics change. For a new product or
feature, you might choose to build a low-cost minimum viable product
THE PRODUCT BOOK
SWOT ANALYSIS
A SWOT analysis is a common method for looking at how an oppor-
tunity hypothesis fits in. SWOT stands for strengths, weaknesses, op-
portunities, and threats. This framework helps you identify the most
important internal and external elements of achieving your goals.
To do a SWOT analysis, first identify your key goals and success met-
rics. Then create a two-by-two table like Table 4-1. The top row will be
your internal elements—the strengths and weaknesses for the product/
company around achieving your goals. The bottom row will look at
external elements—the opportunities and threats, including things like
cultural, governmental, and technological trends.
Strengths: Internally focused view of Weaknesses: Internally focused view of
what you excel at where you fall short
Table 4-1. SWOT analysis provides a good way to put an opportunity in context at a high
level, looking at both internal and external elements.
INTERNAL VALIDATION
110 As a PM, you’ll find that there’s no shortage of good ideas for what to
do next. In an ideal world, we’d do a comprehensive validation of each
THE PRODUCT BOOK
Figure 4-1. Creating a grid to compare development effort to user value is an easy way to visu-
alize and compare different opportunities. Ideally, you will do low-effort/high-user-value tasks
first (Feature A) and avoid high-effort/low-user-values tasks (Feature C) as much as possible.
Unfortunately, this isn’t a litmus test for opportunities because sometimes
we have to do high-effort things that users won’t value, like rebuilding
a back end, but this grid will help you put things in context. Low-effort,
highly valued features or products are nearly always worth pursuing.
For some opportunity hypotheses, like “fixing a bug will help us
achieve our goal,” this level of validation might be all you need. If it’s
clear from data that the bug significantly affects a lot of users, it prevents
users from winning, you have the resources to fix it, and the cost vs. val-
ue doesn’t outweigh something else you want to do, then great—you’ve
validated that it’s worth fixing the bug! Other hypotheses require more
effort in order to validate them.
This internal validation can also help with a soft skill: Respect. You’ll
often have people throughout the company giving you product ideas—in
fact, you’ll have more ideas than you can implement. This means you’ll
112 spend most of your time saying “no” to good ideas because you want
to focus on the best ideas. But if you simply say “no” without a reason,
THE PRODUCT BOOK
people will feel that you don’t listen to them, affecting how well you
work together, and they will stop coming to you with ideas, which could
prevent you from finding a great one. Doing an internal validation will
let you easily and explicitly provide a reason for why you’re pursuing
one idea over another, making people feel like you listened to them and
aren’t just making arbitrary product decisions.
CHAPTER FOUR TIP
This chapter’s tip comes to us from Nik Laufer-Edel. Nik teaches at Product
School and helped design the curriculum. Beyond Product School, Nik
leads the core passenger-experience team at Lyft. Previously, leveraging his
background in design and research, he led the initiative to reimagine the
CURRENT STATE
• What’s the users’ current perspective of the problem? How do they
think and feel about it?
• Journey
• What are the current steps they take? This is often the flow of your
application but might also include taking steps outside of your app
or using competitors.
MOTIVATION
• What about the current solution are they not happy with?
• What about the new solution is uniquely appealing?
• Do they believe that following the journey will get them to the
desired state?
• Do they believe they have the ability to do what will be asked of
HINDERANCES
• What about the current solution do they like?
• What about switching to the new solution worries them?
• Desired State
• How do they measure success? What is winning?
• How does getting to this state move them closer to other, larger 115
goals?
I start all initiatives by drawing out the model to align the team and de-
velop research questions. For mature products and iterations on existing
features you may already be able to speak to all parts of the model. For
new products or features you’ll discover gaps in the team’s knowledge
or risky assumptions to tackle through internal or external validation.
Ultimately, understanding what winning is for your customer, their cur-
rent situation, and the factors that will help them or hinder them from
making progress will equip you and your team to make better product
decisions. Good luck!
EXTERNAL VALIDATION
External validation simply means getting feedback from real customers
to see if your idea makes sense. Even though you might think you know
what they’ll say, you don’t know for sure until you check.
There are many ways to get feedback. The simplest one is to be a
data detective. What external data about real customers can you find
from existing research sources to validate your idea? Are there relevant
research reports, whether it’s Mary Meeker’s Internet Trends report
(available for free), NPD Group’s reports on what people are buying and
their behavior (these reports are expensive but the data’s very valuable
and spans numerous industries), census data, or even Google Trends
to see what people are searching for?
Sometimes it might not be obvious where to look, and you’ll need
to see if there’s a similar or analogous vertical whose data will inform
116 your decisions. Your primary goal is to focus on the need people are
trying to meet, and to find research relevant to that need. This data isn’t
THE PRODUCT BOOK
always easy to find, and it might be spread out across multiple research
reports. Financial-analyst reports are often great additional sources of
overall industry trends.
As an example, when on-demand food-delivery services like
Postmates were getting started, they could have looked to food-industry
reports about how often people order carryout/delivery, how much they
spend per order, what demographics tend to order carryout the most
and where they live, which segments of the food industry are growing
vs. shrinking, and more. Secondarily, Postmates could have researched a
specific interaction mechanism, push-button ordering with mobile apps,
by looking at on-demand apps like Uber. If Postmates’ hypothesis was
that people would like push-button food delivery, it would’ve meshed
these data points, using the food-industry reports to validate demand
for food delivery along with the mechanism data to validate that people
would be willing to order from an app.
Make sure to watch out for confirmation bias. This is when we look
for only evidence that confirms our hypothesis and ignore evidence that
contradicts it. Again, our hypothesis might be wrong, and that’s OK.
Reading market data can be very useful, but it doesn’t always give you
way for people to give you a wish list. It’s not a focus group to only see
how people respond to ideas. It’s not a place to observe how custom-
ers use your prototype. It’s also not a replacement for product vision.
Customers will give you a huge wish list, but they’ll often ask for more
than they actually need, end up not using features, and —in really bad
cases—might get confused by all the extra features. This is a big part of
why we recommend having some opportunity hypotheses in mind first.
Interviews
We’ve found that, of the various steps in the product-development
life cycle, people new to product management have the least expe-
rience with customer interviews. But interviewing is an incredibly
valuable skill because it’s an effective and low-cost way to validate your
opportunity hypothesis. And since a product manager’s ultimate goal
is to help the customer be awesome, spending time with customers
is critical to your role.
There are entire books, such as Cindy Alvarez’s excellent Lean
Customer Development, that cover in detail how to prepare, do, and
learn from customer interviews. We’ll do our best to give you a detailed
It’s also really valuable when you ask questions that get customers to
tell you stories rather than giving simple yes/no answers. They’ll auto-
matically provide you some background context, or you can politely
interrupt and ask them to clarify any needed context. Stories help you go
up to a slightly abstract level because you’ll often find out why someone
was using the product, what their goals were, and what they prioritized.
You’ll also find that people say things implicitly in stories so that you
don’t have to prompt for more—e.g. they might mention using Siri,
which means they are iPhone users.
Sometimes you’ll have customers who think they know exactly what
they want and will tell you specifically. For niche products with ad-
vanced users, these people likely do know exactly what they want, and
they know enough about how the product works to know what’s possible.
But that’s a very small group. Most customers don’t know what’s possible
or impossible, and you’ll likely want to ignore specific feature requests.
Instead, it’s your job to figure out people’s underlying pains and see if
a specific way. “Mr. Smith, do you still beat your wife?” is a loaded
question because it implies guilt even if Mr. Smith wouldn’t harm a fly
and never ever beat his wife. “Do you have problems with your PC?” is
leading because it implies the customer uses a PC and that his PC has
problems. “Tell me about your primary computer” is better because
it doesn’t imply any judgment and lets customers respond with what
they care about.
Put together your first list of questions, but don’t worry about making
it perfect. As you start to do real interviews, you’ll refine your questions
based on if you’re getting the information you want—this doesn’t mean
you’ll get the answers you’re hoping to hear. Your list will never be
perfect, but keeping this advice in mind will help you get a great start.
We recommend taking a step back once you have a list together, and
really thinking about if these questions will deliver the information
you’re hoping to learn from the interviews. One way to do this would
be to imagine what the most useful results would look like—which
you could derive by thinking about how you intend to use the results
from the interviews—and working backwards to see if your questions
will deliver.
• What’s the last date where interviews can give you useful infor-
mation? Customer development takes time, and often there are
internal milestones beyond which new information isn’t helpful.
Knowing these milestones in advance helps you craft an effective
interview schedule.
• How much time will each interview take? Interviews tend to run
long—people run late, you find interesting things to ask about,
etc.—so if you plan on conducting a 20-minute interview rather
than a 30-minute one, you’ll likely hit your time goals. Make sure to
communicate your time expectations clearly to your interviewees.
provide their expertise, and you’ll use that input to make money.
The one exception would be if you’re talking with someone who
reached out to you, such as a current customer who emailed the
support team. The best way to pay those people is to make the
product even better for them! You can also make them feel special
by including them in early-access programs.
care about the topic at hand. If they say, “Here’s what I’ve tried and
what I do,” then they care. “<This> would help me achieve <this goal>”
is meaningful, whereas, “<This> would be interesting to have” and “I
think I could figure out how to use it” mean this person won’t use the
product. If they say, “I wouldn’t use it, but others would,” no one will
use it. Similarly, “Maybe it’s just me” means lots of people feel that way.
Pull the data from all your interviews together into an overall sum-
mary that you update as you go. Categorize what the customers say as
appropriate, including pain points, emotions, existing solutions, and
so on. Even try sorting their words into “validates hypothesis” and “in-
validates hypothesis” buckets. Try to see if you can identify trends with
multiple customers having similar comments.
If you haven’t found anyone excited about your idea in five or so
interviews, either you’re talking to the wrong people or your problem
isn’t a real problem for customers. Try changing who your target subjects
are, and if the trend continues, you just invalidated your hypothesis.
Also, if your questions aren’t giving you the insights you want, change
them!
If only a few people see your opportunity as a pain point they care
Surveys
“The plural of ‘anecdote’ is not ‘data.’” (This sentence is attributed to
Frank Kotsonis and Roger Brinner.) Interviews are great because they
help you figure out customers’ underlying pain points and motivations,
but they’re just a small sample of your user base (or potential user
base). They don’t help you quantify issues or measure overall attitudes.
Analytics don’t provide that type of information either. Analytics are
great at exposing what customers actually do, but they don’t tell you
anything about what’s going on in a customer’s mind.
Surveys occupy this murky area, where we can get a view inside a lot of
customers’ heads. In general, the data surveys provide isn’t as high qual-
ity as that from customer interviews, but it’s a low-cost way to see if our
conclusions from customer interviews scale to a large number of people.
There are multiple ways to use surveys—one example is how we used
them in Chapter 3 to gauge your overall NPS as a potential starting
point for finding an opportunity. We’ll focus now on using them to
validate a hypothesis.
In the validation step of the product-development cycle, never start
with a survey—you’ll find out better questions to ask and get more
real data about people’s needs with interviews, but once you think the
interviews have validated your hypothesis, surveys will help you see if
the bulk of your customers agree.
Creating Surveys
Good survey design is also a bit of an art. Because you’re not there to ask
clarifying questions or to pay attention to non-verbal cues, you need to
be careful of how you design them. You’ll also want to test any survey
132 before sending it to a broad group.
Like you would with an interview, start by explicitly focusing on your
THE PRODUCT BOOK
career, and then retire. Today, you could be employed and looking for a
job, or self-employed but in between contracts (essentially unemployed).
It’s totally reasonable to have empty text fields where people can type
stories, rather than radio buttons where they’re constrained to fixed
answers. Asking how someone’s last flight experience on an American
carrier was will yield more interesting results than, “How satisfied were
you with your flight?” Make sure that if you ask for a detailed answer,
you don’t set a low character limit on your survey’s answer box.
Asking “why” questions can be dangerous because people are not very
self-aware. As with interview questions, aiming to understand a custom-
er’s goals helps dive at motivation more explicitly. “What’s the top thing
you hope to learn from this book?” is a better question than “Why did you
buy this book?” (Please email the authors if we’re not meeting your needs!)
When conducting a survey about an existing product, it’s also good to
ask a Net Promoter Score question (see Chapter 2), as this will implicitly
help you measure the score over time as you conduct more surveys.
Executing Surveys
There are many tools to create surveys: Google Forms, SurveyMonkey,
Analyzing Data
Run your survey until you feel you have statistically significant results
or until you stop getting new/useful/different results.
When you’re ready to start looking at results, the very first thing to
do is validate the data. What do you do with incomplete surveys? Do
you want to ignore them or manually look at them to see where—and
maybe why—people stopped answering? If you use the data, you’ll have
a different sample size for each question.
Next, do you want to do any partitioning based on background ques-
tions? People who listen to streaming music daily may have different
136 answers than people who listen once a week. What about cohort analy-
sis? People who came from a professional forum might be different than
THE PRODUCT BOOK
Experiments
An additional way to validate a hypothesis is to run an experiment where
you build something to test your hypothesis. This isn’t always possible,
but if you can run one, it’ll yield incredibly informative results.
Experiments are complementary to customer development, not a
replacement, as they’ll help you see what people do when you make a
change, but they won’t help you understand why people do it or what
their fundamental needs are.
A/B Tests
One of the most common experiments to try with an existing product
is called an A/B test. The idea’s simple: if you make a change to your
existing product and address the opportunity you’re focused on, what
impact does it have on your key metric? You’ll implement the change,
randomly give some users the current “A” version and some users the
new “B” version, and then see if the metric changes in a significant way.
The hardest part of an A/B test for people to understand is that you’re
not fully building out the B version in a well-designed and engineered way.
The goal is to hack together something quickly and cheaply that will let you
determine if this opportunity is worth pursuing in a more thorough way.
A/B tests are a great way to validate if your hypothesis achieves your
goals with iterative/refinement opportunities. For example, Google had
a hypothesis that the shade of blue used in advertising links affected
click-through rates, and A/B (and C/D/E, etc.)-testing different shades
let Google find a shade that generated an extra $200 million in revenue,
according to Dan Cobley, managing director of Google UK.
138 It’s most common to A/B-test navigation, user flows, layout, and
messaging/content. If your opportunity doesn’t fall into these buckets
THE PRODUCT BOOK
but you think you can A/B-test it anyway, go for it! In fact, sometimes
companies beta-testing a completely redesigned, blue-sky-opportunity
version of their website will randomly direct part of their traffic to the
new site and see how the users’ overall behavior differs from behavior
on the main site.
Optimizely is a very common tool for implementing A/B tests, and
its expanding feature set includes support for web, mobile, and desktop
apps, custom segmenting/test targeting, analytics, and more.
Simple MVPs
We like to talk about two types of minimum viable products, similar to
Lean Startup (discussed in Chapter 3). The one people most commonly
talk about is the version you’ll actually build and release (covered in
Chapter 5). The other type is a very simple MVP that you can create to
help validate your hypothesis—a scaled-back version of your full prod-
uct vision. These super-simple MVPs will be inexpensive to put together
and not actually implemented how the real product will be implemented.
But they should provide enough to a potential end customer that you
can gauge if your opportunity’s worth pursuing.
them push a button and simply have a Lyft show up to take them to a
nearby open restaurant that they’ll probably like: they care about instant
fulfillment over making a reservation and planning.
Many service start-ups initially began with a concierge MVP, helping
them gauge interest and better understand the overall problem space
and customer needs. Wealthfront, an automated investment service,
even started with a concierge MVP by having financial advisors man-
ually working with clients.
A Wizard of Oz MVP is another simple type, sometimes the next step
after the concierge MVP. Here, you’ll create a product that looks like it’s
fully built to an end customer, but humans are doing the work behind
the scenes. The Zappos founder didn’t start by making an e-commerce
site or stocking tons of inventory: he took photos of shoes at different
shops (with permission), put them online, and when an order came in,
he’d manually buy and ship the shoes. But to a customer, it looked like
Zappos had a full inventory and was a store by itself.
This style of MVP also doesn’t scale, but it’s another way to validate
the demand for your opportunity. If you can manually keep up with
the demand, this idea probably isn’t worth pursuing. But if people love
MOVING FORWARD
At this point, even if it took a lot of changes and retries because your
initial hypothesis was wrong, you should have an opportunity hypoth-
esis that you’ve validated as worth pursuing. Woo! It’s time to get going
on your roadmap!
There’s one more step to think about, and that’s your opportunity’s priority
on the roadmap. Even though you’ve found a great opportunity, you have
limited resources, and another PM might have found a different priority
that’s more important to the company’s goals. Every feature has an oppor-
tunity cost: working on one thing means you’re not working on something
else. As a PM, you want to think strategically to make sure you’re always
working on the things that matter most. You might have a great idea that
you’ve validated, but is it what the company should work on next?
A helpful litmus test is whether this product or feature will help the
company achieve its current goals. If not, you should likely table it and
work on it when the company is focused on the appropriate goal.
The Kano model (Chapter 3) provides a useful way to gauge how
critical your product or feature is. Is it a basic feature? If so, it’s probably
a high priority to do next because your users expect it and you’re not
doing it—or at least not well enough. If it’s a satisfier or delighter, you
142 can prioritize it based on its value (how much you think it will provide
towards your goal) vs. cost.
THE PRODUCT BOOK
• Have you moved before, without Moover? If so, what was it like?
• (If they say “phone”): How many times did you attempt to contact
each other before you actually talked? (That is, you call them and
get voicemail and you miss their return call.)
• Could you tell me what your first and second preferred forms of
communication are (e.g., phone calls, email, SMS, something else)?
• Did you have any special items, like a piano? If so, what was it like
to arrange moving that?
• (If the move has happened already): How did things go the day of
the move? Was there any preparation with the movers that didn’t
happen that would’ve made the actual move smoother? Post-move,
how did things go with the moving company?
• (If they’ve moved previously): What parts of Moover saved you
time compared to when you moved before?
• If I could wave a magic wand and change any part of the moving
experience (aside from packing and unpacking—say this with a
laugh), what would you want me to change?
146
THE PRODUCT BOOK
CHAPTER FIVE
FROM IDEA TO ACTION
Finding and validating the right opportunity to work on next has gotten 147
you to the starting line of the product-development life cycle. Now we
need to run the race and actually build the product. In this chapter we’ll
look at how to transition from an opportunity to something actionable,
and in Chapters 6 through 8 we’ll dive into the entire “get it built and
launched” process.
Fundamentally, this chapter is about an important PM soft skill—
communication—and how to effectively communicate, discuss, and
finalize the opportunity you’ve found with key stakeholders.
even use it. Imagine if you booked a hotel room and there was no bed.
Or toilet paper. Or sink. Would you stay or would you immediately go
to another hotel? Early test phases with key customers as you build your
product can help make sure you don’t miss a hidden barrier.
But hidden barriers are just one thing that might prevent you from
achieving product/market fit. Other obstacles include the following:
• It takes you so long to build and release your product that your
customers’ needs have changed or they found a better solution.
• Your product has so many features, new customers can’t figure out
how to use it, quickly getting frustrated and abandoning it. Or if
you’re adding a new feature to an existing product, perhaps it ends
up being hidden where no one finds it.
• The product’s value wasn’t even clear in the first place, and custom-
ers didn’t purchase it because they didn’t realize it would address
their needs.
your target market, the problem you’re addressing, how you’re solving
it, and the key features of the solution—succinctly, in less than a page.
Sharing the press release with stakeholders, including the engineering
and design leads, will also help you start to uncover any internal barriers
and figure out what questions you need to answer before the team can
start fully building this product. Perhaps this product relies on building
a new piece of technology, and you need the engineering team’s help
to build a prototype to see if it’s even technically feasible. You’ll need
to find time on their schedule, and that prototype will be a milestone
towards the overall project, affecting the release date even before you’ve
started planning the project.
Writing a press release will also help you start to determine how
you communicate the product’s value to customers, along with how
customers will find and get started using the product. You’ll likely
change both of those as you actually build the product, but thinking
about them up front helps address two major reasons products flop.
Furthermore, it’s one final validation step to make sure this is really
what you want to do next. If you’re not excited to write this press release,
and no one is excited to read it, are you working on the right opportu-
nity? Is there something else you would be excited to write, and excited
for customers to read?
Headline: If you were to tell your friend about this product in a sen-
tence, what would you say? Included in that is the key target market,
how it helps them win, and a tentative product name that the target
market can understand. Sometimes you will need two sentences, in
which case you should write a headline and a subheading.
152 If you find you need to write more to help make your thoughts about
the product clear, especially around issues that relate internally to your
THE PRODUCT BOOK
company and how you’ll get the product built rather than around issues
related to the customer, then also write a product FAQ document.
Writing a Review
The other “imagine the future” document you might write at the start of
the project, especially for a major new version of a product or a brand-
new product, is the review you want your product to receive. Imagine
if Recode, or whomever is appropriate, were reviewing the released
version of your product—what would they say?
In a press release you think about how you want to talk about your
product, but a review forces you to think about what customers will hear
and how they’ll experience the product. Therefore, this is where you
need to be honest about what tradeoffs you’re willing to make with the
product. Maybe your product will be amazing but also pricier than the
competitors. The reviewers will call this out—Are you OK with that? If
not, and you start taking steps to reduce its price, what tradeoffs will
occur? Will you need more customers to make up for lost revenue? Is
that achievable? Will you need to reduce the feature set? What impact
would that have on the review?
Similarly, what parts of your product do you think a reviewer will
focus on, and which will they ignore? The parts you discuss the most
are the parts where you’ll later spend most of your design and engi-
neering effort.
Mostly importantly, the review should have a conclusion about why
a customer should buy your product, especially over a competitor’s or
whatever the customer is doing now. This conclusion should reflect the
unique, differentiating value your product offers. If it’s something minor,
such as identical features at a slightly lower cost, then your product
might struggle to stand out—if a competitor has a sale, there’s suddenly
no difference in your products, and you’ll be seen as a copycat.
Writing that conclusion will force you to connect the concepts in
the previous three chapters: What are your company’s core compe-
tencies? How do those connect to this opportunity? For example, es-
pecially at first, Google Docs was much more limited than Microsoft
Word. But it was cloud-based, collaborative, and platform-agnos-
tic—in addition to being free. Those three factors are how Google
used its strengths to build a differentiated word processor. If it had
been a free app you downloaded and installed on your Mac or PC,
a review would’ve concluded that it was a very limited free word
processor, and that’s it—that product wouldn’t have taken advantage
of Google’s strengths.
Just like your press release, your review should be concise. Most
product reviews don’t exhaustively look at every feature. They give
customers enough information to help them know what problem the
product solves, if it solves the problem well, what tradeoffs the product
has, and if they should buy the product.
1. Write down the overall thing you’re doing and why you’re doing it.
That is, what value will it deliver for your customers and what goal
will it help you achieve? Explicitly put this statement at the top.
2. List the features you think you need to achieve that top-level goal,
along with why that feature’s important. Rather than just writing
“cloud data store,” write “cloud data store so that customers can
access their data from any device.”
Now here’s the kicker: as you work on this step, you’re not allowed
to add any new feature category not listed in the press release and
product review. You’ll define each feature in more detail (e.g., you
might need a way to log in, so that people can access your service,
and a way to reset passwords), but you can’t add something major.
For example, if you wrote a fictional press release about the iPhone
5S and never mentioned Touch ID, you can’t suddenly list Touch ID
as part of the MVP. Whether you realized it or not, writing the press
release and review helped you prioritize the most important parts
of your product, which in turn helps define the MVP.
3. Go through your feature list and cross out whatever items cus-
tomers don’t actually require to address their core need. This step
156 is the really hard part—MVPs should be uncomfortable. You as
the product manager should feel like the MVP is not feature-rich
THE PRODUCT BOOK
Next, let’s look at how to effectively discuss the MVP and the project
as a whole with other stakeholders.
Overview: Briefly, what is this project about? Why are you doing it?
160
Objectives: What will this let the customer do? What are our high-
THE PRODUCT BOOK
Success metrics: What are the success metrics that indicate you’re
achieving your internal goals for the project?
Personas: Who are the target personas for this product, and which
is the key persona?
User scenarios: These are full stories about how various personas
will use the product in context.
Features out: What have you explicitly decided not to do and why?
Q&A: What are common questions about the product, and answers
to those questions?. This is a good place to note key decisions. 161
The exact format of a PRD varies company to company, but the overall
content is similar. Let’s dig into each section in more detail.
Success Metrics
You’ll also explicitly list the most important success metrics, the key
performance indicators that you will need to be able to measure to
figure out if you’ve achieved our goals.
162 As you start to write the PRD, you might find you have a general
sense of your goals (increase the number of users), but not necessarily
THE PRODUCT BOOK
a detailed goal (increase our user base by 10%). Write whatever you
can and add some placeholder indicator, like “???” if you’re not certain
or need to more clearly define something. You will also call out this
uncertainty in the “Open Issues” section.
New PMs often make the mistake of listing every possible metric they
could measure. Instead, focus on the key success metrics you want to
watch for, and later in the PRD as part of the features section or within
the Q&A, list the specific metrics you want to measure that will affect
the success metrics.
Messaging
Messaging is how you’ll explain the product to a current or new customer
in a short sentence, and we’ll cover it more in Chapter 8. It’s quite likely that
your product messaging won’t be clearly defined at the start of the project.
Take a stab at writing something, indicate it is tentative/uncertain, if it is,
and add figuring out the exact messaging to the “Open Issues” section.
Timeline/Release Planning
Even though you’re most likely not acting as a project manager and
owning the project schedule, you’ll want to include some rough tim-
ing information here and eventually provide a link to the full schedule.
Personas
Call out the key personas this product is intended for. If you have per- 163
sonas defined elsewhere, link to the full personas and remind the reader
of the key traits in the PRD. If they’re not fully defined elsewhere, define
them here so a reader understands what the eventual customers will be
like, and their goals.
Jeff puts his backscratcher down within easy reach, knowing it’s the
perfect tool to scratch his back.” Hopefully you see how even that simple
result implies that we’ll achieve a customer satisfaction/engagement
goal in the end.
Setup. Action. Result. That’s it. The challenge is in the execution! As
you write the story, include the relevant details to help a reader imagine
the situation you’re describing, but just like when writing personas, you
don’t need to include every possible detail. If you’re not sure what to in-
clude, start by writing a detailed story and then begin eliminating details.
If the overall meaning doesn’t change and the customer need/how the
product addresses it is still clear, then you likely don’t need those details.
Write your stories so that if a customer in your target persona were
to read it, she’d go, “I’ve been in that situation before, and this product
sounds fantastic!” Also, your customers likely don’t know your jargon, so
avoid using it as much as possible. This will also help other stakeholders
to understand the story clearly—there’ll be no ambiguity because you
used jargon they don’t recognize.
Last, as we’ve mentioned before, be authentic. You want your stories
to be real and believable, as that will help you figure out your potential
weaknesses, both in terms of execution and where your customer might
encounter friction. Once you know your weaknesses, you can take steps
Designs
Having defined the product’s requirements, in the design section you
start to look at the solutions. Even though you don’t want to be prescrip-
tive, sometimes it’s effective to create a low-quality, high-level “napkin
sketch” of a possible design to help everyone understand what you’re
talking about. A picture can be worth a thousand words! The design
section is the place to include those sketches.
We’ll cover working with the design team in the next chapter, but we
recommend making these sketches very rough so the designers don’t
think you’re trying to do their job! And even if you were a designer
before becoming a product manager, you’ll want to make your sketches
rough. You need to trust that the design team will do a better job de-
signing a solution than you will. You’ll add links to the actual designs
as they become available.
Using a PRD
Now that you have a PRD, here’s how to use it to get stakeholder buy-in
and as a tool for communication with your team/company.
We recommend you write the first draft of your PRD in a private
format, such as a Word doc or a non-public Google Doc. It will change
the most in the first few drafts, and you don’t want someone stum-
bling upon it and panicking! You’ll define the core of the product in
these early drafts, and you want to make sure everything on the page
is coming from the work you’ve done to identify, validate, and scope
the opportunity.
After you’ve written it, you’ll start sharing it with others for feed-
back. Even though you’ll want to listen and address their feedback
collaboratively, remember that product isn’t design by committee.
You’re the person responsible for the product, and you should ap-
proach these discussions from a perspective of “This is what I believe
is right. Did I miss anything?” as opposed to “What do you think
we should build?”
However, this does not mean you should approach this sharing pro-
cess as just telling people, “This is what we’re building. Now, go do it.”
You’ll want to solicit and address feedback, both to make the product
better and to keep your relationship with various stakeholders produc-
tive and respectful.
The first people to share your PRD with are leads and fellow product
managers. People who have been at the company longer, have experience
with the product, or have more experience in general might have valu-
able insight to make the product—or the path to getting it built—better.
172 Once your team is on board, engage the other key stakeholders, such
as the design and engineering leads. Again, view this as a conversation—
THE PRODUCT BOOK
you’re seeking their feedback, and you’ll incorporate their thoughts into
the PRD. Perhaps the engineering manager will note a technical issue
you need to figure out, and you’ll add that to the Open Issues section.
Or maybe the design lead will have an idea for a solution that changes
the technical scope. Maybe the marketing lead will really want you to
have something for a certain release date. They might also ask you to
break down one of your user stories into more detail to make the proj-
ect’s scope explicitly clear.
Sometimes you hear people say that a PM owns the problem, Design
owns the solution, and Engineering implements it. We’ve found a
much better approach is to define the problem and generate solu-
tions together. You, the PM, might take the first stab at the problem’s
definition, but that doesn’t mean what you write is perfect and that
Design doesn’t have valid input. Similarly, if you used to be an engineer,
perhaps you’ll have a valuable insight as to how Engineering could
implement a solution. When conflicts arise, remember your core role
and focus on the product’s requirements, not how to build it. A lot
of conflict comes about when someone tries to do someone else’s job,
such as a PM trying to design the solution or a designer wanting to
change the product’s scope.
After discussing the PRD with this group, you should all be in agree-
174
THE PRODUCT BOOK
CHAPTER FIVE TIP
This tip is from Mike Belsito. Mike is the cofounder of Product Collective,
the company behind INDUSTRY: The Product Conference. Mike has spent
more than a decade in executive and product management roles at various
early-stage technology companies. Mike is also author of Startup Seed
Funding for the Rest of Us, is a contributor at Rocketship.fm, and serves
as an adjunct professor of design and innovation at Case Western Reserve
How to do this?
1. As a team, pick the core problem that you feel you’re ultimately
176 solving for.
2. Identify a customer persona that experiences this problem often.
THE PRODUCT BOOK
3. Create a scenario where your team can “act” and simulate actually
being the customer experiencing the problem.
4. Allow your team to live through this problem together for a while—
at least a couple of hours.
5. Discuss as a team what it felt like to live the problem and whether
any of your core assumptions have been even further validated, or
need to be readdressed.
MOOVER.IO’S DOCUMENTS
After validating the idea we came up with in Chapter 3, that Moover
should add in-app messaging so that customers don’t have to play phone
tag with moving companies, we’re going to clearly define our ideas. We’ll
do so by writing an imaginary press release, working on an MVP list,
and then writing the PRD.
MVP Requirements
• Initiate a conversation with the other party so that I can address
questions to provide a more accurate bid or finalize the moving
details.
• See when there are new messages so that I know I have information
to deal with.
• Respond to messages to keep a thread going.
Sample PRD
Here’s what the first version of a PRD for our Moover messaging feature
looks like. Notice how we call out an MVP with our prioritized-feature
list in the PRD, and it’s definitely an uncomfortable MVP. However, the
Title
In-App Messaging
Change History
First version
Overview
Our mission is to be the Uber of moving companies, making it
convenient to book a move on your smartphone. We’ve done a great
job bringing the first part of moving to your fingertips—finding vendors
and getting initial rough bids—but we’ve found that there’s a second part.
Despite using Moover, our customers still have to talk on the phone to
figure out details, get exact bids, and finalize their moves. That means
move prep still has to take place from 9 to 5. We’re going to bring the
second part of the moving process into the smartphone era by adding in-
app messaging. This will make it convenient for our moving companies
and customers to interact to plan details, allowing the moving company
to message from 9 to 5 and the customer to reply when convenient.
Objectives
• Improve customer satisfaction by continuing to reduce the hassle
of moving
180 • Increase revenue by having more completed moves
THE PRODUCT BOOK
Success Metrics
• Improve the number of completed moves by a significant margin.
[??? What’s our precise goal? 10%?]
Messaging
• Moving on your schedule [???]
Timeline/Release Planning
Summer is a popular time to move, so we want to have at least the MVP
done by May. That gives us about eight weeks. Ideally we will release
the MVP by April so that we have an iteration or two of the feature by
the time the moving season really starts.
Personas
Our primary target is Ant Moving, our mid-sized moving company.
They’re the ones who will have to ask for more information, so we need
to make this easier for them than using the phone. Really Busy Rob is
our second target, our persona who doesn’t mind paying a premium
to use app services over traditional services. We’ll need to provide an
intuitive messaging/notification system so that he doesn’t have to look
up a help page about how to talk with the moving company.
User Stories/Features/Requirements
• P0: The minimum viable product.
• P1: Medium priority.
• P2: Low priority.
P0
Web Dashboard
• As Ant Moving Company, I want to initiate a conversation with
a potential customer so that I can ask any questions to provide a
more accurate bid or finalize the moving details.
184 • As Ant Moving Company, I want to see that there’s a pending mes-
sage so that I know I need to reply to a potential customer.
THE PRODUCT BOOK
Mobile App
• As Really Busy Rob, I want to receive a notification of a new mes-
sage/reply so that I know there is a pending message.
• As Really Busy Rob, I want to be able to read a new message so that
I know what the question or answer is.
• As Really Busy Rob, I want to create a new message so that I can
send messages and replies to each moving company.
P1
Web Dashboard
• As Ant Moving Company, I want to see my conversation history
with each customer separately so that I can easily remember what
I talked about with this customer.
• As Ant Moving Company, I want email notifications of pending
messages so that I don’t have to log in to the dashboard to know a
customer just emailed me.
P2 185
Web Dashboard
• As Ant Moving Company, I want to see and save attachments so
that I can see any photos a customer has taken of his space or view
a signed contract.
• As Ant Moving Company, I want to respond to a question with my
own attachments so that I can send annotated images to request
measurements or send contracts.
• As Ant Moving Company, I want to see attachments in my conver-
sation history so that I don’t have to manually save and organize
every attachment a customer sends.
Mobile App
• As Really Busy Rob, I want to send attachments so that I can quickly
send a photo of my space and stuff rather than trying to describe
it, along with returning signed contracts.
• As Really Busy Rob, I want to receive attachments (JPEG, PDF) so
that I can provide more specific answers and handle the moving
contract in-app.
Features Out
• Cloud storage support for attachments: While it might be nice
to save a contract to the cloud, open/sign it on another machine,
and then send the completed contract via Moover, there are a lot
of possible cloud storage systems we’d need to support to cover
our customers (Dropbox, iCloud, Google Drive, One Drive, etc.).
Plus if customers want this for only contracts, we should explore
providing a standard moving contract that can be created in the
dashboard and signed in-app, no attachments required.
186
Designs
THE PRODUCT BOOK
None yet!
Open Issues
• Need to figure out exact success-metric goal
• Need to figure out exact product messaging, especially for any
existing customers who could benefit from messaging now
Q&A
None yet!
Other Considerations
None yet!
CHAPTER SIX
WORKING WITH DESIGN
So far, you’ve been responsible for each step in the product-design life 187
cycle. You’ve found and validated an opportunity, communicated it to
your stakeholders, and gotten everyone onboard. Now we’ll shift into
the execution phase, which starts by figuring out the product’s user ex-
perience with the design team. A lot of thought goes into this phase to
ensure we craft a great product! Put another way, now that we’ve figured
out we’re building a house, we need to draw up blueprints and sketches,
to figure out everything from where the toilets go, to how thick a wall
needs to be to support the roof, to how we want to decorate.
to the software’s internals, and the result is a confusing mess. With some
time and effort (and cheat sheets), we all could figure out how to use
this product, but very few of us would want to.
Over the past few years, the second type of design, called user-cen-
tered design, has become far more popular, and it’s what we’ll focus
on. In this type of design, the product’s UX is a well-thought-out solu-
tion to help the end user effectively achieve her goal using the product.
Compare the design of the original iPhone to the Blackberry and other
smartphones of the time, for example.
6. Working with Design
Figure 6-1. This app’s UX is a visual representation of its internals, and the results aren’t
pretty!
189
In many ways, Apple’s iPod and iPhone are responsible for the design
priority change. Mac OS put design front and center for years, always
trying to create a great experience, thereby building a loyal customer
base. But its market share was so small most people never had a chance
to appreciate what a difference a good UX made—software design on
Windows tended to reflect how things worked internally. When the
iPod came out, its functionality was the same as that of many other MP3
players, but its overall experience, from putting music on to it to finding
and playing the song you want, was so great it crushed the competition.
(Figure 6-2 shows the original iPod’s competition.) The iPhone kicked
this into high gear with an incredibly intuitive touch experience. Even
toddlers can use iOS. Apple’s earnings reports show the result of this
focus on user-centered design.
Figure 6-2. The Creative Nomad Jukebox had a 6GB hard drive compared to the iPod’s 5GB,
190 but can you guess how you’d select a song? User experience matters!
THE PRODUCT BOOK
As people used the iPod, the iPhone, and other products with a great
user-centered design, they came to appreciate how much easier the
products were to use, letting them achieve their goals—from listening
to music to checking their voicemail—faster. People began to want great
experiences in all of their products, whether it was HR software or a
thermostat. When faced with two products that solve a problem, they
often picked the better-designed one. Slack, for example, has seen expo-
nential growth by taking a product that’s been around for years—group
chat—and building a much better UX around it. This trend has led to
far larger design teams and making design a full part of the product-de-
velopment life cycle rather than an afterthought.
Back in Chapter 2 when we discussed enterprise vs. consumer soft-
ware, we mentioned that for a long time UX design mattered very little,
in enterprise products especially. As long as the product solved a prob-
lem, customers would adapt and learn how to use it. But as people
started to experience well-designed UX in the consumer products they
used at home, they wanted better experiences at work. This had led to
significant disruption in enterprise software lately, with new, well-de-
signed tools like Basecamp replacing big, traditional tools like Microsoft
SharePoint.
So what goes into making a great, user-centered experience? At a
business context so that she’s not working in a vacuum and can help the
product manager understand tradeoffs for different design decisions.
1. User research
2. Information architecture
3. Interaction design
4. Prototyping
5. Visual design
6. Content strategy
Each phase requires a different dominant skill. While some of these
skills are complementary, you rarely find one person who’s great at ev-
ery part of the design process. That means you usually have a design
team with different people specialized in each tactical element, or some
combination of elements.
During each phase, you’ll give feedback on the work the design team
creates, answer questions about the project’s requirements and customer/
business needs for the design team, facilitate any needed communica-
194
THE PRODUCT BOOK
Once you’ve figured out what to build with a user researcher’s help, an
information architecture (IA) designer will figure out how to model and
organize the data we’re working with. IA is very much a structure step,
asking what information a user should see first, second, and so on. IA
might create a data model, explaining how the underlying product will
conceptually be presented to the customer, along with block diagrams
expressing in what order to present the information. Figure 6-3 shows
a sample IA diagram for Moover’s messaging feature.
Ant Moving
$395
(18 Reviews)
$400
Select Contact More Info
NYC Moves
$400
(8 Reviews)
Shea Moving
$525
(6 Reviews)
196 Figure 6-4. Sample wireframe for Moover’s messaging feature, showing one of the steps of
the workflow after swiping to reveal the available options for a company.
THE PRODUCT BOOK
Design teams will often have prototyping experts who turn these static
wireframes into interactive prototypes using anything from HTML to
specialized tools like Balsamiq and InVision. Prototypes are incredi-
bly helpful for three reasons. First, they help everyone working on the
product internally to understand what you’re building, be it people on
the direct team, your boss, or beyond. Having something visual is more
easily understandable than a written PRD, and having something inter-
active is even better. Second, the prototype helps Engineering provide
more accurate estimates for how hard parts of the product will be to
build. Using a standard UI control might take minutes to implement
whereas a custom control the design team created might take days, for
example, and all the teams will have to discuss if the custom control
6. Working with Design
Figure 6-5. Sample mock-up for Moover’s messaging feature, indicating how one view 197
should look when finished
is worth the time tradeoff. That decision will then affect the prototype.
Third, prototypes help with usability testing.
After prototyping, you will have a great idea of how the product will
work/flow, but you won’t know what it will look like. Visual design is
the focus on how the product will look. Your team’s visual designers will
often work in parallel with the people creating wireframes, establishing
the overall look and feel of your product. They will create mock-ups,
like Figure 6-5, usually based on the wireframes, that look pixel-perfect
but aren’t functional. These mock-ups are designed to help the product’s
overall team gauge how everything will come together, and the end
product will visually look similar to the mock-up.
Visual design is more than just making the app look pretty, though.
Visual designers need to consider usability (e.g., is the font large enough
to read and are the buttons large enough to tap accurately on a phone?),
emotions (conveyed through colors and icons), and consistent brand
messaging. Visual designers will often work with marketing to create
a company style guide that influences everything from customer an-
nouncement emails to the marketing website to the actual product.
Sometimes visual designers and prototypers will create a higher-fidel-
ity prototype using the mock-up and wireframes, giving the prototype a
more finished feel to help you judge the product more effectively.
After you’ve created your wireframes and mock-ups for Engineering
to implement, a content strategist will help make sure your product is
using the right media and text, such as how to word an alert. Like visual
design, content strategy applies to marketing, too, and you want to use
consistent words and have a consistent tone. It detracts from the overall
198 experience and can confuse your customers because of misaligned ex-
pectations if your app is very formal and your website is very whimsical.
THE PRODUCT BOOK
Some companies will have one copy manager who is responsible for all
text, be it in-product or in an ad.
The main design process is done when your prototypes and mock-
ups are validated as a solution and Engineering has agreed to their
viability. As you hand the designs over to Engineering, you will likely
discover questions about how part of the product should behave, un-
anticipated edge cases that need to be designed, new alerts you need
the proper wording for, and parts of the design that are problematic
to implement.
Your primary role throughout this process will be facilitator, but
you’ll also want to make sure early test customers are happy with the
designs and able to achieve the product goal satisfactorily. You’ll likely
want to keep running a meeting with the design and engineering teams
throughout the project to make sure everyone is on the same page and
to address early user feedback and additional engineering needs. For
example, if you have a ship-date deadline, you might need to cut a fea-
ture and change part of the product’s design so that the feature doesn’t
appear to be missing. The entire design process isn’t truly done until
the product ships.
to use it.
Good design is thorough down to the last detail. You want to think 203
out every aspect so you make sure that no matter how customers
interact with your product, they’re encountering a great experience.
that data. Even if you used to be an amazing designer, your primary job
as a PM is to focus on giving clear personas, requirements, and goals.
Your design team will love you if you’re clear on those three elements.
This clarity will be part of a well-written PRD and true at the highest
level—the overall project objective—and with individual user stories.
Rather than just saying, “We need to improve the onboarding process,”
explicitly say who the target customers are, what you need the onboard-
ing process to achieve, and how you measure its success.
Furthermore, never, ever vaguely say a product is for “everyone.”
There is no such persona, and no product is perfect for every single
person. Instead, make sure your target market is a clear part of the
requirements in the PRD and that a persona is defined so that design
can make the right choices to address that persona’s needs.
Once in a while, you’ll find that you really, really want to sketch out
a UX, as it’ll be the fastest way to share your thoughts, be it in ear-
ly conversations about the product or even in a PRD. When you first
join a new team, you’ll need to work with other stakeholders and earn
their respect. We recommend putting together a whiteboarding session
with the design lead (and maybe the engineering lead) to discuss initial,
rough ideas. Together, you can draw on a whiteboard and then take
photos of the board to incorporate into your PRD or share with others.
208
THE PRODUCT BOOK
CHAPTER SIX TIP
Conrad Albrecht-Buehler, an amazing designer who’s also worked as a
product manager, provides us with this chapter’s tip. Conrad has designed
an award-winning in-car interface for BMW, designed some of the first
mobile applications for VMware, and worked on several products at Apple.
In addition to being a designer, he has worked as a software engineer, a
product manager, and a user researcher. He lives in Munich and the Bay
you predict how a customer will see, use, and value your product. It may
help you make the best, if not always the most expedient, compromise
as you address the complexities of a product.
GOOGLE DESIGN SPRINTS
Google Ventures came up with a great way to use design thinking to
solve critical business questions. It has used this process with its port-
folio companies to solve problems ranging from “Is our new business
viable?” to “How do we develop this new feature for existing products
with millions of users?”
We like design sprints because they’re collaborative (involving key
stakeholders from each department), focused, effective, and user-cen-
Sprint Preparation
Start by picking a sprint master. This person will set the context for the
design sprint and facilitate each stage of the sprint. This will usually be
someone who is familiar with UX research and interaction design, but
this person should also be able to lead a meeting productively and get
every participant contributing. The sprint master will do a fair bit of
planning around content and logistics before the sprint to make sure it
runs smoothly. Google recommends about one day of preparation for
each day of the sprint.
For content planning, the sprint master will write a design brief that
clearly defines the challenge (the PRD can be a great reference here),
the deliverable, and the timeline to launch. She might also do a design
audit beforehand, pulling together the current designs, user research,
and more, to provide context to the sprint team. This is especially crit-
ical if the team has already done work on this problem, as there will be
existing learning you can build from.
For the sprint logistics, she’ll start by determining the right team
to have on the sprint. The best teams are five to eight people and in-
clude the PM, designers, engineers, and other experts or stakeholders.
Sometimes, especially in start-ups, the CEO will be part of the sprint
team. It’s also possible to have multiple teams working in parallel on
the same challenge. The sprint master will even schedule the room and
make sure she has all the needed supplies, including paper, tape, sticky
212 notes, voting stickers, a timer, and pens.
THE PRODUCT BOOK
Understand
The first part of the sprint is devoted to understanding the problem
you’re trying to solve, why you’re trying to solve it, who the customers
are, those customers’ needs and capabilities, and more. As we discussed
in Chapter 2, understanding the overall context for your customers and
company/product is always the first step towards creating new solutions.
The sprint master might arrange short talks, user interviews, field
visits to customers, competitive overviews, or beyond to facilitate this
step. If you’ve done previous research or work with this sprint challenge,
this step is when you’ll present that previous work.
You as the product manager will likely play a key role here in helping
the rest of the team understand your goals and strategy.
During the first day of the sprint, you’ll also schedule your
customer-testing interviews for the last day. This will put pressure on
your team, forcing you to create something to show customers, given
real people are coming to see your work. After all, the best creativity
happens when you have constraints!
Define
After the team understands the problem space, come up with a clear
problem definition. This is when you narrow the problem and come
Diverge
After you clearly know the problem and what you want your solution 213
to achieve, you and the sprint team will brainstorm as many ideas as
possible for how to solve the sprint challenge. You might have everyone
work individually to generate ideas using “Crazy Eights,” where you fold
a piece of paper in half three times, to create a page with eight segments,
and take five minutes to draw eight ideas, one per segment.
Or perhaps you’ll work together to brainstorm ideas. Make sure not
to reject anyone’s ideas during this phase—your goal is to generate as
many ideas as possible, even bad ones. In fact, sometimes working to-
gether to come up with the worst possible solution can help you think
of new ideas for the best solution.
You don’t need to be able to draw well to participate in the Diverge
phase. But you should make sure anything you draw or create is under-
standable on its own, without an explanation from the creator. It’s OK to
put some text on your drawings or to use multiple drawings to show a
flow. Give the concepts titles to help you refer to them. However, don’t
put the creator’s name on each. You don’t want any company politics to
influence which ideas you pick.
Get crazy, get creative, and don’t filter yourself. Ideate, ideate, ideate.
Decide
Once you’ve come up with a lot of ideas, you’ll pick the best ones, so
far, by voting.
For the first round of voting, everyone gets an unlimited number of
voting stickers, and you vote on what ideas, or pieces of ideas, you like
the best. You can use lots of stickers if you love something.
Even though each idea should be self-explanatory, spend some time
discussing each one. For example, take three minutes to look at each
idea, and discuss what you like about it, what you don’t like, what could
go wrong, and more. Don’t let the creator explain the idea first, as it
should stand on its own, but if the others miss an aspect of the idea, the
creator can point it out.
Don’t worry about achieving consensus during this first round—talk
about what you like with the various ideas.
After you’ve discussed each idea, you’ll super-vote. This is the de-
cision-making vote. Each team member will get a limited number of
voting stickers, and the CEO and PM will get extra voting stickers. Again
put these stickers next to what you believe is the best idea, or part of an
idea. This voting process will help you uncover the best ideas, regardless
of who created them.
Prototype
After picking a key idea or two, create a prototype. Building this proto-
type will take the most time of all the steps, but you will emerge with
a mock-up, demo, physical prototype, or other way of demonstrating
the idea that you can show to real people.
You might end up having multiple prototypes to test the overall utility
of the solution separate from the usability or to test the usability of dif-
ferent ideas. The key in this step is to make some artifact that will help
you validate your solution. After all, you’ll be showing it to customers
shortly!
User Testing
The final step in the sprint is showing your prototype to real customers
and getting feedback. Try to find out what they like and dislike, if the
solution will meet their needs, and if there are hidden factors that could
stop them from using this solution.
You can also ask for feedback to measure how well you achieved the
goals you set forth in the Define step. For example, ask each user to rate
how much fun they had using your product and what made it less fun.
Make sure to validate this solution with the key stakeholders, in-
cluding the engineering team, too, to confirm that this is the solution
everyone is onboard with pursuing and believes can be implemented.
When user testing is finished and the sprint is over, take some time
to review the process and analyze how it went. Did these customers like
the solution, or did the design not work? Do you need to do another
sprint? Ideally, you’ll have a basic design that you know has promise,
which you can take, flesh out, and turn into a real product.
If you like this approach and want to run your own sprints, we highly
recommend reading Google Ventures’s book Sprint: How to Solve Big
Problems and Test New Ideas in Just Five Days. This book contains lots
of tips from Google Ventures’s experience running sprints, to help you
run the best sprint possible.
At this point, you should have an appreciation for what design in-
volves and see that it’s more than just making things look pretty. You
should also have an idea about how to work collaboratively with the
design team. Remember, we say that design is done when our prototypes
and mock-ups are validated as a solution to the problem we’re trying
to solve and Engineering has agreed to the designs’ viability. Now that
we’ve drawn up the blueprints for our product, let’s turn our attention
to how we’ll work with Engineering to get our product built.
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CHAPTER SEVEN
WORKING WITH ENGINEERING
Now that you’ve figured out your product’s requirements and come up 217
with—and hopefully tested—a design, it’s time to actually build your prod-
uct! In practice, this phase of the product-development life cycle is where
you will spend the bulk of your time as a product manager. You’ll work
closely with Engineering day to day to help oversee the product that’s being
built, making sure it meets the product requirements, making scope changes
if key features are taking longer than expect to develop, prioritizing the back-
log, and eliminating whatever obstacles you can for the engineering team.
You’ll want to do your best to establish a strong relationship with the
engineering team because although a great relationship doesn’t guaran-
tee success, a bad relationship guarantees failure.
While this phase can be a lot of fun as the product comes to life, it can
be very hard for product managers for two reasons. The first is that if you
started your career as an engineer, you might unintentionally frustrate the
engineering team or imply you know better than they do. Alternatively,
if you don’t have an engineering background, you might not understand
how engineers work—or how to work with them—causing them to not
respect you. Fortunately, these problems are avoidable! Let’s start by look-
ing at soft skills, interpersonal relationship skills that will help you work
with engineering. Then we’ll look at common ways engineering teams
work and see how you as the PM fit into those workflows.
PRODUCT/ENGINEERING RELATIONSHIPS
Just as design is more than just creating pixels, engineering is more than
just typing code. Programming is very much like an art form: you’re
building something from nothing, and all of the pieces must function
pretty much perfectly or the whole product won’t work. This artistic
complexity leads to some common traits in engineers worth knowing
about, as understanding these traits will help your interpersonal com-
218 munication and relationship with engineers.
In general, engineers are highly intelligent people motivated by work-
THE PRODUCT BOOK
ing on hard problems and leaning something new. They’re often very
independent and care more about crafting an elegant solution to a com-
plex problem than about specific business needs. Engineering is hard,
and every product needs engineers. Given that, their skills are incredibly
in demand and talented engineers are worth their weight in gold!
However, because their skills are in demand, if engineers feel like
they’re not being respected or mentally challenged, or if they don’t be-
lieve in the overall product and direction, they’ll likely look for a new
opportunity. Replacing an engineer is very costly, both in terms of actual
cost and productivity costs. PMs can help engineers, and the whole
company, by making sure engineers feel respected and recognized and
have confidence in the product.
So how do you keep a great relationship with Engineering? You’re
starting off the right way by recognizing that it takes work! The biggest
thing you should keep in mind is that coding is hard and you should trust
that your engineers know their craft—contrary to what some designers
and PMs think, engineers are not just code monkeys typing on keyboards.
Especially if you have an engineering background, one of the worst things
to say to an engineer is “can’t you just….” Those three words imply that
(Can we take on some technical debt now?), and money (Would more
people or overtime help us get this project done?), you’ll keep the pro-
cess collaborative and deliver the highest-possible-quality product on
the best-possible schedule.
Working on projects that have a lot of technical debt can also be very
frustrating for engineers, as accumulated debt can make even polish and
bug fixes painful. We’ve talked before about how it’s important to the
project’s overall momentum to periodically pay off any technical debt.
It’s also important to your engineers’ sanity and your relationship with
them to periodically do so.
A lot going on in an office inherently conspires against engineers.
Specifically, solving hard problems requires deep concentration.
Interruptions, whether for meetings or to reply to high-priority messages
via email, Slack, HipChat, etc., can be very frustrating and tough to re-
cover from mentally. Open office plans make things even worse, as there
are so many distractions and so much noise that developers often wear
large, noise-cancelling headphones so that they can focus on their work.
While some of this is beyond your control, like floor plans, there are
some things you can control, especially around communication. Do
the programmers are working on their current task, and it doesn’t matter
to the programmers. Let’s compare the two most common approaches
along this spectrum, waterfall and agile.
Waterfall Development
The waterfall method is the oldest style of software development. Early
software engineers simply adopted stages from the hardware world
(manufacturing), and over time this approach became more refined.
In 1985, the US Department of Defense formalized the waterfall process
in its DOD-STD-2167A document, which specified that its contractors
would use this approach to write software along with detailed descrip-
tions of how they’d use it and the deliverables they’d create.
As you might guess, the waterfall method is very structured, with
explicit, formal stages. It’s even called “waterfall” because you can’t move
to the next stage until the current stage is done—everything goes from
one stage to the next in a big dump, like water over a waterfall. Waterfall
development starts with the requirements phase, where the PM has the
most to do, finding the right opportunity and writing a very detailed
PRD. Unlike the PRDs we discussed in Chapter 5, waterfall PRDs need
to be detailed and complete, specifying as much of the project up front
as possible. They are not living documents, but rather large and detailed
bibles for the product.
After the requirements phase, Engineering and Design take over,
beginning with a design phase, a coding phase, and a testing and in-
tegration phase. Products often ship with known bugs, as they’d never
release if you fixed every bug. PMs are often involved in prioritizing
bugs to make sure the ones that will affect customers the most are fixed
before release.
Waterfall has a few benefits. For one, everyone will have a great idea
of what the final product will look like early on since you create a de-
tailed spec. Furthermore, since you do a lot of work up front creating
the requirements, you might find and fix an issue in that phase. It’s sig-
nificantly cheaper to fix a problem early on. Because the scope is fixed
early on, Engineering can make close-to-optimal design decisions for
the project rather than designing for potential unknowns. Third-party
development firms often like working with waterfall with clients because
they can budget a project based upon the work they’ve agreed to do.
Clients (and PMs) often like it because they don’t need to be involved
day to day in managing the project. Management also often likes the
clear and easily understandable milestones in a project, and you can
measure progress by what percentage of the spec is implemented.
But there are also significant drawbacks to waterfall that have caused
many software teams to move away from it. These problems include
the following:
Agile Development
Agile development is fundamentally about being flexible, iterating
quickly, and embracing changes. Unfortunately, “agile” has become a
somewhat generic and vague term much like “big data.” Many compa-
nies claim to follow agile practices or use words from agile method-
ologies to describe their process, when in fact their workflows aren’t
at all agile. Let’s look at what agile really means and then at specific
implementations.
The Manifesto for Agile Software Development defines key principles
of agile, including these:
encounter many of the disadvantages we listed for waterfall, like how the
customer’s needs might change while you’re building the product and
you have no mechanism to get feedback or make changes during a sprint.
Agile and lean also lead to a breadth-first approach where each sprint
or cycle will—ideally—produce a usable piece of software that you
can use to get feedback from customers or clients. In waterfall you’re
much more likely to schedule milestones so that part of the product is
deemed feature-complete before moving on to another part, scheduling
for depth. With agile, sprints/cycles are usually focused on getting to a
very minimal but functional app initially and then adding features to
each section as needed, scheduling for breadth.
Furthermore, the team will do incremental testing on the code during
each sprint/cycle, which leads to a higher-quality product with fewer
bugs. Studies have shown it’s up to 20 times cheaper to find and fix bugs
as you build a product rather than doing separate development and
testing stages like in waterfall.
Unfortunately, there are some downsides to agile, especially for PMs.
Agile workflows frequently put a lot more demands on you, sometimes
even having you handle quality assurance/bug testing in addition to
Scrum
Scrum development is based on an idea from rugby, specifically that a
team’s functioning as a team, and not as a group of individuals, is key
to success, and the best teams are given direction but can devise their
own tactics for how to achieve their goals. Scrum came about in the
early ’90s whereas agile was formalized in the early ’00s, but scrum’s
architects were part of the group that created the Agile Alliance.
At a high level, with software development, using scrum means that
the team comes together to prioritize what to do next and set short-term
goals for what work to finish. You as the PM will have very strong input
into that part of the process. Then the team goes off and figures out how
to best do that work. You’ll check in with the team members at the start
of each day as they work, addressing any questions, and you’ll validate
the work when they say it’s ready. But you don’t micro-manage them or
change their goals before they’re done with the current set.
Scrum is one of the most common approaches to agile because it has a
very clearly defined project structure with clear team roles. This makes it
there will be a lot of potential features and ideas to make the product
better. You will be saying “no” a lot to make sure the project doesn’t
get out of hand! Putting something in the icebox instead of explicitly
saying “no” is a nice way to make people feel their input is valued
while avoiding feature creep.
Later, you’ll have another planning meeting where you determine the
sprint backlog. The sprint backlog is simply the list of user stories the
team intends to complete during the sprint. You’ll pick the key things
you want to work on based on priority/business value, and the engineer-
ing team will agree on whether they can commit to it during the sprint.
A common question is, how do you know how many backlog items
to pick for a sprint? Over time, you’ll find that the team tends to com-
plete n story points per sprint. That number is called the sprint velocity.
During this planning meeting, if you add up the story points on the
tasks everyone agrees to do, it should come out to that velocity.
If you’re struggling with how to prioritize what to do, try calculating
a priority score by adding a Business Value field to each story, like we
suggested in Moving Forward section at the end of Chapter 4. Factors
that go into the business value can include how much you believe this
key points with customers and stakeholders to make sure you’re on the
right path. If you’re not, pivot before building more.
When you start a new project, scrum is especially helpful. Early on in
a project, there’s a lot of risk (business, technical, and more). By focusing
on sprints and tasks that de-risk the project, you might have low initial
customer value but enable rapid progress later.
For example, when planning Moover’s new customer messaging fea-
ture, we might focus on making messaging back and forth between
customers and movers work initially, not paying any attention to a good
user experience. This will let us test and make sure that this core piece
works. If the development team finds out that its initial approach has
some big limitation (e.g., maybe it’s constantly blocked by a firewall),
the team can come up with a better solution. And if it turns out that the
core piece isn’t do-able, you can reassess what you’re building without
the team’s wasting time on non-core pieces.
Scrum also makes project management easier, as you can use story
points and the total story points for outstanding items in the product
backlog to create trend lines. These trend lines let you estimate when
the project will be done with a feature set, along with how much work
Kanban
234 Kanban development comes from Toyota, which came up with this
methodology by looking at how supermarkets stock shelves. Specifically,
THE PRODUCT BOOK
used your product. You can’t count on quick hallway or chat conversations
to agree on minor details and just move on. You really have to document and
make sure that junior team members have internalized what you are asking
them to do. This will include more detailed user story descriptions, detailed
mocks and user journeys/scenarios, and detailed acceptance criteria.
Within six to eight sprints, the junior members will better understand
the product complexities and requirements. To speed up understanding and
shorten the learning curve, it would be ideal for your team to develop more
user empathy. Encourage your engineering team to monitor user research
sessions or conduct informal customer-discovery conversations with users
directly (if possible). More knowledge of the user persona and their pain points
helps the entire team become more experienced and helps junior developers
take more ownership and pride in their work.
WORKING WITH REMOTE TEAMS
A common challenge PMs face is how to work with development teams
that aren’t in the same physical space or even the same time zone. While
there’s no one right answer, clear communication is the key. This doesn’t
mean an expectation of non-stop communication and constant avail-
ability, but rather having regular check-ins and using tools like Google
Hangouts to see each other and remember that you’re working with a
person.
You can play a big part in helping remote teams be successful by
over-communicating requirements, goals, decisions, and the definition
of “done” for the project so that everyone feels like they’re on the same
team and has a clear understanding of what they’re working towards,
regardless of where their desks sit. Sometimes important decisions or
clarifications happen in a hallway conversation, and unless you pay
attention, a remote developer might not hear about that decision, or
might feel left out of the decision-making process.
Creating a culture where people don’t think twice about having a
quick video chat can help replicate the face-to-face interaction that hap-
pens naturally in a single location. Too often, we still think of a video
conference as a formal, scheduled time—it doesn’t have to be that way.
Furthermore, be aware of when people are starting or ending their
days. Is there something that team A can do at the end of its day that
you need for the start of your day? Or is there something you can get
done by the end of your day so that when team B starts, it’s not blocked?
It can even be helpful to establish “golden hour” handoff meetings so
that these needs get communicated clearly at the start and end of each
team’s workday.
Agile helps a lot with remote teams because it forces you to think
about the adaptable nature of agile to figure out workflows that work
well for you. For example, scrum works well with remote teams be-
cause you can plan what to do, let people work independently, and still
conduct daily stand-ups. Depending on what time zones people are in,
you might have to conduct daily stand-ups asynchronously via email
or instant message throughout the day rather than having everyone
together at the same time. Additionally, at the review meeting, rather
than trying to accommodate everyone’s schedule and possibly making
the meeting inconvenient for the stakeholders, try having the product
owner, rather than individual developers, present the overall team’s
work to the stakeholders.
The biggest thing that remote teams miss out on is the natural
team-building that happens when people spend their days together. It’s
important to get your team together in the same place periodically, even
if it’s just for team-building exercises. Product managers should have
240 empathy for their teams, not just for their customers. Spending time
together is a good way to develop solid relationships.
THE PRODUCT BOOK
how much it kicked butt for the sprint because its team accomplished
hundreds of story points, even though it really only did 10 story points’
worth of work. That claim messes up the sprint velocity and planning
calculations, and it’s a sure sign you should find a new agency.
No matter where your team members are located, whether they’re
in-house or external, and whether they use Kanban or waterfall, we
say that the development phase of the product life cycle is done when
working, tested software that meets your product requirements is ready
for release. Your role during the development phase comes down to pro-
viding clear requirements for the engineering team members, working
with them to prioritize and reprioritize as needed, and trusting them
to build great code. Now that we’ve built our product, let’s look at how
we launch and market it.
CHAPTER EIGHT
BRINGING YOUR PRODUCT
TO MARKET
At this point you’ve found an opportunity, validated it, gotten your team 243
on board, and built a product. You’ve done a lot! In fact, if you come
from an engineering or design background, you might feel like the
hard work’s over and you can take a vacation. But for a product man-
ager, there’s still more work to do to get your product into the market
successfully. As the team at Pragmatic Marketing, a product-market-
ing-focused agency, puts it, “Launch isn’t the end of development but
rather the beginning of selling.”
As much as we’d like to believe that if we built the perfect product
it will sell itself, the harsh truth is that it won’t. If none of your target
customers know about, find, or buy your product, it will flop. If the
wrong people buy your product, they won’t be happy and your product
will flop. Unless you have a solid plan to bring your product to market,
it will most likely flop. Fortunately, marketing and sales teams exist to
make sure the right customers learn about, find, and buy your product!
To ensure a successful launch, you will work closely with the mar-
keting team. Some companies even have a second role within market-
ing related to product management, the product marketing manager
(PMM). Put simply, the PMM is focused externally and is an expert on
the customer—and the buyer, if that’s not the same person, such as in
enterprise software—whereas the PM will focus internally on getting
the product built. Companies that have a PM and a PMM call the PM
“inbound” and a PMM “outbound” to reflect this differing focus.
Workflow-wise, the PMM will often handle customer development
and outreach, the PM will take that feedback and research and get the
right product built, and the PMM will step back in for launch. During
launch, a PMM is responsible for figuring out how to explain the prod-
uct to the customers, crafting the right go-to-market (GTM) plan to
bring the product to market successfully, and helping the sales team.
244 We’ll go through this chapter as if the PM and the PMM are the same
person to give you the best understanding of how product and market-
THE PRODUCT BOOK
UNDERSTANDING CUSTOMERS
To market your product successfully, you’ll need to know how your cus-
tomers make decisions. Thinking about marketing early on, even when
you’re doing your initial customer development, will help your product
enter the market successfully. For example, your customers might expect
to buy your product at Best Buy. It can take months for your sales team
to set up the relationship so that your product is available in store, which
means you can’t wait until launch to start the process.
Back in Chapter 3, we introduced the Business Model Canvas and the 245
Value Proposition Canvas. At the time, we used them to help look for a
product opportunity. We can use the same tools to understand how to
best market our product to the right customers by looking at different
parts of the canvas. For reference, Figure 8-1 shows the Business Model
Canvas (also shown in Chapter 3 as Figure 3-5).
THE BUSINESS MODEL CANVAS
Key Partners Key Activities Value Propositions Customer Relationships Customer Segments
Figure 8-1: The Business Model Canvas, from http://strategyzer.com, provides insight for
how to market your product.
246
These are the key areas to focus on from a marketing point of view:
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As you do your customer research, you’ll want to fill out these blocks
and expand your persona to include the marketing side. Here are some
specific things to make sure your personas address:
• How the persona would consider your product a success
• How the persona perceives your product/company (if you have
an existing product)
• What buying criteria the persona has
By fleshing out the marketing side of a persona, you’ll help the market-
ing team make successful decisions. For example, your persona might
focus on new parents who look for advice online. Then the marketing
team will do additional research to determine what parenting websites
and blogs the actual customers read, along with where they buy diapers
and other supplies. In other words, once you know what your perso- 247
nas are, you and the team can figure out what channels the customers
they represent use to learn about and purchase new products. That lets
your team make choices, like where to buy advertising, so that the right
people find your product.
The Customer Relationship block will help your team determine
how to reach these customers, too. With an enterprise product and a
high-value customer that purchases a lot of licenses, the customer likely
expects her account manager to talk to her personally and maybe even
come to her office to give a demo. Again, make sure the choices you
make for customer relationships match your customers’ expectations.
Sometimes, especially if you’re releasing a completely new version of
a product, you’ll want to call out any customer segments the product
isn’t ready for yet. For example, when Apple released Final Cut Pro X,
which was a completely rewritten version of Final Cut, it left out certain
advanced features and waited for customer feedback to determine which
to add back in. This also meant that Apple explicitly didn’t market the
product to customers they knew needed those advanced features, as
those customers wouldn’t have been satisfied with this new version.
Product Messaging
One of the most important things the Business Model Canvas and the
Value Proposition Canvas can help you and your team determine is
the right product message. Specifically, how do you communicate your
product’s value to customers and explain why they should care and what
problems your product solves? These canvases can help because they
specifically ask you to think about your customers’ needs, problems, and
goals along with what problems your product solves and what benefits
it provides to your target customers.
248 Framing your product in this way—why should the customer care?—
helps with everything from how you’ll sell the product to what features
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258
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GOING TO MARKET
It’s tempting to think that once development’s done and you’ve put to-
gether an initial product message in the PRD, you can just give the
product to marketing/sales and let them do their thing. But what hap-
Prelaunch Planning
The main things to decide during prelaunch are the key launch goals,
how you’ll make sure the product is ready for that launch, when and
how you’ll launch the product, and what assets you need to launch.
Launch Objectives
Launches have different purposes. For some products, like the latest
Google Pixel smartphone, the goal is likely to get as many customers as
possible upgrading to this phone or new customers buying the phone.
For enterprise software like Salesforce, the goal might be getting a subset
of customers engaged with a new feature. Sometimes the goal is simply
awareness of a new feature so that when customer enter their buying
cycle, your product is on their mind.
Identifying your key goals up front will let you make other launch
decisions, such as when to aim to launch your product.
Testing
As part of getting ready to launch your product, it’s important to put a
plan together to test it with real customers so that you can make sure
the product will deliver on its success metrics. Generally, companies first
do an internal release of a product. The goal is to make sure everything
works as expected and to catch major bugs before showing the product 263
to any external customers.
Next, companies do a broader beta, where they open up the product
to a small group of external customers. This might be via an exclusive
invitation to the top contributors on your support forum or via some
automatic opt-in.
The former is a better approach for bigger releases, where you have
specific new features you want customers to test. Creating a select group
of customers to give early access is useful because it gives you a group
of people who actively use your product, and they’re the most likely to
use the new features and to have valuable feedback. Early access also
makes these customers feel special, and they’ll often want to share that
status with the world when your product is released. Specifically, this
group often becomes product experts, providing tips and support to
other customers and advocating for your product among their peers.
Automatic opt-in is most common with web apps with a large number
of users, where you can enable the feature for a short period of time for
1% of your customers and get valuable feedback. Automatic opt-in is
fantastic because it gives you real data from real customers, likely ex-
posing the product to far more customers than would manually opt in
to a beta test. But it makes it hard to keep the new product a secret, just
look at how often people report seeing new Facebook features before
there’s an official announcement. Automatic opt-in might also generate
complaints or a temporary drop in your success metrics, but that data
will help you improve the product so it has a successful launch. Many
companies have built internal tools to allow for selective feature roll-
out/testing, and LaunchDarkly has built a general-purpose tool that
anyone can use.
The key to planning a beta is thinking about how perfect your launch
264 needs to be. If your product is a mobile app and new customers find it
buggy, they’re going to delete it and likely never reinstall it. Hardware
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is even less forgiving because a customer will return your product, and
that costs you money to deal with. Web apps tend to be very forgiving,
as you can update them multiple times an hour without the customer
having to do anything. Of course, if you’re strictly adhering to Lean
methodology, you will do minimal if any testing and just keep releasing
as fast as possible. But as we’ve mentioned before, most companies take
a hybrid approach, which means you’ll have some type of beta.
You will either own or be heavily involved in product testing. A few
key things will help you run a successful beta test:
• Make sure your beta group matches your target persona(s). This
will ensure that the people testing are the people you want to reach.
• Test your product messaging with any outreach you do. If you
email certain customers to invite them to the beta, include the
product messaging you think will make them want to use the prod-
uct. It’s also possible to A/B-test messages to the same persona so
When putting together a GTM plan, establish when you want to run
each testing phase, what you’re aiming to get out of each phase, and who
will own it—generally support or the PM will own the tests. Make sure
to plan time to react to feedback from the betas before launch.
For some products, you will also want to run stress tests with
Engineering during the prelaunch phase to make sure your technical
capabilities can handle any demand. For example, some very popular
products generate so much interest that their web servers crash because
of the sudden spike in visitors. It’s quite common to add a launch task
for Engineering to scale up your virtual server capacity during a launch
window, until traffic has leveled off to a predictable level.
What Kind of Launch?
Think about product launches you’ve seen before. Sometimes you just
notice a new button appear in the UX with a pop-up tip telling you to
check out something new. Other times you don’t get anything done for a
While not an explicit asset, make sure to work appropriately with any
external partners so that they’re not caught off guard by your launch. For
example, with Moover we’d want to make sure the moving companies
have been notified and helped test our messaging feature. We might
even choose to launch the updated web console with them quietly before
launching the app to support a beta test.
A Helpful Prelaunch Marketing Framework
There is a marketing framework that’s very handy for the launch team to
keep in mind as they determine how to launch a product. This framework,
called the 4Ps Framework, is a guide to making marketing decisions and
a reminder of key decisions you have to make when launching a product.
The Ps stand for product, price, promotion, and place. Let’s dive into each.
Product includes both the obvious parts of the product (what is
it, who’s it for, what’s the benefit?) along with the non-obvious. Non-
obvious elements include the packaging, accessories, support, warranty,
and return policy. A helpful way to remember these non-obvious ele-
ments is that they’re things the customer encounters after purchasing
the product. For example, after you buy it, you unbox it. Or you buy an
accessory. Or you have a problem and contact support.
Price refers to what you charge for—both normal, everyday transactions
272 and with possible volume and sale discounts. Determining the right price
can be quite complex, and it’s influenced by your product goals and your
THE PRODUCT BOOK
desired business model. Social games are often free to play to get as many
people as possible downloading them, which enables a better social game.
Then, ads help provide a small bit of income from each customer, and
in-app purchases help generate revenue from engaged customers while
also making the game better for them. Hardware pricing is commonly
based on component pricing, but sometimes companies use a razor/blade
model and sell the core hardware at a loss, making money on software
and accessories. As a product manager, you’ll often have input on the
pricing strategy, as the price is influenced by your product goals and has
an impact on your success metrics and product planning.
The next P is promotion. This is what we think of traditionally with
marketing: What will your press release be like? What ads will you
create? How will the sales team reach customers?
Finally, we come to place. Where do your customers find your product
for sale? Is it only on your website? Is it in specific stores, either virtual
or physical? The key here is to make sure the place lines up with where
your target customers go to find products. Some customers don’t feel safe
Launch
The nice thing about planning thoroughly before launch is that during
launch you’re mainly executing on your plan, which is relatively relaxing
and even fun!
Product managers are often company spokespeople, and we recom- 273
mend working with your communication team to make sure you speak
well and know the key product messages. And of course, if you’re speak-
ing externally, take care to look your best, wash your hands, trim your
nails, and present a professional image.
Back in the office, the engineering and support teams will want to
watch to ensure everything is functioning correctly and customers are
receiving any aid they need. You, as the PM, will also want to work with
them to look for any critical bugs you might have missed during your
testing phase. Have a plan in place with Engineering ahead of time to
asses, fix, and release these bugs as needed. But beyond that, you can
take a breath and watch how your customers react to your hard work.
We call the social media posts your customers write, reviews your
product receives, and articles the press writes about your product earned
media because you don’t control it nor did you pay for it. Earned media
is very valuable because it means people find your product worth writing
about. Of course the risk is that they don’t like it and the earned media
isn’t positive. Fortunately, most people, especially professionals, usually
choose not to write a review rather than writing something negative.
Postlaunch
In Chapter 9 we’ll go into more detail for what you, the PM, will do
postlaunch. Most of your work will be internally focused, assessing
early results and metrics and planning what’s next. The marketing and
sales teams will focus on how to promote and sell the new, current
version. We’ll briefly define some terms you might hear when working
with those teams.
marketing has become complex enough that many people think about
engaging with customers as a loop called the customer life cycle.
Customers often start their journey with the awareness, interest, and
engagement phases. This simply means people know about your product
and seek to learn more. Marketing teams often pay for display and social
ads to get more customers at this part of the funnel. A display ad is the
typical visual advertisement we think of, such as an ad in a magazine
or a banner ad. A social ad is an ad you pay for on a social network,
whether it’s a text ad on Twitter or an image on Instagram. What mar-
keters love about online marketing is that it can be very targeted. Unlike
a newspaper ad that lots of people see, online ads can be shown only
to 31-year-old women who are interested in casual video games. This
helps ensure your advertising reaches the right personas!
The next life cycle phase is about getting people to trust your product
will deliver on its promise and to buy it—offering money-back guar-
antees is a common technique here. It often includes seeking out peer
opinions and doing research on the product, such as looking for re-
276 • Pay per impression (PPI): You pay for the ad whenever it’s shown.
Impression means “someone saw the ad.”
THE PRODUCT BOOK
• Pay per click (PPC): You pay for the ad only when someone clicks
on it.
• Pay per action (PPA): You pay only when the user achieves some
final action, such as downloading your app.
• Cost per click (CPC): This is the actual price you pay for each click
Prelaunch
• How we will test this internally? We’ll ask for volunteers on vari-
ous teams to help test the mobile app and web dashboard for 10
minutes each day over the course of two weeks. By using both
aspects, they can make sure everything goes through as they ex-
pected. Using the product for a few minutes each day is likely the
most common use case. We’ll also designate one person on the QA
team to handle a different fake company in the database so that she
can test the “many clients/one response source” system.
• How will we test this externally? We will ship it and turn it on for a
278 small group of customers with no special announcement and see
how usage changes, if customers have problems, and more. It’s
THE PRODUCT BOOK
Postlaunch
We will continue to promote Moover as normal, especially focusing
on targeted display and search ads. The general message is still the key
message to promote, as our app awareness isn’t at the point where it’s
worth advertising specific features initially.
We’ll want to watch how often people use the chat feature to make
sure it’s sufficiently discoverable and intuitive.
For many in your company, especially the sales, marketing, and sup-
port teams, postlaunch is when they really go to work. For you, this is
the last major step in the product-development life cycle. Read on to
learn how to finish up the life cycle.
280
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CHAPTER NINE
FINISHING THE PRODUCT-
DEVELOPMENT LIFE CYCLE
281
Congratulations! You’ve successfully shipped your product! Everything’s
done, right? Well, you need to do three more things during this cycle:
PARTY, self-assess the cycle, and create a recommendation for the next
iteration. Let’s look at these three in detail.
CELEBRATE!
It’s really important for team and company morale to celebrate even
small wins. For instance, you might celebrate fixing a difficult bug by
getting cupcakes (make sure to take dietary requirements like gluten/
sugar-free into account.) When you ship a major version of your prod-
uct, you might take the core team out for a nice dinner. And when you
ship something big, you might help organize a companywide celebration.
These celebrations provide a way for individual contributors to get
recognized for their work. Product managers are often the most visible
representatives for their products, even though they’re not the ones de-
signing it or doing the coding. It’s important to give credit to the team
for doing a great job so that each person feels important and like a part
of something bigger. It’s also a great way to build respect between you
and the team—one of the easiest ways to lose your team’s respect is to
take credit for the team’s work.
If you’re organizing a companywide celebration, as a PM you’ll likely
give a quick speech. This is a great opportunity to recognize the core
team, specific others who have gone above and beyond to help get the
product launched, and any groups that contributed to it beyond the
product’s core team. It’s also really nice to have positive feedback from
internal people (what’d the CEO think?) and external people (press
quotes, customer emails) to share. This feedback is extra validation that
the team’s work is being well received. If a launch wasn’t well received,
282 you should still recognize the effort that went into it, as you want the
team to have a positive attitude when working on the next iteration of
THE PRODUCT BOOK
the product.
Organizing small activities and celebrations while building the prod-
uct can also be very helpful for team morale. When the team hits a key
milestone, you might go on an outing to play mini-golf.
It will likely fall to you to organize these celebrations—though your
office manager/HR team can help with companywide ones. Make sure
to be cognizant of the importance of these celebrations, as it’s easy to
forget about them with all the other things on a product manager’s plate.
Team Postmortem
The other part of assessing how things went is to get the team’s feedback,
and an effective way to do this is with a postmortem meeting. There are a
few different ways to run these meetings. We’ll walk you through how to
run one yourself with the core team. If you feel you had problems work-
ing with the team, you might ask someone else to run the postmortem
so you can be absent from the room to make the team feel comfortable
speaking openly. Some companies have open-door postmortems, where
anyone in the company can drop in to hear about the process. You’ll just
have to pick what feels most appropriate for your situation.
Here’s how we like to run postmortems. Find a time where the prod-
uct’s core team and the key stakeholders are available, and schedule a
meeting for an hour or so. You’ll want to try to create a relaxed and open
atmosphere, which can mean anything from booking the meeting room
with the comfy chairs to providing food and alcoholic/non-alcoholic
drinks for the team—it varies company to company. Just make sure
you have a whiteboard or something to write on that everyone can see.
Since this meeting is about feedback, all opinions are valid—make
sure you don’t put value judgments on what people say, especially if they
give you negative feedback. Divide the whiteboard into two columns:
things you did well, and things you wish went more smoothly. Start by
284 asking everyone to say what they think went well. After a bit, switch to
the other list and ask for things people wish had gone better. Bounce
THE PRODUCT BOOK
back and forth between the lists until you feel everyone’s been heard.
Last, take some time to discuss what you want to do differently and
what you want to keep the same during the next cycle. You should write
down the postmortem notes somewhere, like on the product’s wiki
page, including the key things you’re committing to doing differently
during the next cycle. Periodically refer back to this list to make sure
you’re alleviating as much of the process pain as you can while keeping
the good things.
go into this in depth, but you usually don’t just suddenly stop selling
a product. It’s important to have a window where customer support is
still available for the product, time where customer data is still available
so that customers can retrieve it for online products, and ideally a mi-
gration path to help customers move to an alternative product. While
it can be frustrating for loyal customers, sunsetting products isn’t a bad
thing, and companies do it all the time. The trick is just to make sure
you have a reasonable plan in place.
In March 2013 Google announced it was going to discontinue its
Reader RSS feed aggregator because fewer and fewer people were using
it and the company wanted to focus on other products. Google gave
customers four months to retrieve and move their data, and they showed
customers how to use Google Takeout to retrieve that data.
In another example, Apple retired its professional photo-manage-
ment tool, Aperture, in mid-2014. The company provided an update to
make sure Aperture worked on the upcoming version of OS X so that
customers could continue to use it for at least another year. Apple also
worked with its main competitor, Adobe, to ensure Adobe’s professional
photo-management tool, Lightroom, had an “Import from Aperture”
command to help customers migrate their data.
Ultimately, whatever your recommendation is, this final step of the
product-development life cycle feeds nicely into the first step we went
over in Chapter 3: deciding what you should do next. The key difference
is that you start by evaluating whether you’re happy with what you just
did, whether you need to work on it more, or whether you need to
sunset the product so that you can focus on something else. And then
you repeat and repeat and repeat.
CHAPTER NINE TIP
Our final tip comes from Carlos González de Villaumbrosia, founder and
CEO of Product School. He has dedicated his entire career to bridging the
gap between education and employment in tech. Carlos was inspired to
create Product School based on his own experience when he had to learn
how to break into product management the hard way.
As a good agile PM and lean entrepreneur, Carlos focused on tackling
that specific problem and built a very basic MVP to validate his solution.
Product School started as a casual recurring meeting between Carlos
and seven aspiring product managers in Starbucks around the Financial
District in San Francisco. In those meetings, Carlos would share his expe-
rience and would even invite other PMs as guest speakers to share theirs.
The reaction was so positive that Carlos rented a room in a coworking space,
288 created the first version of the product management curriculum, taught
the first 10 cohorts to refine every detail related to delighting his students,
THE PRODUCT BOOK
and make sure they were equipped with the right tools and knowledge to
build products and get PM jobs.
In just two years, Product School became the first tech business school in
the world. It currently offers product management courses in San Francisco,
Silicon Valley, Los Angeles, and New York. All of its instructors are se-
nior-level PMs at top companies such as Google, Facebook, Snapchat,
Airbnb, PayPal, American Express, and Netflix.
This piece of advice comes from the data and experience gained from
working with Product School’s product management students every day.
Customer support →
Business analyst/project manager or program manager →
Product manager
The one thing all of these career paths have in common is that PMs don’t
start as PMs. They spend at least a few years in a different role, develop
a few key skills, and then transition into product. The three critical skills
I think you have to develop in order to get a job as a product manager
290 are technical expertise, domain expertise, and communication expertise.
Let’s look at these three.
THE PRODUCT BOOK
As you’ve learned from the previous chapters, even if you don’t know
how to code, it’s critical for product managers to understand some of the
engineering behind the products they’re managing. This knowledge will
help you communicate with designers and engineers, assess technical
feasibility, and understand what the technical side of implementing a
project.
Next, especially for your first product management job, it’s import-
ant to understand the domain you’re working within. As we discussed
in Chapter 1, we’ve found that when you get your first PM job, if you
know about the field you’re working in, you will be able to spend your
time focusing on how to be a product manager rather than learning the
nuances, challenges, competitive landscape, and more of your domain.
Finally, something we don’t cover in detail in this book is how critical
9. Finishing the Product-Development Life Cycle
great communication skills are to PMs. PMs have to communicate all
the time, whether via email or presentation. In our Product School boot-
camps, we spend multiple hours teaching students how to be great pub-
lic speakers with plenty of practice. If you can’t communicate, it doesn’t
matter how great of a PM you are because no one can understand you.
Beyond Product School, there are a few specific things that will help
you transition into product management:
Build something. In class, our students work towards a final cap-
stone project where they pick a company they’d be qualified to work at,
determine what feature that company should build next, and create a
presentation explaining why the company should build it next and the
key requirements. Try doing this on your own! If you know how to code,
take a project from start to finish so that you can experience shipping
a product and getting feedback from customers.
Attend hackathons. Check out product hackathons such as ProtoHack 291
or StartupWeekend to get hands-on experience building a product in
high-pressure environments.
Find a mentor. Reach out to PMs you respect and who you feel could
be good mentors to you. Product School has an active Slack community,
product-school, which is a great place to find a mentor. A mentor can
provide war stories and help you understand best practices.
Network. Check out product events in your city. Websites like Meetup
and Eventbrite often feature events. These events can be a great place
to find a mentor, too.
Read. The Further Reading list at the back of this book has great
resources to help you learn more about being a PM. We’d highly rec-
ommend you check out Cracking the PM Interview by Gayle Laakmann
McDowell or Decode and Conquer by Lewis C. Lin to understand what
PM interviews involve.
Apply to associate product manager (APM) programs. Some big tech
companies such as Google, Yahoo, and Facebook have entry-level APM
roles for new college graduates, where they teach you how to be a PM
on the job. You might qualify to apply.
One of the most common mistakes in landing your first PM job is
setting your expectations too high, either in terms of your title or your
company. Just because you are a senior software engineer now does not
mean your first PM job will be as a senior product manager. Similarly,
your current company might not be your dream company, but if there’s
an opening for a PM, you likely have a better chance landing that as your
first PM job than getting a job elsewhere.
Be realistic! Asses your current expertise and map out realistic career
paths inside or outside your current company. Your ideal PM job will
likely not be your first PM job, but that’s OK. As long as your first PM
292 job is relevant to your career goals and you’re surrounded by more senior
people that you learn from, it will still be a great job.
THE PRODUCT BOOK
NOW GO BUILD AWESOME PRODUCTS!
FURTHER READING
Chapter 1
Balez, Mat. (2014, April 14). Product Manager You Are…A Janitor,
Essentially. https://medium.com/@matbalez/product-manager-you-
are-664d83ee702e#.ae25xz72r.
Elman, Josh. (2013, July 19). A Product Manager’s Job. https://me- 295
dium.com/@joshelman/a-product-managers-job-63c09a43d0ec#.
h6re9qq6r.
Chapter 2
Sinek, Simon. Start with Why: How Great Leaders Inspire Everyone to
Take Action. Penguin Group, 2009.
Blank, Steve. The Four Steps to the Epiphany: Successful Strategies for
Products that Win. Cafepress.com, 2013.
Segall, Ken. Insanely Simple: The Obsession That Drives Apple’s Success.
Penguin Group, 2012.
Chapter 5
Chapter 6
Chapter 7
Zhou, Julie. (2013, August 28). How to Work with Engineers. https://
medium.com/the-year-of-the-looking-glass/how-to-work-with-engi-
neers-a3163ff1eced#.h2lk3tr6v.
Chapter 8
Ries, Al, Jack Trout, and Philip Kotler. Positioning: The Battle for Your
Mind. McGraw-Hill Education, 2000.
Quora. https://www.quora.com/profile/Carlos-Gonzalez-de
-Villaumbrosia.
302
ACKNOWLEDGEMENTS
Many people imagine that writing a book means you simply sit down,
write a lot, and press a magical “Publish” button. That couldn’t be further
from the truth. It takes a team to create a book, not just an author, and
we’re fortunate to have worked with a great team for this one.
To the team at Product School, both past and present, thank you for the
structure and support you brought this book. Special thanks go to Aaron
Filous, Jasmin Lopez, and Stany Yeh for their efforts with this project.
We owe a huge thank-you to Jason Alt for being our first reader and
technical editor. His notes made this book orders of magnitude better!
Jason, we’re glad to call you a friend. Further readers helped refine this
material, for which we are grateful. These readers included Richard
Fleming and Max Kornblith.
A number of great people contributed pro tips for this book, too, to
provide extra perspective and advice. Thank you to Kirk Paulsen, Jeremy
Toeman, Beatriz Datangel, Conrad Albrecht-Buehler, Nik Laufer-Edel,
Mohammad Musa, and Mike Belsito for their wisdom.
Beyond the text, thank you to the talented Candace Cunningham for
once again being a great copy editor and fooling the world into thinking
we know more about grammar than we really do. We’re also thrilled to
have worked with the finishing team at The Frontispiece for the first time,
and we look forward to working with them again.
JOSH’S ACKNOWLEDGEMENTS
To the team at Product School, thank you for giving me the opportuni-
ty to write this book! I owe Product School’s CEO, Carlos González de
Villaumbrosia, a debt of gratitude for getting me involved in Product
School and bringing me this opportunity.
I genuinely appreciate the moral support I received from family and
friends, including Ellen Anon, Jack Anon, Seth Anon, Eliot Peper, and
Kellie Hudson. Thanks to the product team at Magic Leap, including
Jeff Gattis, Sakina Groth, and Cole Shelton for helping me be a better
product manager.
Finally, I once again owe thanks to my high school English teacher
Claudia Skerlong. However, I did once overhear her say that she thought
Donald Trump would win a second term before I wrote a ninth book.
ABOUT THE AUTHORS