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Stewart Butterfield

Episode #272

Co-founder & Former CEO

Slack / Flickr

🎯Product Strategy🔍User ResearchExecution

📝Full Transcript

16,423 words
Stewart Butterfield (00:00:00): This is 2014. That was the year that Slack actually launched. I was interviewed by MIT Technology Review and asked if we were working to improve Slack. I said, "I feel like what we have right now is just a giant piece of shit. It's just terrible and we should be humiliated that we offer this to the public." (00:00:14): To me that was like, "You should be embarrassed." If you can't see almost limitless opportunities to improve, then you shouldn't be designing the product. Lenny Rachitsky (00:00:24): Slack was famous for being one of the early, consumerized B2B SaaS products. Stewart Butterfield (00:00:29): At more than one company all hands, I made everyone in the company repeat this as a chant. In the long run, the measure of our success will be the amount of value that we create for customers, and you can put effort into demonstrating that you have created this value and stuff like that, but there's no substitute for actually having created it. Lenny Rachitsky (00:00:45): Something else I heard that you often espouse is friction in a product experience is actually often a good thing? Stewart Butterfield (00:00:52): It became an assumption that it should always be trying to remove friction when the challenge is really comprehension. If your software stops me and asks me to make a decision and I don't really understand it, you make me feel stupid. If people could get over the idea of reducing friction as a number of goal or reducing the number of clicks or taps to do something, and instead focus on how can I make this simple? How do I prevent people from having to think in order to use my software? Lenny Rachitsky (00:01:15): You started two companies, both famously pivoted. I imagine many people come to you for advice on pivoting. Stewart Butterfield (00:01:20): The decision is about have you exhausted the possibilities? Creating the distance so that you can make an intellectual rational decision about it rather than an emotion...

💡 Key Takeaways

  • 1Stop obsessing over reducing clicks; focus on reducing cognitive load and increasing comprehension.
  • 2Taste is a competitive advantage derived from empathy—noticing what others ignore.
  • 3Beware of 'Hyper-realistic work-like activities' where teams simulate work without creating value.
  • 4Use Utility Curves to determine if a feature has reached the threshold of actual value.
  • 5Product marketing must sell the innovation (the riding), not just the tool (the saddle).

📚Methodologies (3)

Friction vs. Comprehension Matrix

by Stewart Butterfield

🎯 Product Strategy

Instead of viewing friction as the enemy, view 'thinking' as the enemy. Sometimes adding steps (friction) increases comprehension, which is more valuable than speed. If a user has low intent and low comprehension, you must guide them, even if it takes more clicks.

Core Principles

  • 1.Minimize cognitive load (ATP/Glucose usage), not just clicks.
  • 2.Prioritize 'Comprehension' over 'Speed' when user intent is low.
  • 3.Avoid making the user feel stupid by asking them to make decisions they don't understand.

"If your software stops me and asks me to make a decision and I don't really understand it, you make me feel stupid."

#friction#comprehension#matrix
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The Owner's Delusion

by Stewart Butterfield

🔍 User Research

This framework forces product builders to recognize the gap between what they want to present (brand, mood, vanity) and what the user frantically needs (utility). It requires an intentional 'reset' to view the product through the eyes of a busy, stressed human.

Core Principles

  • 1.Acknowledge that users are rarely 100% focused or high-intent.
  • 2.Identify vanity elements that serve the 'owner' but block the 'user'.
  • 3.Conduct the 'Human Reset': Close eyes, breathe, pretend to be a busy user, then look at the screen.

"They're not subjects who paid money to go to your play... They're people who are going to bounce in a fraction of a second."

#owner's#delusion#research
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Execution

As companies grow, the supply of 'known valuable work' shrinks relative to the number of employees. Employees, wanting to be useful, invent work (meetings, decks, complex analyses of tiny features). Leaders must actively manage the supply of valuable work.

Core Principles

  • 1.Recognize that work expands to fill available time (Parkinson's Law).
  • 2.Distinguish between 'activity' (meetings, docs) and 'value creation'.
  • 3.Leaders must ensure a sufficient supply of 'Known Valuable Work' or cut scope/team size.

"That hyper-realistic work-like activity is superficially identical to work... but this is actually a fake bit of work."

#hyper-realistic#work-like#activities
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