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Why Storytelling by Tony Fadell
Why Storytelling by Tony Fadell
Steve didn’t just read a script for the presentation. He’d been telling a version of that same story every single day for months and months during development—to us, to his friends, his family. He was constantly working on it, refining it. Every time he’d get a puzzled look or a request for clarification from his unwitting early audience, he’d sand it down, tweak it slightly, until it was perfectly polished.
He talked for a while about regular mobile phones and smartphones and the problems of each before he dove into the features of the new iPhone. He used a technique I later came to call the virus of doubt. It’s a way to get into people’s heads, remind them about a daily frustration, get them annoyed about it all over again. If you can infect them with the virus of doubt—“maybe my experience isn’t as good as I thought, maybe it could be better”—then you prime them for your solution. You get them angry about how it works now so they can get excited about a new way of doing things.
when I say “story,” I don’t just mean words. Your product’s story is its design, its features, images and videos, quotes from customers, tips from reviewers, conversations with support agents. It’s the sum of what people see and feel about this thing that you’ve created.
When you get wrapped up in the “what,” you get ahead of people. You think everyone can see what you see. But they don’t. They haven’t been working on it for weeks, months, years. So you need to pause and clearly articulate the “why” before you can convince anyone to care about the “what.”
That’s the case no matter what you make—even if you sell B2B payments software. Even if you build deep-tech solutions for customers who don’t exist yet. Even if you sell lubricants to a factory that’s been buying the same thing for twenty years.
If your competitors are telling better stories than you, if they’re playing the game and you’re not, then it doesn’t matter if their product is worse. They will get the attention. To any customers, investors, partners, or talent doing a cursory search, they will appear to be the leaders in the category. The more people talk about them, the greater their mind share, and the more people will talk about them.
A good story is an act of empathy. It recognizes the needs of its audience. And it blends facts and feelings so the customer gets enough of both. First you need enough instincts and concrete information that your argument doesn’t feel too floaty and insubstantial. It doesn’t have to be definitive data, but there has to be enough to feel meaty, to convince people that you’re anchored in real facts. But you can overdo it—if your story is only informational, then it’s entirely possible that people will agree with you but decide it’s not compelling enough to act on just yet. Maybe next month. Maybe next year.
So you have to appeal to their emotions—connect with something they care about. Their worries, their fears. Or show them a compelling vision of the future: give a human example. Walk through how a real person will experience this product—their day, their family, their work, the change they’ll experience. Just don’t lean so far into the emotional connection that what you’re arguing for feels novel, but not necessary.
And always remember that your customers’ brains don’t always work like yours. Sometimes your rational argument will make an emotional connection. Sometimes your emotional story will give people the rational ammunition to buy your product. Certain Nest customers looked at the beautiful thermostat that we lovingly crafted to appeal to their heart and soul and said, “Sure, okay. It’s pretty” and then had a thrilled, emotional reaction to the potential of saving twenty-three dollars on their energy bill.
everyone will read your story differently. That’s why analogies can be such a useful tool in storytelling. They create a shorthand for complicated concepts—a bridge directly to a common experience.
That’s another thing I learned from Steve Jobs. He’d always say that analogies give customers superpowers. A great analogy allows a customer to instantly grasp a difficult feature and then describe that feature to others. That’s why “1,000 songs in your pocket” was so powerful. Everyone had CDs and tapes in bulky players that only let you listen to 10-15 songs, one album at a time. So “1,000 songs in your pocket” was an incredible contrast—it let people visualize this intangible thing—all the music they loved all together in one place, easy to find, easy to hold—and gave them a way to tell their friends and family why this new iPod thing was so cool.
Because to truly understand many of the features of our products, you’d need a deep well of knowledge about HVAC systems and power grids and the way smoke refracts through a laser to detect fire—knowledge almost nobody had. So we cheated. We didn’t try to explain everything. We just used an analogy. I remember there was one complex feature that was designed to lighten the load on power plants on the hottest or coldest days of the year when everyone cranked up the heat or AC at once. It usually came down to just a few hours in the afternoon, a few days a year—one or more coal power plants would be brought on line to avoid blackouts. So we designed a feature that predicted when these moments would come, then the Nest Thermostat would crank the AC or heat up extra before the crucial peak hours and turn it down when everyone else was turning it up. Anyone who signed up for the program got a credit on their energy bill. As more and more people joined the program, the result was a win-win—people stayed comfortable, they saved money, and the energy companies didn’t have to turn on their dirtiest plants. And that is all well and good, but it just took me 150 word to explain. So after countless hours of thinking about it and trying all the possible solutions, we settled on doing it in three: Rush Hour Rewards.
Everyone understands the concept of rush hour—the moment when way too many people get on the road together and traffic slows to a creep. Same thing happens with energy. We didn’t need to explain much more than that—rush hours are a problem, but when there’s an energy rush hour, you can get something out of it. You can get a reward. You can actually save money rather than getting stuck with everyone else.
Quick stories are easy to remember. And, more importantly, easy to repeat. Someone else telling your story will always reach more people and do more to convince them to buy your product than any amount of talking you do about yourself on your own platforms. You should always be striving to tell a story so good that it stops being yours—so your customer learns it, loves it, internalizes it, owns it. And tells it to everyone they know.
A good product story has three elements: It appeals to people’s rational and emotional sides. It takes complicated concepts and makes them simple. It reminds people of the problem that’s being solved—it focuses on the “why.”
·founderstribune.org·
Why Storytelling by Tony Fadell
The Mac Turns Forty – Pixel Envy
The Mac Turns Forty – Pixel Envy
As for a Hall of Shame thing? That would be the slow but steady encroachment of single-window applications in MacOS, especially via Catalyst and Electron. The reason I gravitated toward MacOS in the first place is the same reason I continue to use it: it fits my mental model of how an operating system ought to work.
·pxlnv.com·
The Mac Turns Forty – Pixel Envy
Elegy for the Native Mac App
Elegy for the Native Mac App
Tracing a trendline from the start of the Mac apps platforms to the future of visionOS
In recent years Sketch’s Mac-ness has become a liability. Requiring every person in a large design organization to use a Mac is not an easy sell. Plus, a new generation of “internet native” users expect different things from their software than old-school Mac connoisseurs: Multiplayer editing, inline commenting, and cloud sync are now table-stakes for any successful creative app.
At the time of Sketch’s launch most UX designers were using Photoshop or Illustrator. Both were expensive and overwrought, and neither were actually created for UX design. Sketch’s innovation wasn’t any particular feature — if anything it was the lack of features. It did a few things really well, and those were exactly the things UX designers wanted. In that way it really embodied the Mac ethos: simple, single-purpose, and fun to use.
Apple pushed hard to attract artists, filmmakers, musicians, and other creative professionals. It started a virtuous cycle. More creatives using Macs meant more potential customers for creative Mac software, which meant more developers started building that software, which in turn attracted even more customers to the platform.And so the Mac ended up with an abundance of improbably-good creative tools. Usually these apps weren’t as feature-rich or powerful as their PC counterparts, but were faster and easier and cheaper and just overall more conducive to the creative process.
Apple is still very interested in selling Macs — precision-milled aluminum computers with custom-designed chips and “XDR” screens. But they no longer care much about The Mac: The operating system, the software platform, its design sensibilities, its unique features, its vibes.
The term-of-art for this style is “skeuomorphism”: modern designs inspired by their antecedents — calculator apps that look like calculators, password-entry fields that look like bank vaults, reminders that look like sticky notes, etc.This skeuomorphic playfulness made downloading a new Mac app delightful. The discomfort of opening a new unfamiliar piece of software was totally offset by the joy of seeing a glossy pixel-perfect rendition of a bookshelf or a bodega or a poker table, complete with surprising little animations.
There are literally dozens of ways to develop cross-platform apps, including Apple’s own Catalyst — but so far, none of these tools can create anything quite as polished as native implementations.So it comes down to user preference: Would you rather have the absolute best app experience, or do you want the ability to use an acceptably-functional app from any of your devices? It seems that users have shifted to prefer the latter.
Unfortunately the appeal of native Mac software was, at its core, driven by brand strategy. Mac users were sold on the idea that they were buying not just a device but an ecosystem, an experience. Apple extended this branding for third-party developers with its yearly Apple Design Awards.
for the first time since the introduction of the original Mac, they’re just computers. Yes, they were technically always “just computers”, but they used to feel like something bigger. Now Macs have become just another way, perhaps the best way, to use Slack or VSCode or Figma or Chrome or Excel.
visionOS’s story diverges from that of the Mac. Apple is no longer a scrappy upstart. Rather, they’re the largest company in the world by market cap. It’s not so much that Apple doesn’t care about indie developers anymore, it’s just that indie developers often end up as the ants crushed beneath Apple’s giant corporate feet.
I think we’ll see a lot of cool indie software for visionOS, but also I think most of it will be small utilities or toys. It takes a lot of effort to build and support apps that people rely on for their productivity or creativity. If even the wildly-popular Mac platform can’t support those kinds of projects anymore, what chance does a luxury headset have?
·medium.com·
Elegy for the Native Mac App
Making Our Hearts Sing
Making Our Hearts Sing
One thing I learned long ago is that people who prioritize design, UI, and UX in the software they prefer can empathize with and understand the choices made by people who prioritize other factors (e.g. raw feature count, or the ability to tinker with their software at the system level, or software being free-of-charge). But it doesn’t work the other way: most people who prioritize other things can’t fathom why anyone cares deeply about design/UI/UX because they don’t perceive it. Thus they chalk up iOS and native Mac-app enthusiasm to being hypnotized by marketing, Pied Piper style.
Those who see and value the artistic value in software and interface design have overwhelmingly wound up on iOS; those who don’t have wound up on Android. Of course there are exceptions. Of course there are iOS users and developers who are envious of Android’s more open nature. Of course there are Android users and developers who do see how crude the UIs are for that platform’s best-of-breed apps. But we’re left with two entirely different ecosystems with entirely different cultural values — nothing like (to re-use my example from yesterday) the Coke-vs.-Pepsi state of affairs in console gaming platforms.
·daringfireball.net·
Making Our Hearts Sing
What comes after smartphones? — Benedict Evans
What comes after smartphones? — Benedict Evans
Mainframes were followed by PCs, and then the web, and then smartphones. Each of these new models started out looking limited and insignificant, but each of them unlocked a new market that was so much bigger that it pulled in all of the investment, innovation and company creation and so grew to overtake the old one. Meanwhile, the old models didn’t go away, and neither, mostly, did the companies that had been created by them. Mainframes are still a big business and so is IBM; PCs are still a big business and so is Microsoft. But they don’t set the agenda anymore - no-one is afraid of them.
We’ve spent the last few decades getting to the point that we can now give everyone on earth a cheap, reliable, easy-to-use pocket computer with access to a global information network. But so far, though over 4bn people have one of these things, we’ve only just scratched the surface of what we can do with them.
There’s an old saying that the first fifty years of the car industry were about creating car companies and working out what cars should look like, and the second fifty years were about what happened once everyone had a car - they were about McDonalds and Walmart, suburbs and the remaking of the world around the car, for good and of course bad. The innovation in cars became everything around the car. One could suggest the same today about smartphones - now the innovation comes from everything else that happens around them.
·ben-evans.com·
What comes after smartphones? — Benedict Evans