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mulondon says...

Great new blog by Dr. Susan Campbell, titled:

"Do People Tell You the Truth--or What You Want to Hear?"

http://realselfconfidence.blogspot.com/

Filed under: Getting Real

multiurl | http://su.pr/8jSp9q

On today's episode. ..

the livestream livepack gives you your own satellite television truck
in your backpack, coming to a browser near you the .eco top level
domains are coming, david cann and his iphone interface in javascript,
the awesome mindstorm aurora systems, a fantastic video for an equally
top of the range arcade unit and getting real - a fantastic book by
37signals!

Listen!

subscribe to receive these podcasts direct to your itunes
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Filed under: gettingreal

Rhyne Design says...

One of my favorite blogs is "onstartups". It's  a fantastic resource for small businesses. 

At Rhyne Design we use Basecamp and Highrise for almost all of our projects and we definately could not live without BC!

After reading "Getting Real", we made some hard changes to our company's direction and best practices. 

Here are some of ideas we try to follow. 

7 Things Your Startup SHOULD Copy From 37signals


A little while ago, we had a great guest post here by Jason Cohen titled “Why Your Startup Shouldn’t Copy 37Signals or Fog Creek”.  In it, Jason makes some great arguments on why you shouldn’t copy successful startups like 37signals.  I (mostly) agree with Cohen.  Blind copying just doesn’t work for reasons Jason Fried (CEO of 37signals) outlines in a follow-up article.  OnStartups Copy Stamp

Here’s what Fried had to say:

“Here’s the problem with copying: Copying skips understanding. Understanding is how you grow. You have to understand why something works or why something is how it is. When you copy it, you miss that. You just repurpose the last layer instead of understanding all the layers underneath.”

I (mostly) agree with Jason Fried too.  When you copy, you do miss a lot of what made what you are copying successful.  But, although copying specific things is ill-advised, drawing inspiration from and copying certain practices can often work quite well. 

Here are the things I think you should copy from 37signals:

1.  Share your expertise.  Whatever it is you are passionate about or an expert in — share your information.  Contribute to the community.  Help others learn.  Blog, podcast, speak — whatever works for you.  Jason and the 37signals team are phenomenally good at this.  They blog, they speak, they wrote a fantastically practical book.

2.  Be your own customer.  Try (if you can) to eat your own cooking.  A product works out much better when you use it yourself.  Solve your own problems.  Fix the things that annoy you the most.  Beyond just 37signals, there are lots of examples where people built software that succeeded in part because they use it themselves.  GMail comes to mind. 

3.  Minimize unused inventory.  Don’t write a bunch of code that not a lot of people are going to care about and you don’t need today.  We have a tendency to “design for the future” and add features or architectural elements with the expectation that they’ll be useful someday.  Wait for that day.  You might “overpay” if/when you do get around to needing it (because it’s more expensive to add things later), but on average, you’ll be better off not writing that code that you don’t need just yet.  This is not an excuse for poorly designed software — it’s an argument for being selective as to where you design in future expansion. 

4.  Take a stand.  Have an opinion and take a stand.  37signals does a great job with their “less is more” stance.  They have a passionate position and are willing to defend and debate it.  You don’t have to take extreme positions on everything, but there should be something you feel passionately about that you don’t just pick a happy, non-controversial middle-ground.  Ideally, it’s this particular idea that your startup is centered around.

5.  Charge early, charge often.  There is no shame in putting a price on your product.  Doesn’t matter how early it is. Just give customers an easy way out.  Let them decide whether your product is worth paying for.  If not, keep cranking.  Too many startups feel like they need to have the “perfect” product before they can begin charging for it.  That’s almost always a mistake.  Charge early.  Once you start charging money, all sorts of good things start to happen (for example, customer feedback starts to happen, because you actually have customers).  Then, try to charge as often as possible.  Instead of “big chunks” of money changing hands, try to move to smaller, recurring chunks.  Many SaaS businesses function this way (with some sort of subscription or “pay by the drink” model).  It works.

6.  Contribute Some Bits Back:  As you know,  David Heinemeier Hansson, a partner at 37signals is responsible for the phenomenally successful Ruby on Rails.  This benefits them more than the “positive karmic loop” thing.  By contributing to the open source community, they’re able to leverage the power of that community and make the platform they use for their own stuff much better.  But, please don’t misunderstand me.  I’m not suggesting you should go out and try to build some platform/framework.  In fact, please don’t try and go do that (99.9% of us should not be obsessing over building platforms/frameworks — particularly folks like you and me).  Just find ways to contribute back — even if they’re small ways.  It’ll help in at least two ways:  You’ll develop better stuff and you’ll attract better people.

7. Build A Community:  Software companies these days are about more than just the product — they’re about the people around the product.  This includes both those that built the product’s users.  Invest the time and energy to foster a vibrant community that connects the people that care about you, the company and the products.  Allow customers to engage with each other.  This is useful not just from a “more value in the software” perspective — but it also helps with respect to competition.  If a big, 900–pound competitor comes after you some day, it might be easy for them to build some of your product features, but it will be much harder for them to steal your community.   

Are you a 37signals fan?  Did you read “Getting Real”?  If so, what other practices or philosophies do you think they use that most other startups should emulate? 


Looking for other startup fanatics?  Request access to the OnStartups LinkedIn Group.  85,000+ members and growing daily.

Oh, and by the way, you should follow me on twitter here.

 

Stephen Rhyne 

206.412.5334

Filed under: "Getting Real"

tuyenvo says...

I've just started reading Getting Real by the good folks at 37signals. So far, it's a pretty interesting read. For those of you not familiar with 37signals, they are the folks behind some of the more popular web apps like Basecamp, Highrise, etc. We've been using Basecamp for a long time here at Centrro and I've used it for some of my side projects. What I like most about their apps is the clean design and attention to detail re: UI.
 
Back to the book, it's a primer of sorts for building web apps using agile software development. Though we have a pretty lean shop here, I can see the advantages of actually getting even leaner. Not in head count but in how we develop new products. Fewer meetings, very quick/general spec docs, faster and smaller product roll outs, etc. I highly recommend this book and the price can't be beat!

Filed under: getting real

andyman says...

I hate the new game Fallout 3. I hate it because I love it too much. It is too addicting. Way too addicting. I've spent countless hours playing it since this past Saturday after launching the public beta of Headmagnet, my new web app that lets you memorize stuff quickly, and predicts when you forget things. (Well, I needed a good break after months of grueling workdays slaving away at code and dealing with web browser inconsistencies. Besides, I'm waiting to collect some user usage data from the beta test.)

Fallout 3 is a game set in post-apocalyptic Washington D.C. area after a nuclear war. You've lived in an underground vault all your life and am coming out to the surface for the first time.

Some really innovative features I've found about Fallout 3 so far, without giving any real spoilers:

  1. Character Creation: The character creation process is so original and unique, almost like real life. Your new character starts literally from the moment of birth as a newborn. The tutorial steps follow through at the ages of 1 where you learn how to walk, 10 and 16 where you set up your character's skills and abilities. By the time the real game starts, you're fully immersed as the character.
  2. Immersion and Artwork: The post-apocalyptic world they created is so immersive and real looking. The first steps out of the vault where the character has lived since birth, are breathtaking and staggering -- and in real time! Not a movie. Excellent artwork and design.
  3. V.A.T.S. system: The V.A.T.S. system for pausing combat, and choosing targets to attack is great for those who are not fast first-person shooter gamers like myself. It was a good way to integrate the mechanics of Fallout 1, Fallout 2, and Fallout Tactics, which were all top down games where things were much more dependent on the character's stats than the player's own reflexes and mouse skills.
  4. Open-endedness: just like in the Elder Scrolls series by the same company, Bethesda Softworks, you don't have to follow the main storyline, and can wander off on your own and just explore or do one of thousands of side quests. I haven't really even begun the main plot yet, but have managed to somehow spend two dozen or more hours playing the game.
Some things I wish could be improved about the game:
  1. Have more non-combat options. I'm getting tired of being harassed by countless raiders, mutants, radroaches, and mercenaries and then having the kill them in self defense. I guess it is realistic though.
  2. More keyboard shortcuts: Keyboard shortcuts for the Pip-boy interface, so you can jump directly to your inventory, stats, and data without having to go through a few clicks first and then waiting for the animations. I understand that they had to make the game for console gamers too, but why dumb things down? (I'm a biased PC gamer, who works on a Mac)
All said, here are some lessons learned, that I want to apply to my own software development:
  1. Don't deliver before you're ready. Take the extra time. Yes, yes, I've read Getting Real by 37signals and am inspired by it, and have applied it. (If you are a web developer or software engineer and haven't read it, then read it. I'll wait your you to read it and then come back...)  I'm glad Fallout 3 took so long to make, and they didn't deliver it prematurely, like so many other game developers have done, with half-baked products that need several patches before it can be playable. Desktop software and web apps are different from each other though. With web apps, it is easy to deploy new features (or should be), but with desktop apps, this is a real chore. But web apps however, make sure the features are solid, even if there are not as many of them initially.
  2. Attention to detail: The level of detail in Fallout 3 really impressed me. It's scary how detailed it is, actually. From allowing you to be able to push a ball while taking your first steps as a 1 year old toddler in the game, or the way one of the towns in the game is constructed from the metal of airplanes scavenged from an airport - this level of detail is amazing. For web apps, sometimes it's the little details that make using it easier or harder.
  3. Make the user feel good: In the game, I've saved some towns from being raided. I've negotiated a trade agreement between a group of civilized cannibals and the town they were feeding on. I've helped write a survival guide. There a reward, whether it is in bottlecaps (the currency of the game), items, or karma points. With web apps, reward the user for doing things you want them to do, like coming back to the site. Find someway to make them feel good about using the site and coming back to it - whether it is by rewarding them with some stat on the page that they can show off to other users and friends, or just showing them new content for coming back. 
  4. Addiction: create a need in the user to want to keep using it. With Fallout 3, I'm addicted because I just HAVE TO find out what happens next, or what happens if I explore someplace I heard about. What does the post-apocalypse White House look like? I've got to travel there and find out.  For social web apps, one of the addictive qualities is - "If I don't check that site again, how will know what my friends are saying and what's happening in their lives?" (where calling, face-to-face, or email may not be convenient) or "My online friends are expecting me to use it and twitter/blog every so often. If I don't, then I won't be relevant or accepted." (peer pressure)
One last note on game addiction:
One good thing about non-online computer/console games is that the addiction to them is easily beatable with mere time. The more you give into the addiction, the faster you'll be free from the addiction when you beat the game or bore of it.  However, the same is not as much the case with massively-multiplayer online games (MMO's) like World of Warcraft, or even old-fashioned text-based MUDs (which are still more fun than the newfangled 3D MMOs IMHO), where you may stay addicted until the online game is obsolete or a better one comes along to take its place.

Filed under: getting real