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Hot for Features

by Dan

A recent article in the New Yorker by James “Wisdom of Crowds” Surowiecki notes that consumers love features on their devices:

[A]lthough consumers find overloaded gadgets unmanageable, they also find them attractive. It turns out that when we look at a new product in a store we tend to think that the more features there are, the better. It’s only once we get the product home and try to use it that we realize the virtues of simplicity.

Don Norman a few months back also examined this phenomenon:

Why do we deliberately build things that confuse the people who use them?

Answer: Because the people want the features. Because simplicity is a myth whose time has past, if it ever existed.

Make it simple and people won’t buy. Given a choice, they will take the item that does more. Features win over simplicity, even when people realize that it is accompanied by more complexity. You do it too, I bet. Haven’t you ever compared two products side by side, comparing the features of each, preferring the one that did more? Why shame on you, you are behaving, well, behaving like a normal person.

Norman, after some harsh (and probably unwarranted) criticism, added an addendum to this piece (which is longer than the initial article!) in which he says, “[P]eople are not willing to pay for a system that looks simpler because it looks less capable. Hence the fully automatic system that still contains lots of buttons and knobs.” He also points to an article by Joel Spolsky that echoes his point.

Norman’s solution is this:

[Make] the actual complexity low, the real simplicity high. That’s an exciting design challenge: make it look powerful while also making it easy to use.

While Norman (why do I want to call him Don?) has a point, I think there might be one other thing to think about: don’t play in the features game at all. Because let’s face it: most features are commodities that will likely be replicated eventually. Instead, it is about the connection between the features that will create both product loyalty and product desire. That connection is much harder to reproduce. That is where design (and not engineering) comes in. First to create an strategy for which features should be included (or at least emphasized) and then a design to stitch those features together in a useful, usable, and pleasing way.

The iPod didn’t beat out other MP3 players because it had the most memory. Indeed, no one buys any Apple product for the feature set (or if they do, they are pretty silly — you can get a comparable PC for considerably cheaper). People buy Apple products because of how well the features fit together, not for the feature set alone.

Or take the Wii. Look at its packaging. It’s not eating the Playstation 3’s lunch because its features are better (they aren’t). It sidestepped the feature war and provided a better gaming experience. Yes, the graphics suck and it’s pretty primitive, but that doesn’t matter because the features they do have are better put together and more fun than those of the PS3 (at least currently).

The marketing of Apple’s products and the Wii both reflect this circumventing of specs. And we see this all the time in other industries. Do you think the Scion sells customers on its horsepower? W Hotels on the square footage of their rooms? Like Norman says, people want to feel that they are getting something — some value — for their money. In lieu of anything other feeling — desire, joy, playfulness, luxury, etc. — people will turn to power, possibly out of fear. (”It’s ugly as hell but at least this thing will work. I hope.”) Rather than, as Norman puts it elsewhere, helping a product work better because it is attractive, people instead pray their overcomplicated gadget at least works well. The feature list makes them — us — feel more comfortable with our decision so that we hopefully won’t regret it in the future (as the descriptive theory of decision making tells us).

Instead of the engineering specs, design and marketing have to work together to figure out what the story of the product is, how all the features fit together into a unified product that can be sold and enjoyed. We don’t need to sell simplicity any more than we should sell complexity. We need to sell — and design — products that are useful, usable, and desirable. And that customers perceive as all those things (that’s where marketing comes in). We don’t have to get caught in the quicksand of features; we have the ropes to pull ourselves out if we only have the courage and discipline to use them.

8 Responses to “Hot for Features”

  1. Jim Rait Says:

    From my experience in designing computer systems and Fast Moving Consumer Goods feature wars come from focusing on the competition instead of the prospective customer and user. We had to create some team tools to help break that vicious circle
    one of them: http://snipurl.com/1milg , is Design Space which helps sort out project priorities from the different points of view of the people involved in making the project a success; used with the Design Pyramid it enables people to really ask “Why?” as well as “What and How?”…. Why should we build thid feature?… its not proven that the ultimate user/consumer wants it” Action: drop it, lower its priority or go and discuss with a potential user.

  2. Daniel Szuc Says:

    Just made the switch to an Apple MacBook after many years of “should I, shouldnt I?” Know its been said before, but worth repeating … the experience out of the box is superb!

    Can easily see why people become attached to their Apple products.

  3. lane Says:

    dan, this is a fantastic and much-needed post on a subject it can be difficult to speak clearly about. it’s rare that you see a post about what some would call “service design” and others would call “experience strategy” that doesn’t end up relying on one of those two phrases to make the point. and, you know, if you can’t explain the concept to a non-design type, how in the world are you going to actually be able to pull it off? excellent work!

  4. Matt Says:

    What Lane said. Also, best pun-headline AP has done, ever.

  5. scott Says:

    I have to agree. Features don’t mean a thing if you can’t use them. Unfortunately, devices are far too complicated (cell phones come to mind) in general so consumers rarely have a choice between good simple functionality they want and feature overload. Basically, if all choices are bad, then your main deciding factor is the amount of features you can get for your money. When people are given a choice, such as with the iPod or Wii, their decision is easy.

  6. peterme.com :: Beyond the Bullet Point Says:

    [...] week, my colleague Dan wrote an excellent post on the Adaptive Path blog about the role that features play in product design and marketing. It was in response to a New [...]

  7. Juxtaprose - Designing experiences, not just products / features Says:

    [...] on a similar theme, Dan Saffer has a blog post, Hot for Features (about the Feature Presentation article, by James Surowiecki, in the New Yorker), and Peter Merholz [...]

  8. KonzeptioNerd » Blog Archive » Featureitis Says:

    [...] Saffer at adaptive path blog has an excellent (though lengthy) comment on the feature overload debate: […D]on’t play in the features game at all. Because let’s face it: most features are [...]

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