Showing posts with label product management. Show all posts
Showing posts with label product management. Show all posts

Thursday, November 29, 2007

A Toy Company That Roks


I love toys. I mean as an adult, I really love cool toys. I mean kids toys really, not adult toys. I mean I love adult toys too (no, not those kind of adult toys)... like cool phones or i-prefixed digital thing-a-ma-bobs... but this is about kids toys.

One toy in particular - Rokenbok - has so captured my attention from the moment I saw it practically 8 years ago, that it has literally been blamed (or thanked, actually) for convincing me to have kids, as the only sane justification for me to buy this toy ;)

So, now I have kids, the boys are old enough, and we own this incredible toy.

Rokenbok is a creative building toy and a multi-vehicle, remote control construction site toy. You build a site which becomes the playground for the trucks. The building is just as much fun as driving the trucks once you're done. Each truck has a purpose, just like on a real construction site, and... well... I'll stop there, 'cause that's not why I'm writing this post (or I would have wrote it a year ago).

I'm not writing this post to thank Rokenbok for the incredibly responsive service I've gotten when I've emailed them about issues ("hey, this bulldozer won't go!"; response: "Give us the code from the bottom and we'll get a new one in the mail today" - and they did).

I'm writing this post to praise Rokenbok as a product company, particularly for their focus on kids and safety. They recently posted a new page on their website which describes their safety testing process - to re-assure parents in the wake of this horrendous rash of lead-ridden toys coming out of manufacturing plants in China. If you have a kid with a red Thomas-Train half in her mouth, you'll understand why this is such a big deal (or you should read other articles).

Rokenbok is not just re-assuring parents as a defensive measure, I think they truly have a strong, DNA-level commitment to the importance of safety in the products that they put in kids' hands - and they deserve credit for that.

Rokenbok has remained focused on they end user over all else. That was clear when we dropped (ok, drove) our first truck off a high ledge on an early site we built - and discovered that it was clearly built to withstand much more abuse than a normal toy... but the safety focus - from design to manufacturing - that's proof of their commitment. One example, besides that they don't dip their toys in vats of chippable lead paint, is the design of their admittedly choking-hazard-sized "Roks" (the balls scooped and dumped by the trucks). They designed them with "vents" so that "if one were accidentally inhaled, a child would still be able to breathe through the vents until professional help could arrive". If only all companies had such a focus on great products as a priority over cheap delivery.

I've heard that Rokenbok recently had a significant change in management - let's hope they maintain the same values.... Thanks Rokenbok!

Friday, May 25, 2007

Beer Pitchers 2.0

Maybe they were thinking "they're too busy bowling to notice"... or maybe bowling alleys aren't the only ones using this new beer interface... I haven't gone bowling in a long time, and, come to think of it, I haven't ordered a pitcher of beer in a long time either, so maybe the whole 'beer pitcher space' changed around me while i wasn't looking...
I'm referring, of course, to the "Beer Pitcher Implant", which, no doubt, is filled with high quality, organic, spring-water ice ("it's to keep the beer cold!"), but also serves the unfortunate purpose of cheating the buyer out of about 24 ounces of the purchased fluid... I don't think they reduced the price of the pitcher since implementing this new chrome...
Any way, I forgot to mention the beer was actually pretty cold, but we drank the small quantity so fast that trying to keep it cold with this new feature is a total farce.
Kudos to the product manager responding to the users who complained their beer wasn't cold, but who forgot to test this thing with real bowlers (er, beer drinkers)... you think he escaped (or got fired) before the user feedback poured in - or you think he got promoted for reducing the cost of every pitcher? (I'm so negative)

Sunday, May 6, 2007

Product Managers aren't exactly artists... but...

Making my first foray into the art world this weekend, I went to a demonstration by an artist, Elizabeth Pruitt, in a gallery near my home. It was intriguing... to watch someone slowly turn blotches of paint into a practically alive version of still objects. And, while watching Elizabeth, an analogy of painting artists to software product creators came to me quite clearly.

Elizabeth set up her still life model to be a pre-defined image of what her product would become. If you didn't like the way the roses sat atop the box, or if you just don't like brass urns and grapes, than you know in advance that you probably won't like her finished product - even before her brush hits the canvas. On the other hand - if you love the way these objects fit together the way she has created the physical model, and you've already enjoyed the beauty of her other paintings, than you will love this particular painting when done (which we did!).

The point is (yeah, I'm finaly getting there) that Elizabeth defines her product well before she paints it. She figures it all out before any tubes of paint are even opened. The objects, their relationship to each other, the colors, the shadows, the light (!), "the story" (as she puts it). Do all painters work this way? I think not. I'm guessing there are some which start painting without a real vision of where they'll end up...and while they still may achieve brilliance, they couldn't convince anyone else of that until the work was done.

It seemed so clear to me that product managers - at least in the software space - also work closer to one of those methods or the other... either diligent about defining every behavior of their finished product, every graphic, every navigation, every functional feature - or - loosely outlining only the highest level definition of what they are creating (uh..."web-based collaboration", as an example)... while most fit somewhere in between these two extremes (guess which side I am closest to ;)

As I thought about this blog entry - it also ocurred to me that this line of thinking is very close indeed to a brilliant Malcolm Gladwell speech (a rendition of which I heard at a sales conference about a year ago) which expands on the concepts put forth by David Galenson in his book "Old Masters and Young Geniuses".... Here's a quick excerpt from his site:
"Experimental innovators work by trial and error, and arrive at their major contributions gradually, late in life. In contrast, conceptual innovators make sudden breakthroughs by formulating new ideas, usually at an early age."

Seems like analogies come easy when comparing creators in any medium - just took my a bit by surprise at first since it seemed painting was so far from my work for me when I first stepped into that gallery.