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Digital products are different! Are they?

Digital products are different! Are they?

In IT, we develop digital solutions for more than 50 years. Hence, why do so many people act as if digital products were something completely new? This slide deck pursues that question.

First, it briefly discusses the inevitably connected topic of digital transformation, tries to figure out what a digital product is and to detect the commonalities between all the different flavors of digital products.

Then, understanding that it is not IT that makes digital products "different" but their typical context, the slide deck explores how to tackle digital product development under the given conditions best. It discusses the effects of uncertainty (a typical basic condition of digital products) and how to tackle them. Then it briefly touches how to get user feedback and shortening the feedback loops (both needed to address uncertainty).

Finally, it discusses quality, a topic of many debates in that context - based on the product lifecycle and the different needs and demands of the various lifecycle phases. The slide deck closes with a short remark regarding API design, a topic that becomes more and more relevant in the context of digital products.

As always, the voice track is missing. But I hope, the slide is still useful for you ...

Uwe Friedrichsen

November 07, 2022
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  1. Digital products are different! Are they?
    Understanding the challenges of digital product development
    Uwe Friedrichsen – codecentric AG) – 2017-2022

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  2. Uwe Friedrichsen
    Works @ codecentric
    https://twitter.com/ufried
    https://www.speakerdeck.com/ufried
    https://ufried.com/

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  3. What is a “digital product”?

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  4. Doesn’t that have to do with
    digital transformation?

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  5. What is “digital transformation”?

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  6. Probably the bullsh*t bingo word of the decade

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  7. 1st wave of digitization
    Digitization of business processes
    (Automation of business processes)
    • Started 40+ years ago
    • Peak 20+ years ago
    • Today mostly completed
    Customer
    Employee
    IT
    Need Need
    IT IT IT
    IT
    Employee Employee Employee Employee
    Business support
    systems
    Business offering
    (supplier driven)

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  8. Customer
    IT
    Need Need
    IT IT IT
    IT
    Business offering
    (supplier driven)
    Business support
    systems
    2nd wave of digitization
    Digitization of business offerings
    (IT becoming integral part of business offerings)
    • Started 20+ years ago
    • Peak now

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  9. Customer
    IT
    Need Need
    IT IT IT
    IT
    Business offering
    (supplier driven)
    Business support
    systems
    3rd wave of digitization
    Customer need driven business offerings
    (Dissolving domain boundaries)
    • Started 5+ years ago
    API API
    API API API
    Business offering
    (customer driven)

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  10. Digital transformation
    • IT gradually widened its range and influence
    • Support processes
    • Customer interface and interaction (e-commerce, mobile, ...)
    • Full revenue streams (API, platforms, ...)
    • Ongoing process, far from being completed
    • IT and business have become inseparable
    • Dissolving domain boundaries drive companies
    out of their traditional business domains

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  11. Business and IT are the same side of the the same coin.
    The other side are the market and your customers.

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  12. What is a “digital product”?

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  13. Beats me ... ;)

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  14. Can be a physical product or service augmented with an IT solution
    think, e.g., app-augmented Bluetooth headphones

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  15. Can be a physical product or service based on an IT solution
    think, e.g., Lieferando or DoorDash

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  16. Can be a purely digital offering with a UI
    think, e.g., Spotify

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  17. Can be a purely digital offering without a UI
    think, e.g., Stripe

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  18. Are there any commonalities?

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  19. Commonalities of digital products
    • Software is an integral part of the business offering
    • Or even the only part of the offering

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  20. Commonalities of digital products
    • Software is an integral part of the business offering
    • Enters a market of over-supply
    • Users decide about the success or demise of the product

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  21. Commonalities of digital products
    • Software is an integral part of the business offering
    • Enters a market of over-supply
    • Often novel offering
    • Users cannot tell you upfront what they will like

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  22. Commonalities of digital products
    • Software is an integral part of the business offering
    • Enters a market of over-supply
    • Often novel offering
    • Success cannot be “planned” upfront
    • Value of decisions can only be understood after the fact

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  23. Commonalities of digital products
    • Software is an integral part of the business offering
    • Enters a market of over-supply
    • Often novel offering
    • Success cannot be “planned” upfront
    • Uncertainty will be your companion
    • Better make it your friend

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  24. How can we tackle digital products?

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  25. Let us make a big plan
    a.k.a. the 12-month MVP

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  26. Does not work!

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  27. Let us go “Agile”

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  28. Source: Heart of Agile, https://heartofagile.com/
    Could work ...

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  29. Source: SAFe, https://www.scaledagileframework.com/
    ... but usually it does not

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  30. Problem: Long feedback loops are bad for tackling uncertainty

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  31. Tackling uncertainty

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  32. Internally controlled Externally controlled
    Effort spent
    Units produced / Output
    The effect of uncertainty
    Under uncertainty we cannot predict
    upfront which kind of performance
    we are going to produce
    Idle performance No value
    Value-adding
    performance
    Creates value
    Value-reducing
    performance
    Destroys value

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  33. Uncertainty means you cannot predict
    the value that will result from your effort

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  34. Every feature is a bet against the market

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  35. Under uncertainty you do not maximize value
    by optimizing efficiency of efforts (a.k.a. cost efficiency),
    but by detecting and cutting idle and
    value-reducing performances as soon as possible

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  36. The higher the uncertainty, the shorter
    the feedback loops with the users must be
    Reduces the probability of wasting lots of money with idle and value-reducing features

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  37. How can we tackle digital products?

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  38. Hypothesis-driven development
    1. Create a hypothesis regarding the effect of an effort
    2. Do smallest action suitable to measure an effect
    3. Measure effect and evaluate hypothesis
    a. Further develop hypothesis if expectations met
    b. Drop hypothesis otherwise (optionally pivot)
    4. Repeat

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  39. How do we get user feedback?

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  40. Gathering user feedback
    • Implement business metrics
    • Track user behavior
    • Respect GDPR
    • Augment with traditional techniques (e.g., user interviews)

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  41. How can we accelerate our
    feedback loops?

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  42. Try DevOps ...
    in its original meaning (see, e.g., https://itrevolution.com/the-three-ways-principles-underpinning-devops/)

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  43. Market capability teams
    (plus optional platform teams)
    Autonomy
    (decentralized responsibility)
    Control via purpose
    (vision, goals, constraints)
    Cloud native
    (Microservices)
    Continuous Delivery
    Heterogeneity Cloud & Serverless
    Resilience
    (incl. chaos engineering)
    Automation
    & Observability
    Mastery
    Measure outcome
    (not output)
    Beyond budgeting
    (and BetaCodex)
    Flow
    (batch size 1)
    Lean EAM
    Continuous improvement
    T-Shaped people
    (being empathetic)
    DevOps
    Quick feedback loops
    (OODA loop)
    Curiosity
    ... but be aware that it will trigger a lot of additional change

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  44. DevOps triggers change
    • Organizational change
    • Capability teams, platform teams, etc.
    • see Team Topologies *
    * https://teamtopologies.com/

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  45. DevOps triggers change
    • Organizational change
    • Technology change
    • Cloud – with self-service!
    • Infrastructure as Code
    • Compliance as Code
    • Security as Code
    • ...

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  46. DevOps triggers change
    • Organizational change
    • Technology change
    • Process change
    • Products, not projects
    • Beyond budgeting *
    • Continuous learning
    • ...
    * https://bbrt.org/

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  47. DevOps triggers change
    • Organizational change
    • Technology change
    • Process change
    • Architecture change
    • Small, functionally independent units
    • Domain-driven design or alike
    • Dependability, observability, ...

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  48. DevOps triggers change
    • Organizational change
    • Technology change
    • Process change
    • Architecture change
    ... and more

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  49. Do not try to code faster, try to code smarter
    Implement fast feedback loops and detect idle and value-reducing performances faster

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  50. You will not be able to build digital products effectively
    if you are not willing to change the way you do things

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  51. But what about quality?

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  52. You need quality ... in varying dosages

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  53. Understanding the product lifecycle

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  54. The manager’s trilemma ...

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  55. Good
    Fast Cheap
    Optimizing for quality and cycle times
    will result in higher costs
    Optimizing for quality and costs
    will result in long cycle times
    Optimizing for cycle times and costs
    will result in reduced quality
    You may pick
    two

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  56. ... can be used to describe a digital product lifecycle

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  57. Good
    Fast Cheap
    Extract
    Expand
    Explore 1
    Digital
    Product
    Lifecycle

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  58. Explore (discover)
    • Find product-market fit
    • Speed and cost-efficiency are king
    • Most ideas, i.e., code will be dropped
    • Just enough quality to not distort user feedback

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  59. Good
    Fast Cheap
    Extract
    Expand
    Explore 1
    2
    Digital
    Product
    Lifecycle

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  60. Expand (grow)
    • Paying customers use the solution
    • Speed and quality are king
    • Quality in terms of dependability is a must
    • Sweet spot of DevOps

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  61. (Truth is: You will cycle between explore and expand in this phase)

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  62. Good
    Fast Cheap
    Extract
    Expand
    Explore
    2 3
    Digital
    Product
    Lifecycle

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  63. Extract (harvest)
    • Maximize profit
    • Cost-efficiency and quality are king
    • Default mode of most IT departments
    • Sweet spot of “Enterprise-scale Agile”
    • Phase usually very short for digital products

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  64. Addendum: API-based products

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  65. APIs are like GUIs:
    If they suck, your users will reject your product

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  66. AX is the new UX
    AX: API Experience (see, e.g., https://speakerdeck.com/ufried/getting-api-design-right)

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  67. Summing up

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  68. Summing up
    • Digital product means IT is an integral part of the offering
    • Usually accompanied by lots of uncertainty
    • DevOps is your friend
    • But be aware of the resulting change
    • Mind the product lifecycle – no “one size fits all”

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  69. Digital products are familiar and novel at the same time

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  70. The future is already here – it's just not evenly distributed.
    ― William Gibson

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  71. Uwe Friedrichsen
    Works @ codecentric
    https://twitter.com/ufried
    https://www.speakerdeck.com/ufried
    https://ufried.com/

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