Pressing Flesh
Most people think of a network as a computer thing or a cheesy sales tactic. But humans network every day. When looking at the world of human interactions, there are four basic human networks. Or better stated, four primary connections that people tend to seek.
- People connected to people
- People connected to their stuff
- People connected to their needs
- People connected to their desires
When building a product or service that does makes one of these connections, you're probably on the right track. Deliver all four, and you have a true winner.
Quick Case Studies
The Internet: Too easy, too big. The internet is an enabler. It in and of itself lacks true value, other than the fact that it is a big network.
Cell Phones: early uses only connected people. Later applications connected people to stuff (bill pay notices) and people to needs and desires (mobile web, music, etc).
iTunes: The iPod was not the killer application, iTunes was. And it was free! It connected people (shared playlists), stuff (the iPod to the playlist), and desires (iTunes store).
OnStar: Connects to people (OnStar advisor), stuff (vehicle maintenance reports through email), needs (local service centers) and desires (driving directions to the mall). Home run OnStar!
Monster.com: People, needs and desires. You should be getting good at this by now!
Find your connections, serve them well and your customer base will value your solution.
Trackbacks
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7/5/2007 10:02 PM
Stoco.net Gets Random wrote:
What would good design be if we did not look to other arenas to help us craft the worlds within which we interact. Reading Level Design Patterns by Simon Larson, I was struck with the awsome corelations. The icons below exemplify the following design patterns (same order): Multiple paths: Each path must be supplemented by one or more paths in order to overcome bottlenecks. Local fights: Break up the level in smaller areas that are more or less closed of the rest of the level. Collision points: The paths of opposing players ...



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