When the NBA introduced a new synthetic ball from Spalding for the 2006 season, it would appear it failed to ask one very important question: did any of the league’s players actually like it?
Two months into the season, the NY Times reports that complaints and injuries relating to the ball have reached a tipping point. Spalding and the NBA’s failure to do any upfront testing of the product design has left commissioner David Stern with some egg on his face, and the Players’ Union still isn’t backing down from their grievance with the new ball. Apparently, the new synthetic surface, designed to increase players’ grip and control, has a tendency to lacerate fingers and handle inconsistently.
One N.B.A. assistant coach, who did not want to be identified because he was not authorized to comment, tore a ligament in a finger when, in retrieving a ball that had bounced onto the sideline, his finger stuck at an odd angle on the surface of the ball.
The real shame? All of this could have been sorted out before the season; Spalding admits that the only current players who actually used the ball prior to its introduction were last year’s All-Stars. With the ball being sent back to Spalding for further analysis, and the return of the original leather ball being considered, all of this looks like a costly and embarrassing episode for both the NBA and Spalding. Other companies seeking to introduce new products should look at their design process and ask if they’re doing enough to avoid an unforced error like this.
Talking to actual users of a product isn’t a luxury, it’s a business necessity. Jerry Stackhouse noted that changes to the game are inevitable and players will adapt as necessary, but “when it comes to the actual game itself and when it comes to in between the lines, we should definitely have some input.” That’s it precisely. Designing for use requires you to talk to users - the design of the product can only benefit.

