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Why you’ll always think your product is shit


Lobby of the Pixar offices in Emeryville, CA

“My product isn’t quite there yet.”
You’ve said this before. We all have.

Anyone working on getting their first product out to market will often have the feeling that their product isn’t quite ready. Or even once it’s out and being used, nothing will seem as perfect as they could be, and if you only did X, Y, and Z, then it woould be a little better. In a functional case, this leads to a great roadmap of potential improvements, and in a dysfunctional case, it leads to unlaunched products that are endlessly iterated upon without a conclusion.

About a year ago I visited Pixar’s offices and learned a little about this product, and I wanted to share this small story below:

Over at Pixar…
Matt Silas (@matty8r), a long-time Pixar employee offered to take me on a tour of their offices and I accepted his gracious offer. After an hour-long drive from Palo Alto to Emeryville, Matt showed up while I was admiring a glass case full of Oscars, and started full tour. I didn’t take great photos, so here’s some better ones so you can see what it’s like: Venturebeat, Urbanpeak.

I’ve always been a huge fan of Pixar – not just their products, but also their process and culture. There’s a lot to say about Pixar and their utterly fascinating process for creating movies, and I’d hugely recommend this book: To Infinity and Beyond. It gave me a kick to know that Pixar uses some very collaborative and iterative methods for making their movies – after all, a lot of what they do is software. Here’s some quick examples:

  • Pixar’s teams are ultimately a collaboration of creative people and software engineers. This is reflected at the very top by John Lasseter and Ed Catmull
  • The process of coming up with a Pixar movie starts with the story – then the storyboard – then many other low-fidelity methods to prototype what they are ultimately make
  • They have a daily “build” of their movies in progress so they know where they stand, with sketches and crappy CGI filling holes where needed – compare this to traditional moviemaking where it’s only at the end
  • Sometimes, as with the original version of Toy Story, they have to stop doing what they’re doing and restart the entire moviemaking process since the whole thing isn’t clicking – sound familiar, right?

The other connection to the tech world is that Steve Jobs personally oversaw the design of their office space. Here’s a great little excerpt on this, from director Brad Bird (who directed The Incredibles):

“Then there’s our building. In the center, he created this big atrium area, which seems initially like a waste of space. The reason he did it was that everybody goes off and works in their individual areas. People who work on software code are here, people who animate are there, and people who do designs are over there. Steve put the mailboxes, the meetings rooms, the cafeteria, and, most insidiously and brilliantly, the bathrooms in the center—which initially drove us crazy—so that you run into everybody during the course of a day. [Jobs] realized that when people run into each other, when they make eye contact, things happen. So he made it impossible for you not to run into the rest of the company.”

Anyway, I heard a bunch of stories like this and more – and as expected, the tour was incredible, and near the end, we stopped at the Pixar gift shop.

There, I asked Matt a casual question that had an answer I remember well, a year later:

Me: “What’s your favorite Pixar movie?”
Matt: *SIGH*
Me: “Haha! Why the sigh?”
Matt: “This is such a tough question, because they are all good. And yet at the same time, it can be hard to watch one that you’ve worked on, because you spend so many hours on it. You know all the little choices you made, and all the shortcuts that were taken. And you remember the riskier things you could have tried but ended up not, because you couldn’t risk the schedule. And so when you are watching the movie, you can see all the flaws, and it isn’t until you see the faces of your friends and family that you start to forget them.”

Wow! So profound.

A company like Pixar, who undoubtedly produces some of the most beloved and polished experiences in the world, ultimately still cannot produce an outcome where everyone on the team thinks it is the best. And after thinking about why, the reason is obvious and simple – to have the foresight and the skill to refine something to the point of making it great also requires the ability to be hugely critical. More critical, I think, than your ability to even improve or resolve the design problems fast enough. And because design all comes to making a whole series of tradeoffs, ultimately you don’t end up having what you want.

The lesson: You’ll always be unhappy
What I took away from this conversation is that many of us working to make our products great will never be satisfied. A great man once said, your product is shit – and maybe you will always think it is. Yet at the same time, it is our creative struggle with what we do that ultimately makes our creations better and better. And one day, even if you still think your product stinks, you’ll watch a customer use it and become delighted.

And for a brief moment, you’ll forget what it is that you were unhappy about.

Special thanks to Matt Silas (@matty8r, follow him!) for giving me a unique experience at Pixar. (Finally, I leave you with a photo of me posing next to Luxo Jr.)

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  • http://hireflo.com/ Rudy Lacovara

    The golden nugget I got from this is the bit about organizing your workspace so people have to run into each other. That’s a great insight, and one that I’ll definitely implement.

  • http://www.facebook.com/gal.sivan Gal Sivan

    Congrats on blogging again! You taught me soo much about metrics and analytics I am forever grateful. Thank you!

  • http://www.facebook.com/people/Sid-Labs/100000804868370 Sid Labs

    Glad to see you again Andrew. Long time no see?

  • http://www.StartBreakingFree.com Brian Armstrong

    Great post.  So true: “many of us working to make our products great will never be satisfied”.

  • http://www.davidgildeh.com David Gildeh

    Wow! So it’s not just me then. Ive got customers telling me how great the product is and I almost feel like making excuses for it because I know it could be so much better. Great blog – don’t keep is waiting for the next one so long ;)

  • http://www.mediabox.io/ Nir Dremer

    Great post & excellent reminder to focus on what’s important.

  • http://leftovertakeout.com gbattle

    Indeed, the definition of being a product manager is juggling the cognitive dissonance of envisioning perfection yet delivering good enough.  There’s always more that could be done.  Always shifting priorities.  Always some resource constraint, not the least of which being time.  Excellent post AC.

  • http://www.facebook.com/benajibayassine Yassine Ghailan Benajiba

    Thanks! .. you don’t know how much I needed to read this! .. cheers!

  • http://letter.ly/startupdailydigest Jim Shook

    Its kinda like when you cook for yourself, you see the end result in a much different way than if  someone served it to you

  • http://andrewchenblog.com Andrew Chen

    yes, and the root of that is really about the strength of interdisciplinary teams that focus on different things but have a foundation of mutual respect!

  • http://andrewchenblog.com Andrew Chen

    very true! I think this pretty much holds for any creative activity, be it writing or coding or cooking.

  • http://andrewchenblog.com Andrew Chen

    yes- it’s all about tradeoffs, and after a long series of pondering them every day, you’ll always think “what if?” It’s what haunts the dreams of anyone doing creative work.

  • http://andrewchenblog.com Andrew Chen

    Just remember you’ll always think its shit, and you should act like it, because then you will consistently drive to make it better.

  • http://andrewchenblog.com Andrew Chen

    … which is why it’s been observed that many entrepreneurs are fundamentally dissatisfied people :)

  • http://andrewchenblog.com Andrew Chen

    Hello!

  • http://twitter.com/renteas Renaud Teasdale

    thanks. great article !

  • http://fashioningchange.com/blog/kevin Kevin Ball

    There is so much truth here.  When you know every tradeoff that was made to get your product to where it is, you can’t help but see all of the things that could have been whenever you look at it.  But the flip side of that is… if you don’t make tradeoffs, you never finish, so it never makes it into the world.  We can only ever ship flawed products because the perfect ones never exit development.

    And that moment of stepping back and watching someone be delighted, when you suddenly see the good side of those tradeoffs as well… that is magic.

  • http://twitter.com/ngd_agency Neville Godwin

    This is a really well thought out article. As a designer, I always want to improve but sometimes the budget doesn’t allow… I know the feeling Matt has. It’s only when you get the testimonials that you realise that in the eyes of your client, you nailed it!

  • http://taylorbrooks.org taylorbrooks

    Maybe I still don’t get it, but I can’t help but think that there is a threshold of “good enough.”

    Is this just a deceptive mirage?

  • http://andrewchenblog.com Andrew Chen

    It depends so much on context, no? Because if it’s a new product in a new market, that’s very different than releasing something to the world where there’s a lot of competition.

  • http://taylorbrooks.org taylorbrooks

    **Shuffles feet. Asks, “why didn’t I think of that before posting…”**

  • http://www.samedaydr.com/ Rich Weisberger

    Great thoughts, though I am sure you wanted to write more or edit :). This may be one of the most under researched areas in business.

  • http://twitter.com/katemats kate matsudaira

    great post – and so true.  the only question that really remains is: what is the minimum amount of happiness needed to launch?  :)

  • http://www.venturehuntli.com Christopher Erckert

    Great post Andrew. I think the best creators are never satisfied with their products and continue to improve them before for the market demands it.

  • http://www.cool-backpacks.com/ Bob Storrs

    Like many other efforts if you wait until your product is absolutely perfect (which it never will be) it will never be completed.

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