Jared,

Here here.

The lack of a clear business model - both cost and revenue components -
removes one of the key directions provided by the business to the design
team. Without it, we're shooting in the dark, basing our design decisions on
altruism or a popularity contest.

And it's just as important for us to be able to specifically target and
address cost-centric issues as it is revenue-centric ones. We need to be
able to speak to both types of design considerations. But it's not always a
question of 'quality versus crap' except in the most general terms.
Sometimes, its about creating a defensive position to stave off competition
rather than delivering some measurably or demonstrably positive result to
the business.

It's worth reiterating, and reiterating. And then reiterating some more.

Steve

2008/9/24 Jared Spool <[EMAIL PROTECTED]>

> Interaction design is hard enough to do when the business model is clear.
> When the designer knows exactly how making a better design will increase the
> value of the company, (thereby increasing the chances they'll get a raise if
> they do a good job,) it's still hard to know what to do.
>
> All one has to do is look to Apple to see how this works. When iTunes 6.0
> came out in January of 2006, they introduced a feature called the
> mini-store, which, for all practical purposes, bombed. (
> http://tinyurl.com/4snt6f)
>
> This past month, in iTunes 8, they reintroduced the same business model,
> this time with a different interaction design called the Genius. It looks
> like this new design of the old mini-store is going to be a big contributor
> to Apple's next year of revenues. (How much? Well, they are now selling more
> than 1 billion songs each year. The Genius functionality could easily add
> another 20%-30% on top of that.)
>
> Some model, different design, huge increase in revenues.
>
> When the business model doesn't match the user experience or (as we've been
> "discussing" in the insane-people's-death-match thread, aka "Facebook
> Redesign") when nobody seems to understand what the business model is, the
> designer can't know if they are helping or hurting the company by creating a
> better experience for the user.
>
> Creating a great experience can be an expensive investment. Unless the
> designer can clearly show the value of that investment, they'll be
> constantly fighting the forces of reducing costs to increase profitability.
> It's always cheaper to produce crap, so if you don't understand how quality
> factors into long term profitability, crap is what will win.
>
> Designers that can't talk to value in the business model also can't explain
> why they themselves should be on the payroll.
>
> This is why understanding the business model is essential to good
> interaction design.
>
> [Sorry if you feel this was an obvious missive, but, from other
> conversations on this list, I felt it's something that needed to be said out
> loud.]
>
> Jared
>
> Jared M. Spool
> User Interface Engineering
> 510 Turnpike St., Suite 102, North Andover, MA 01845
> e: [EMAIL PROTECTED] p: +1 978 327 5561
> http://uie.com  Blog: http://uie.com/brainsparks
>
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-- 
----------------------------------------------
Steve 'Doc' Baty B.Sc (Maths), M.EC, MBA
Principal Consultant
Meld Consulting
M: +61 417 061 292
E: [EMAIL PROTECTED]

UX Statistics: http://uxstats.blogspot.com

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