OUTSIDERS social signals 2024_v5
Muse retrospective by Adam Wiggins
- Wiggins focused on storytelling and brand-building for Muse, achieving early success with an email newsletter, which helped engage potential users and refine the product's value proposition.
- Muse aspired to a "small giants" business model, emphasizing quality, autonomy, and a healthy work environment over rapid growth. They sought to avoid additional funding rounds by charging a prosumer price early on.
- Short demo videos on Twitter showcasing the app in action proved to be the most effective method for attracting new users.
Muse as a brand and a product represented something aspirational. People want to be deeper thinkers, to be more strategic, and to use cool, status-quo challenging software made by small passionate teams. These kinds of aspirations are easier to indulge in times of plenty. But once you're getting laid off from your high-paying tech job, or struggling to raise your next financing round, or scrambling to protect your kids' college fund from runaway inflation and uncertain markets... I guess you don't have time to be excited about cool demos on Twitter and thoughtful podcasts on product design.
I’d speculate that another factor is the half-life of cool new productivity software. Evernote, Slack, Notion, Roam, Craft, and many others seem to get pretty far on community excitement for their first few years. After that, I think you have to be left with software that serves a deep and hard-to-replace purpose in people’s lives. Muse got there for a few thousand people, but the economics of prosumer software means that just isn’t enough. You need tens of thousands, hundreds of thousands, to make the cost of development sustainable.
We envisioned Muse as the perfect combination of the freeform elements of a whiteboard, the structured text-heavy style of Notion or Google Docs, and the sense of place you get from a “virtual office” ala group chat. As a way to asynchronously trade ideas and inspiration, sketch out project ideas, and explore possibilities, the multiplayer Muse experience is, in my honest opinion, unparalleled for small creative teams working remotely.
But friction began almost immediately. The team lead or organizer was usually the one bringing Muse to the team, and they were already a fan of its approach. But the other team members are generally a little annoyed to have to learn any new tool, and Muse’s steeper learning curve only made that worse. Those team members would push the problem back to the team lead, treating them as customer support (rather than contacting us directly for help). The team lead often felt like too much of the burden of pushing Muse adoption was on their shoulders.
This was in addition to the obvious product gaps, like: no support for the web or Windows; minimal or no integration with other key tools like Notion and Google Docs; and no permissions or support for multiple workspaces. Had we raised $10M back during the cash party of 2020–2021, we could have hired the 15+ person team that would have been necessary to build all of that. But with only seven people (we had added two more people to the team in 2021–2022), it just wasn’t feasible.
We neither focused on a particular vertical (academics, designers, authors...) or a narrow use case (PDF reading/annotation, collaborative whiteboarding, design sketching...). That meant we were always spread pretty thin in terms of feature development, and marketing was difficult even over and above the problem of explaining canvas software and digital thinking tools.
being general-purpose was in its blood from birth. Part of it was maker's hubris: don't we always dream of general-purpose tools that will be everything to everyone? And part of it was that it's truly the case that Muse excels at the ability to combine together so many different related knowledge tasks and media types into a single, minimal, powerful canvas. Not sure what I would do differently here, even with the benefit of hindsight.
Muse built a lot of its reputation on being principled, but we were maybe too cautious to do the mercenary things that help you succeed. A good example here is asking users for ratings; I felt like this was not to user benefit and distracting when the user is trying to use your app. Our App Store rating was on the low side (~3.9 stars) for most of our existence. When we finally added the standard prompt-for-rating dialog, it instantly shot up to ~4.7 stars. This was a small example of being too principled about doing good for the user, and not thinking about what would benefit our business.
Growing the team slowly was a delight. At several previous ventures, I've onboard people in the hiring-is-job-one environment of a growth startup. At Muse, we started with three founders and then hired roughly one person per year. This was absolutely fantastic for being able to really take our time to find the perfect person for the role, and then for that person to have tons of time to onboard and find their footing on the team before anyone new showed up. The resulting team was the best I've ever worked on, with minimal deadweight or emotional baggage.
ultimately your product does have to have some web presence. My biggest regret is not building a simple share-to-web function early on, which could have created some virality and a great deal of utility for users as well.
In terms of development speed, quality of the resulting product, hardware integration, and a million other things: native app development wins.
After decades working in product development, being on the marketing/brand/growth/storytelling side was a huge personal challenge for me. But I feel like I managed to grow into the role and find my own approach (podcasting, demo videos, etc) to create a beacon to attract potential customers to our product.
when it comes time for an individual or a team to sit down and sketch out the beginnings of a new business, a new book, a new piece of art—this almost never happens at a computer. Or if it does, it’s a cobbled-together collection of tools like Google Docs and Zoom which aren’t really made for this critical part of the creative lifecycle.
any given business will find a small number of highly-effective channels, and the rest don't matter. For Heroku, that was attending developer conferences and getting blog posts on Hacker News. For another business it might be YouTube influencer sponsorships and print ads in a niche magazine. So I set about systematically testing many channels.
A Critique of Critiques of Blandification
Interview with Jeremy Elder on Visual Design
I think most of the clients knew that good design would provide value, but ultimately I think they thought of it as the expression of the passion that fueled their business to begin with. It was something that made their vision tangible. A way to package (for lack of better term) their product or value to their prospects or market.
In marketing, I think visual design is used to guide a decision, while in applications it’s to isolate a decision. A marketing site might have one task in a flow, while an application can have many. With marketing, I might see it once, so a more liberal use of color or embellishment drives a more memorable or emotional guidance. In an application I (potentially) use it more frequently and am more task driven than emotionally driven, so something more plain is less fatiguing over time.
the most successful tools do both well, and understand the complimentary relationship. Take Linear’s recent popularity in the design community for example. The app is considerably plainer than the marketing site, but there’s a common undercurrent and degree of polish that is present in both and when you use the application there’s a degree of subliminal appreciation for how the design is simplified.
I believe recent macOS and iPadOS updates directionally point towards touch interaction and easier context switching more than they point towards the importance of “glassmorphism” or a soft and friendly vibe with larger border radius. Similarly, the return of skeuomorphism can hint at the need for more affordance. Focusing on the lighting, material effect, noise, or composition without understanding why they’re being used just leads to chasing aesthetics, but not usability.
Branding a city: What makes a successful design?
Jeremie and his team spent time in the city to understand its “soul”, and conducted surveys that asked thousands of businesses, residents and visitors about their aspirations and perceptions of Christchurch. They discovered that its image as the “Garden City” was important, as well as being a good place to balance work and leisure, leading them to create the promise: “Christchurch is a playground for people.”
Wise - A rebrand to change The World's Money
Meta UX — Are.na
Design System Design System — Are.na
A brand is more than a logo or word-mark
How they translate into 3D spaces, how they are integrated with architecture, lighting, textures & materials enables more avenues for brand expression, and often elevates the perception of a brand over time and exposure, even if the logo fades somewhat into the background.
Expansive Brands • garden3d research
What’s the Role of Branding in the TV Streaming Age?
Why We Crave Software With Style Over “Branding”