How Eric Ries developed a scientific method for launching profitable companies
Emily Shur
Squandered capital, wasted efforts, shattered dreams. Eric Ries, author of The Lean Startup,
is on a mission to save entrepreneurs from such a fate. Ries, a serial
entrepreneur, co-founded IMVU, an online social network that made the
Inc. 500 last year. Through trial and error at IMVU, Ries developed a
methodical approach to launching companies that goes beyond
bootstrapping. Now he's creating a movement.
Stop me if you've heard this one before. Brilliant college kids
sitting in a dorm are inventing the future. Heedless of boundaries,
possessed of new technology and youthful enthusiasm, they build a
company from scratch. Their early success allows them to raise money and
bring an amazing new product to market. They hire their friends,
assemble a superstar team, and dare the world to stop them.
More than a decade and several start-ups ago, that was me, launching my first company. It was 1999, and we were building a way for college kids to create online profiles for the purpose of sharing...with employers. Oops. I vividly remember the moment I realized my company was going to fail. My co-founder and I were at our wits' end. By 2001, the dot-com bubble had burst, and we had spent all our money. We tried desperately to raise more capital, and we could not. It was like a breakup scene from a Hollywood movie: It was raining, and we were arguing in the street. We couldn't agree even on where to walk next, and so we parted in anger, heading in opposite directions. As a metaphor for our company's failure, this image of the two of us, lost in the rain and drifting apart, is perfect.
If you've never experienced a failure like this, it is hard to describe the feeling. It's as if the world were falling out from under you. You feel you've been duped. The stories in the magazines are lies: Hard work and perseverance don't lead to success. Even worse, the many, many promises you've made to employees, friends, and family are not going to come true. Everyone who thought you were foolish for stepping out on your own was right.
The grim reality is that most start-ups fail. Most new products are not successful. Yet the story of perseverance, creative genius, and hard work persists. Why is it so popular? I think there is something deeply appealing about this modern-day rags-to-riches story. It makes success seem inevitable if you just have the right stuff. If we build it, they will come. When we fail, as so many of us do, we have a ready-made excuse: We weren't in the right place at the right time—we didn't have the right stuff.
After more than 10 years as an entrepreneur, I have come to reject that line of thinking. Start-up success is not a consequence of good genes or being in the right place at the right time. Success can be engineered by following the right process, which means it can be learned, which means it can be taught.
Let me tell you a second start-up story. It's now 2004, and a group of founders have just started a company. They have a huge vision: to change the way people communicate online by using a new technology called avatars.
I'm in this second story, too. I'm a co-founder and chief technology officer of this company, IMVU. Although my co-founders and I were determined to do things differently, we ended up making a lot of mistakes. Despite various setbacks, the methods we developed over time at IMVU have become the basis for a movement of entrepreneurs around the world. It represents a new approach to creating continuous innovation. I call it the Lean Startup.
Our "Brilliant" Business Plan
The five of us involved in the founding of IMVU aspired to be serious strategic thinkers. Each of us had participated in previous ventures that had failed, and we were loath to repeat that experience. Our main concerns in the early days dealt with the following questions: What should we build and for whom? What market could we enter and dominate?
The five of us involved in the founding of IMVU aspired to be serious strategic thinkers. Each of us had participated in previous ventures that had failed, and we were loath to repeat that experience. Our main concerns in the early days dealt with the following questions: What should we build and for whom? What market could we enter and dominate?
We decided on the instant messaging market. In 2004, that market had hundreds of millions of customers, the majority of whom were not paying for the privilege. Large companies such as AOL, Microsoft, and Yahoo ran their IM networks as a loss leader for other services while making modest amounts of money through advertising. The common wisdom was that it was more or less impossible to bring a new IM network to market without spending an extraordinary amount of money on marketing.
The grim reality is that most start-ups fail. Most new products are not successful.
At IMVU, our strategy was to build a product that would combine the
mass appeal of traditional IM with the high revenue per customer of
video games. Because of the near impossibility of bringing a new IM
network to market, we decided to make our product compatible with
existing IM networks. Customers would be able to chat online using their
IMVU avatars without having to switch IM providers or learn a new user
interface. They wouldn't have to persuade their friends to switch,
either.
We thought the third point was essential. Every IM communication
would come embedded with an invitation to join IMVU. Our product would
be inherently viral, spreading throughout the existing IM networks like
an epidemic. To spur rapid growth, it was important that our product be
compatible with as many IM networks as possible.
With this strategy in place, my co-founders and I began a period of
intense work. As the CTO, it was my responsibility to, among other
things, write the software that would support the various IM networks.
Because we had limited funding, we gave ourselves a hard deadline of six
months to launch the product and attract our first paying customers. It
was a grueling schedule, but we were determined to launch on time.
The project was so large and complex and had so many moving parts
that we had to cut a lot of corners to get it done on schedule. I won't
mince words: The first version was terrible. We spent endless hours
arguing about which bugs to fix and which we could live with, which
features to cut and which to cram in. It was a wonderful and terrifying
time. We were full of hope about the possibilities for success and full
of fear about the consequences of shipping a bad product. I was worried that the low quality of the product would tarnish my
reputation as an engineer. People would think I didn't know how to build
a quality product. We envisioned the damning newspaper headlines: Inept
Entrepreneurs Build Dreadful Product.
Six months later, teeth clenched and apologies at the ready, we
released our website to the public. And then—nothing happened! It turned
out that our fears were unfounded, because nobody even tried our
product.
We Resort to Talking to Customers
Over the ensuing weeks and months, we labored to make the product better. We eventually learned how to change the product's positioning so that customers at least would download it. We were making improvements continuously, launching bug fixes and new changes daily. However, despite our best efforts, we were able to persuade only a pathetically small number of people to pay $29.95 for the product.
Over the ensuing weeks and months, we labored to make the product better. We eventually learned how to change the product's positioning so that customers at least would download it. We were making improvements continuously, launching bug fixes and new changes daily. However, despite our best efforts, we were able to persuade only a pathetically small number of people to pay $29.95 for the product.
Eventually, out of desperation, we began bringing people into our
office for in-person interviews and usability tests. Imagine a
17-year-old girl sitting down with us at a computer. We say, "Try this
new product; it's IMVU." She chooses her avatar and says, "Oh, this is
really fun." She's customizing the avatar, deciding how it's going to
look. Then we say, "All right, it's time to download the instant
messaging add-on," and she responds, "What's that?"
"Well, it's this thing that interoperates with the instant messaging
client," we say. She has no idea what we're talking about. But because
she's in the room with us, we're able to talk her into doing it. Then we
say, "OK, invite one of your friends to chat." And she says, "No way!"
We say, "Why not?" And she says, "Well, I don't know if this thing is
cool yet. You want me to risk inviting one of my friends? If it sucks,
they're going to think I suck, right?" And we say, "No, no, it's going
to be so much fun once you get the person in there; it's a social
product." She looks at us, her face filled with doubt; you can see that
this is a deal breaker.
Of course, the first time I had that experience, I said, "It's all
right; it's just this one person. Send her away, and get me a new one."
Then the second customer comes in and says the same thing. Then the
third customer comes in, and it's the same thing. No matter how stubborn
you are, you start to see there is something wrong.
In response to the feedback, we created ChatNow, a feature that lets
you push a button and be randomly matched with somebody else anywhere in
the world. The only thing you have in common is that you pushed the
button at the same time. All of a sudden, people were saying, "Oh, this
is fun!"
Any effort that is not absolutely necessary for learning what customers want should be eliminated. Then, maybe they would meet somebody they thought was cool. They'd
say, "Hey, that guy was neat; I want to add him to my buddy list.
Where's my buddy list?" And we'd say, "Oh, no, you don't want a new
buddy list; you want to use your regular AOL buddy list." You could see
their eyes go wide, and they'd say, "Are you kidding me? A stranger on
my buddy list?" To which we'd respond, "Yes; otherwise you'd have to
download a whole new IM program with a new buddy list." And they'd say,
"Do you have any idea how many IM programs I already run?"
"No," we'd say. "One or two, maybe?" That's how many each of us used.
To which the teenager would say, "Duh! I run eight." It started to dawn
on us that our concept was flawed. Our early adopters didn't think that having to learn a new IM program
was a barrier. Even more surprising, our assumption that customers
would want to use IMVU primarily with their existing friends was also
wrong. They wanted to make new friends, an activity that 3-D avatars are
particularly well suited to facilitating. Bit by bit, customers tore
apart our seemingly brilliant initial strategy.
Was It All a Waste?
I wish I could say that I was the one to realize our mistake and suggest the solution, but in truth, I was the last to admit the problem. I had slaved over the software that was required to make our system work with other IM networks. When it came time to abandon that original strategy, almost all of my work—thousands of lines of code—was thrown out. That was really depressing. I wondered, in light of the fact that my work turned out to be a waste of time and energy, Would the company have been just as well off if I had spent the past six months on a beach sipping umbrella drinks?
I wish I could say that I was the one to realize our mistake and suggest the solution, but in truth, I was the last to admit the problem. I had slaved over the software that was required to make our system work with other IM networks. When it came time to abandon that original strategy, almost all of my work—thousands of lines of code—was thrown out. That was really depressing. I wondered, in light of the fact that my work turned out to be a waste of time and energy, Would the company have been just as well off if I had spent the past six months on a beach sipping umbrella drinks?
There is always one last refuge for people aching to justify their
failure. I consoled myself with the fact that if we hadn't built our
first product—mistakes and all—we never would have learned these
important insights about our customers. We never would have learned that
our strategy was flawed. There is truth in this excuse: What we learned
during those critical early months set IMVU on a path that would lead
to our eventual breakout success. Today, IMVU is a profitable company
with more than $50 million in annual revenue and more than 100
employees. IMVU customers have created more than 60 million avatars.
For a time, this consolation made me feel better, but some questions
still bothered me. If the goal was to learn important insights about
customers, why did it take so long? How much of our effort actually
contributed to that learning? Could we have learned those lessons
earlier if I hadn't been so focused on making the product "better" by
adding features and fixing bugs? I had created software to support more
than a dozen IM networks. Was this really necessary to test our
assumptions? Could we have gotten the same feedback from our customers
with half as many IM networks? With only three? With only one?
Here's the question that kept me up nights: Did we have to support
any IM networks at all? Is it possible that we could have discovered how
flawed our assumptions were without building anything? What if, before
building anything, we simply had offered customers the opportunity to
download the product solely on the basis of its proposed features?
Almost no one was willing to use our original product, so we wouldn't
have had to do much apologizing when we failed to deliver.
In other words, which of our efforts were creating value, and which
were wasteful? This question is at the heart of the lean-manufacturing
revolution; it is the first question any lean-manufacturing adherent is
trained to ask. Learning to see waste and systematically eliminate it
has allowed lean companies such as Toyota to dominate entire industries.
Lean thinking defines value as "providing benefit to the customer";
anything else is waste. But in a start-up, who the customer is and what
the customer might find valuable are often unknown. I realized that for
start-ups, we needed a new definition of value. The real progress we had
made at IMVU was what we had learned over those first months about what
creates value for customers.
Learning as Fast as We Can
If learning is the essential unit of progress for start-ups, any effort that is not absolutely necessary for learning what customers want should be eliminated. So how do we do that? By building what I call a minimum viable product—or MVP. It helps entrepreneurs start the process of learning as quickly as possible. Unlike a prototype or concept test, an MVP is designed not just to answer product design or technical questions. Its goal is to test fundamental business hypotheses.
If learning is the essential unit of progress for start-ups, any effort that is not absolutely necessary for learning what customers want should be eliminated. So how do we do that? By building what I call a minimum viable product—or MVP. It helps entrepreneurs start the process of learning as quickly as possible. Unlike a prototype or concept test, an MVP is designed not just to answer product design or technical questions. Its goal is to test fundamental business hypotheses.
Yes, MVPs are sometimes perceived as low quality by customers. When
that happens, it's an opportunity to learn what attributes customers
care about. This is infinitely better than mere speculation or
whiteboard strategizing, because it provides a solid empirical
foundation on which to build.
Sometimes, however, customers react quite differently. Many famous
products were released in what might be called a low-quality state, and
customers loved them. Imagine if Craig Newmark, in the early days of
Craigslist, had refused to publish his humble e-mail newsletter because
it lacked high design.
Customers don't care how long something takes to build. They care only that it serves their needs. In the early days of IMVU, our avatars were locked in one place,
unable to move around the screen. The reason? We had not yet tackled the
difficult task of creating the technology that would allow avatars to
walk around their virtual environments. In the video game industry, the
standard is that avatars should move fluidly as they walk, avoid
obstacles in their path, and take an intelligent route toward their
destination. Best-selling games such as Electronic Arts's The Sims work
on this principle. We didn't want to ship a low-quality version of this
feature, so we opted instead to ship with stationary avatars.
Feedback from the customers was very consistent: They wanted the
ability to move their avatars around. We took this as bad news, because
it meant we would have to spend considerable amounts of time and money
on a high-quality solution similar to The Sims. But before we committed
ourselves to that path, we decided to try an experiment. We used a
simple hack, which felt almost like cheating. We changed the product so
that customers could click where they wanted their avatar to go, and the
avatar would teleport there instantly. No walking, no obstacle
avoidance. The avatar disappeared and then reappeared an instant later
in the new place. We couldn't afford fancy teleportation graphics or
sound effects.
Imagine our surprise when we started to get positive customer
feedback. We never asked about the movement feature directly (we were
too embarrassed). But when asked to name the things about IMVU they
liked best, customers consistently listed avatar teleportation among the
top three. It outperformed features that had taken much more time and
money to make.
Customers don't care how much time something takes to build. They
care only that it serves their needs. Our customers preferred the quick
teleportation feature because it allowed them to get where they wanted
to go as fast as possible. In retrospect, this makes sense. Wouldn't we
all like to get wherever we're going in an instant? Our expensive
real-world approach was beaten handily by a cool fantasy-world feature
that cost much less but that our customers preferred. So which version
of the product is low quality, again?
Going Lean
At its heart, a start-up is a catalyst that transforms ideas into products and services. As customers interact with those products and services, they generate feedback and data. The feedback is both qualitative (what they like and don't like) and quantitative (how many people use it and find it valuable). As we learned the hard way at IMVU, the products a start-up builds are really experiments. Learning about how to build a sustainable business is the outcome of those experiments. Each experiment essentially follows a three-step process: Build, measure, learn.
At its heart, a start-up is a catalyst that transforms ideas into products and services. As customers interact with those products and services, they generate feedback and data. The feedback is both qualitative (what they like and don't like) and quantitative (how many people use it and find it valuable). As we learned the hard way at IMVU, the products a start-up builds are really experiments. Learning about how to build a sustainable business is the outcome of those experiments. Each experiment essentially follows a three-step process: Build, measure, learn.
Many people have professional training that emphasizes one element of this three-step loop. For engineers like me, it's learning to build things as efficiently as possible. Plenty of entrepreneurs obsess over data and metrics. The truth is that none of these activities by itself is of paramount importance. Instead, we need to focus our energies on minimizing the total time through this loop. That way, we can avoid much of the waste that plagues start-ups today. As in lean manufacturing, learning where and when to invest energy results in saving time and money.
The Lean Startup method builds capital-efficient companies because it
allows start-ups to recognize that it's time to pivot—or change
direction—sooner, creating less waste of time and money. I named this
loop "build, measure, learn" because the activities happen in that
order. But the planning really works in the reverse order: We figure out
what we need to learn, then figure out what we need to measure to get
that knowledge, and then figure out what product we need to build to run
that experiment and get that measurement.
So what would organizations look like if everyone were armed with
Lean Startup principles? For one thing, we would all insist that
assumptions about what customers want be stated explicitly and tested
rigorously. We would look to eliminate waste, not build castles in the
sky. We would respond to failures and setbacks with honesty and
learning, not with recriminations and blame. Most of all, we would stop
wasting people's time.
This article is adapted from The Lean Startup: How Today's Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses, by Eric Ries, published this fall by Crown Business.
Eric Ries will discuss his new book and answer questions during a
live video chat on October 5 at noon Eastern Time. To watch the chat and
participate, go to www.inc.com/live.
SOURCE: www.inc.com
No comments:
Post a Comment
Please leave a comment if you can.