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  • To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    Picture this. You’ve joined a squad at your company that’s designing new product features with an emphasis on automation or AI. Or your company has just implemented a personalization engine. Either way, you’re designing with data. Now what? When it comes to designing for personalization, there are many cautionary tales, no overnight successes, and few guides for the perplexed. 

    Between the fantasy of getting it right and the fear of it going wrong—like when we encounter “persofails” in the vein of a company repeatedly imploring everyday consumers to buy additional toilet seats—the personalization gap is real. It’s an especially confounding place to be a digital professional without a map, a compass, or a plan.

    For those of you venturing into personalization, there’s no Lonely Planet and few tour guides because effective personalization is so specific to each organization’s talent, technology, and market position. 

    But you can ensure that your team has packed its bags sensibly.

    There’s a DIY formula to increase your chances for success. At minimum, you’ll defuse your boss’s irrational exuberance. Before the party you’ll need to effectively prepare.

    We call it prepersonalization.

    Behind the music

    Consider Spotify’s DJ feature, which debuted this past year.

    We’re used to seeing the polished final result of a personalization feature. Before the year-end award, the making-of backstory, or the behind-the-scenes victory lap, a personalized feature had to be conceived, budgeted, and prioritized. Before any personalization feature goes live in your product or service, it lives amid a backlog of worthy ideas for expressing customer experiences more dynamically.

    So how do you know where to place your personalization bets? How do you design consistent interactions that won’t trip up users or—worse—breed mistrust? We’ve found that for many budgeted programs to justify their ongoing investments, they first needed one or more workshops to convene key stakeholders and internal customers of the technology. Make yours count.

    ​From Big Tech to fledgling startups, we’ve seen the same evolution up close with our clients. In our experiences with working on small and large personalization efforts, a program’s ultimate track record—and its ability to weather tough questions, work steadily toward shared answers, and organize its design and technology efforts—turns on how effectively these prepersonalization activities play out.

    Time and again, we’ve seen effective workshops separate future success stories from unsuccessful efforts, saving countless time, resources, and collective well-being in the process.

    A personalization practice involves a multiyear effort of testing and feature development. It’s not a switch-flip moment in your tech stack. It’s best managed as a backlog that often evolves through three steps: 

    1. customer experience optimization (CXO, also known as A/B testing or experimentation)
    2. always-on automations (whether rules-based or machine-generated)
    3. mature features or standalone product development (such as Spotify’s DJ experience)

    This is why we created our progressive personalization framework and why we’re field-testing an accompanying deck of cards: we believe that there’s a base grammar, a set of “nouns and verbs” that your organization can use to design experiences that are customized, personalized, or automated. You won’t need these cards. But we strongly recommend that you create something similar, whether that might be digital or physical.

    Set your kitchen timer

    How long does it take to cook up a prepersonalization workshop? The surrounding assessment activities that we recommend including can (and often do) span weeks. For the core workshop, we recommend aiming for two to three days. Here’s a summary of our broader approach along with details on the essential first-day activities.

    The full arc of the wider workshop is threefold:

    1. Kickstart: This sets the terms of engagement as you focus on the opportunity as well as the readiness and drive of your team and your leadership. .
    2. Plan your work: This is the heart of the card-based workshop activities where you specify a plan of attack and the scope of work.
    3. Work your plan: This phase is all about creating a competitive environment for team participants to individually pitch their own pilots that each contain a proof-of-concept project, its business case, and its operating model.

    Give yourself at least a day, split into two large time blocks, to power through a concentrated version of those first two phases.

    Kickstart: Whet your appetite

    We call the first lesson the “landscape of connected experience.” It explores the personalization possibilities in your organization. A connected experience, in our parlance, is any UX requiring the orchestration of multiple systems of record on the backend. This could be a content-management system combined with a marketing-automation platform. It could be a digital-asset manager combined with a customer-data platform.

    Spark conversation by naming consumer examples and business-to-business examples of connected experience interactions that you admire, find familiar, or even dislike. This should cover a representative range of personalization patterns, including automated app-based interactions (such as onboarding sequences or wizards), notifications, and recommenders. We have a catalog of these in the cards. Here’s a list of 142 different interactions to jog your thinking.

    This is all about setting the table. What are the possible paths for the practice in your organization? If you want a broader view, here’s a long-form primer and a strategic framework.

    Assess each example that you discuss for its complexity and the level of effort that you estimate that it would take for your team to deliver that feature (or something similar). In our cards, we divide connected experiences into five levels: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to focus the conversation on the merits of ongoing investment as well as the gap between what you deliver today and what you want to deliver in the future.

    Next, have your team plot each idea on the following 2×2 grid, which lays out the four enduring arguments for a personalized experience. This is critical because it emphasizes how personalization can not only help your external customers but also affect your own ways of working. It’s also a reminder (which is why we used the word argument earlier) of the broader effort beyond these tactical interventions.

    Each team member should vote on where they see your product or service putting its emphasis. Naturally, you can’t prioritize all of them. The intention here is to flesh out how different departments may view their own upsides to the effort, which can vary from one to the next. Documenting your desired outcomes lets you know how the team internally aligns across representatives from different departments or functional areas.

    The third and final kickstart activity is about naming your personalization gap. Is your customer journey well documented? Will data and privacy compliance be too big of a challenge? Do you have content metadata needs that you have to address? (We’re pretty sure that you do: it’s just a matter of recognizing the relative size of that need and its remedy.) In our cards, we’ve noted a number of program risks, including common team dispositions. Our Detractor card, for example, lists six stakeholder behaviors that hinder progress.

    Effectively collaborating and managing expectations is critical to your success. Consider the potential barriers to your future progress. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. As studies have shown, personalization efforts face many common barriers.

    At this point, you’ve hopefully discussed sample interactions, emphasized a key area of benefit, and flagged key gaps? Good—you’re ready to continue.

    Hit that test kitchen

    Next, let’s look at what you’ll need to bring your personalization recipes to life. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. Their capabilities are sweeping and powerful, and they present broad options for how your organization can conduct its activities. This presents the question: Where do you begin when you’re configuring a connected experience?

    What’s important here is to avoid treating the installed software like it were a dream kitchen from some fantasy remodeling project (as one of our client executives memorably put it). These software engines are more like test kitchens where your team can begin devising, tasting, and refining the snacks and meals that will become a part of your personalization program’s regularly evolving menu.

    The ultimate menu of the prioritized backlog will come together over the course of the workshop. And creating “dishes” is the way that you’ll have individual team stakeholders construct personalized interactions that serve their needs or the needs of others.

    The dishes will come from recipes, and those recipes have set ingredients.

    Verify your ingredients

    Like a good product manager, you’ll make sure—andyou’ll validate with the right stakeholders present—that you have all the ingredients on hand to cook up your desired interaction (or that you can work out what needs to be added to your pantry). These ingredients include the audience that you’re targeting, content and design elements, the context for the interaction, and your measure for how it’ll come together. 

    This isn’t just about discovering requirements. Documenting your personalizations as a series of if-then statements lets the team: 

    1. compare findings toward a unified approach for developing features, not unlike when artists paint with the same palette; 
    2. specify a consistent set of interactions that users find uniform or familiar; 
    3. and develop parity across performance measurements and key performance indicators too. 

    This helps you streamline your designs and your technical efforts while you deliver a shared palette of core motifs of your personalized or automated experience.

    Compose your recipe

    What ingredients are important to you? Think of a who-what-when-why construct

    • Who are your key audience segments or groups?
    • What kind of content will you give them, in what design elements, and under what circumstances?
    • And for which business and user benefits?

    We first developed these cards and card categories five years ago. We regularly play-test their fit with conference audiences and clients. And we still encounter new possibilities. But they all follow an underlying who-what-when-why logic.

    Here are three examples for a subscription-based reading app, which you can generally follow along with right to left in the cards in the accompanying photo below. 

    1. Nurture personalization: When a guest or an unknown visitor interacts with  a product title, a banner or alert bar appears that makes it easier for them to encounter a related title they may want to read, saving them time.
    2. Welcome automation: When there’s a newly registered user, an email is generated to call out the breadth of the content catalog and to make them a happier subscriber.
    3. Winback automation: Before their subscription lapses or after a recent failed renewal, a user is sent an email that gives them a promotional offer to suggest that they reconsider renewing or to remind them to renew.

    A useful preworkshop activity may be to think through a first draft of what these cards might be for your organization, although we’ve also found that this process sometimes flows best through cocreating the recipes themselves. Start with a set of blank cards, and begin labeling and grouping them through the design process, eventually distilling them to a refined subset of highly useful candidate cards.

    You can think of the later stages of the workshop as moving from recipes toward a cookbook in focus—like a more nuanced customer-journey mapping. Individual “cooks” will pitch their recipes to the team, using a common jobs-to-be-done format so that measurability and results are baked in, and from there, the resulting collection will be prioritized for finished design and delivery to production.

    Better kitchens require better architecture

    Simplifying a customer experience is a complicated effort for those who are inside delivering it. Beware anyone who says otherwise. With that being said,  “Complicated problems can be hard to solve, but they are addressable with rules and recipes.”

    When personalization becomes a laugh line, it’s because a team is overfitting: they aren’t designing with their best data. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. Your AI’s output quality, for example, is indeed limited by your IA. Spotify’s poster-child prowess today was unfathomable before they acquired a seemingly modest metadata startup that now powers its underlying information architecture.

    You can definitely stand the heat…

    Personalization technology opens a doorway into a confounding ocean of possible designs. Only a disciplined and highly collaborative approach will bring about the necessary focus and intention to succeed. So banish the dream kitchen. Instead, hit the test kitchen to save time, preserve job satisfaction and security, and safely dispense with the fanciful ideas that originate upstairs of the doers in your organization. There are meals to serve and mouths to feed.

    This workshop framework gives you a fighting shot at lasting success as well as sound beginnings. Wiring up your information layer isn’t an overnight affair. But if you use the same cookbook and shared recipes, you’ll have solid footing for success. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.

    While there are associated costs toward investing in this kind of technology and product design, your ability to size up and confront your unique situation and your digital capabilities is time well spent. Don’t squander it. The proof, as they say, is in the pudding.

  • User Research Is Storytelling

    User Research Is Storytelling

    Ever since I was a boy, I’ve been fascinated with movies. I loved the characters and the excitement—but most of all the stories. I wanted to be an actor. And I believed that I’d get to do the things that Indiana Jones did and go on exciting adventures. I even dreamed up ideas for movies that my friends and I could make and star in. But they never went any further. I did, however, end up working in user experience (UX). Now, I realize that there’s an element of theater to UX—I hadn’t really considered it before, but user research is storytelling. And to get the most out of user research, you need to tell a good story where you bring stakeholders—the product team and decision makers—along and get them interested in learning more.

    Think of your favorite movie. More than likely it follows a three-act structure that’s commonly seen in storytelling: the setup, the conflict, and the resolution. The first act shows what exists today, and it helps you get to know the characters and the challenges and problems that they face. Act two introduces the conflict, where the action is. Here, problems grow or get worse. And the third and final act is the resolution. This is where the issues are resolved and the characters learn and change. I believe that this structure is also a great way to think about user research, and I think that it can be especially helpful in explaining user research to others.

    Use storytelling as a structure to do research

    It’s sad to say, but many have come to see research as being expendable. If budgets or timelines are tight, research tends to be one of the first things to go. Instead of investing in research, some product managers rely on designers or—worse—their own opinion to make the “right” choices for users based on their experience or accepted best practices. That may get teams some of the way, but that approach can so easily miss out on solving users’ real problems. To remain user-centered, this is something we should avoid. User research elevates design. It keeps it on track, pointing to problems and opportunities. Being aware of the issues with your product and reacting to them can help you stay ahead of your competitors.

    In the three-act structure, each act corresponds to a part of the process, and each part is critical to telling the whole story. Let’s look at the different acts and how they align with user research.

    Act one: setup

    The setup is all about understanding the background, and that’s where foundational research comes in. Foundational research (also called generative, discovery, or initial research) helps you understand users and identify their problems. You’re learning about what exists today, the challenges users have, and how the challenges affect them—just like in the movies. To do foundational research, you can conduct contextual inquiries or diary studies (or both!), which can help you start to identify problems as well as opportunities. It doesn’t need to be a huge investment in time or money.

    Erika Hall writes about minimum viable ethnography, which can be as simple as spending 15 minutes with a user and asking them one thing: “‘Walk me through your day yesterday.’ That’s it. Present that one request. Shut up and listen to them for 15 minutes. Do your damndest to keep yourself and your interests out of it. Bam, you’re doing ethnography.” According to Hall, [This] will probably prove quite illuminating. In the highly unlikely case that you didn’t learn anything new or useful, carry on with enhanced confidence in your direction.”  

    This makes total sense to me. And I love that this makes user research so accessible. You don’t need to prepare a lot of documentation; you can just recruit participants and do it! This can yield a wealth of information about your users, and it’ll help you better understand them and what’s going on in their lives. That’s really what act one is all about: understanding where users are coming from. 

    Jared Spool talks about the importance of foundational research and how it should form the bulk of your research. If you can draw from any additional user data that you can get your hands on, such as surveys or analytics, that can supplement what you’ve heard in the foundational studies or even point to areas that need further investigation. Together, all this data paints a clearer picture of the state of things and all its shortcomings. And that’s the beginning of a compelling story. It’s the point in the plot where you realize that the main characters—or the users in this case—are facing challenges that they need to overcome. Like in the movies, this is where you start to build empathy for the characters and root for them to succeed. And hopefully stakeholders are now doing the same. Their sympathy may be with their business, which could be losing money because users can’t complete certain tasks. Or maybe they do empathize with users’ struggles. Either way, act one is your initial hook to get the stakeholders interested and invested.

    Once stakeholders begin to understand the value of foundational research, that can open doors to more opportunities that involve users in the decision-making process. And that can guide product teams toward being more user-centered. This benefits everyone—users, the product, and stakeholders. It’s like winning an Oscar in movie terms—it often leads to your product being well received and successful. And this can be an incentive for stakeholders to repeat this process with other products. Storytelling is the key to this process, and knowing how to tell a good story is the only way to get stakeholders to really care about doing more research. 

    This brings us to act two, where you iteratively evaluate a design or concept to see whether it addresses the issues.

    Act two: conflict

    Act two is all about digging deeper into the problems that you identified in act one. This usually involves directional research, such as usability tests, where you assess a potential solution (such as a design) to see whether it addresses the issues that you found. The issues could include unmet needs or problems with a flow or process that’s tripping users up. Like act two in a movie, more issues will crop up along the way. It’s here that you learn more about the characters as they grow and develop through this act. 

    Usability tests should typically include around five participants according to Jakob Nielsen, who found that that number of users can usually identify most of the problems: “As you add more and more users, you learn less and less because you will keep seeing the same things again and again… After the fifth user, you are wasting your time by observing the same findings repeatedly but not learning much new.” 

    There are parallels with storytelling here too; if you try to tell a story with too many characters, the plot may get lost. Having fewer participants means that each user’s struggles will be more memorable and easier to relay to other stakeholders when talking about the research. This can help convey the issues that need to be addressed while also highlighting the value of doing the research in the first place.

    Researchers have run usability tests in person for decades, but you can also conduct usability tests remotely using tools like Microsoft Teams, Zoom, or other teleconferencing software. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You can think of in-person usability tests like going to a play and remote sessions as more like watching a movie. There are advantages and disadvantages to each. In-person usability research is a much richer experience. Stakeholders can experience the sessions with other stakeholders. You also get real-time reactions—including surprise, agreement, disagreement, and discussions about what they’re seeing. Much like going to a play, where audiences get to take in the stage, the costumes, the lighting, and the actors’ interactions, in-person research lets you see users up close, including their body language, how they interact with the moderator, and how the scene is set up.

    If in-person usability testing is like watching a play—staged and controlled—then conducting usability testing in the field is like immersive theater where any two sessions might be very different from one another. You can take usability testing into the field by creating a replica of the space where users interact with the product and then conduct your research there. Or you can go out to meet users at their location to do your research. With either option, you get to see how things work in context, things come up that wouldn’t have in a lab environment—and conversion can shift in entirely different directions. As researchers, you have less control over how these sessions go, but this can sometimes help you understand users even better. Meeting users where they are can provide clues to the external forces that could be affecting how they use your product. In-person usability tests provide another level of detail that’s often missing from remote usability tests. 

    That’s not to say that the “movies”—remote sessions—aren’t a good option. Remote sessions can reach a wider audience. They allow a lot more stakeholders to be involved in the research and to see what’s going on. And they open the doors to a much wider geographical pool of users. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working. 

    The benefit of usability testing, whether remote or in person, is that you get to see real users interact with the designs in real time, and you can ask them questions to understand their thought processes and grasp of the solution. This can help you not only identify problems but also glean why they’re problems in the first place. Furthermore, you can test hypotheses and gauge whether your thinking is correct. By the end of the sessions, you’ll have a much clearer picture of how usable the designs are and whether they work for their intended purposes. Act two is the heart of the story—where the excitement is—but there can be surprises too. This is equally true of usability tests. Often, participants will say unexpected things, which change the way that you look at things—and these twists in the story can move things in new directions. 

    Unfortunately, user research is sometimes seen as expendable. And too often usability testing is the only research process that some stakeholders think that they ever need. In fact, if the designs that you’re evaluating in the usability test aren’t grounded in a solid understanding of your users (foundational research), there’s not much to be gained by doing usability testing in the first place. That’s because you’re narrowing the focus of what you’re getting feedback on, without understanding the users’ needs. As a result, there’s no way of knowing whether the designs might solve a problem that users have. It’s only feedback on a particular design in the context of a usability test.  

    On the other hand, if you only do foundational research, while you might have set out to solve the right problem, you won’t know whether the thing that you’re building will actually solve that. This illustrates the importance of doing both foundational and directional research. 

    In act two, stakeholders will—hopefully—get to watch the story unfold in the user sessions, which creates the conflict and tension in the current design by surfacing their highs and lows. And in turn, this can help motivate stakeholders to address the issues that come up.

    Act three: resolution

    While the first two acts are about understanding the background and the tensions that can propel stakeholders into action, the third part is about resolving the problems from the first two acts. While it’s important to have an audience for the first two acts, it’s crucial that they stick around for the final act. That means the whole product team, including developers, UX practitioners, business analysts, delivery managers, product managers, and any other stakeholders that have a say in the next steps. It allows the whole team to hear users’ feedback together, ask questions, and discuss what’s possible within the project’s constraints. And it lets the UX research and design teams clarify, suggest alternatives, or give more context behind their decisions. So you can get everyone on the same page and get agreement on the way forward.

    This act is mostly told in voiceover with some audience participation. The researcher is the narrator, who paints a picture of the issues and what the future of the product could look like given the things that the team has learned. They give the stakeholders their recommendations and their guidance on creating this vision.

    Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. “The most effective presenters use the same techniques as great storytellers: By reminding people of the status quo and then revealing the path to a better way, they set up a conflict that needs to be resolved,” writes Duarte. “That tension helps them persuade the audience to adopt a new mindset or behave differently.”

    This type of structure aligns well with research results, and particularly results from usability tests. It provides evidence for “what is”—the problems that you’ve identified. And “what could be”—your recommendations on how to address them. And so on and so forth.

    You can reinforce your recommendations with examples of things that competitors are doing that could address these issues or with examples where competitors are gaining an edge. Or they can be visual, like quick mockups of how a new design could look that solves a problem. These can help generate conversation and momentum. And this continues until the end of the session when you’ve wrapped everything up in the conclusion by summarizing the main issues and suggesting a way forward. This is the part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. This stage gives stakeholders the next steps and hopefully the momentum to take those steps!

    While we are nearly at the end of this story, let’s reflect on the idea that user research is storytelling. All the elements of a good story are there in the three-act structure of user research: 

    • Act one: You meet the protagonists (the users) and the antagonists (the problems affecting users). This is the beginning of the plot. In act one, researchers might use methods including contextual inquiry, ethnography, diary studies, surveys, and analytics. The output of these methods can include personas, empathy maps, user journeys, and analytics dashboards.
    • Act two: Next, there’s character development. There’s conflict and tension as the protagonists encounter problems and challenges, which they must overcome. In act two, researchers might use methods including usability testing, competitive benchmarking, and heuristics evaluation. The output of these can include usability findings reports, UX strategy documents, usability guidelines, and best practices.
    • Act three: The protagonists triumph and you see what a better future looks like. In act three, researchers may use methods including presentation decks, storytelling, and digital media. The output of these can be: presentation decks, video clips, audio clips, and pictures. 

    The researcher has multiple roles: they’re the storyteller, the director, and the producer. The participants have a small role, but they are significant characters (in the research). And the stakeholders are the audience. But the most important thing is to get the story right and to use storytelling to tell users’ stories through research. By the end, the stakeholders should walk away with a purpose and an eagerness to resolve the product’s ills. 

    So the next time that you’re planning research with clients or you’re speaking to stakeholders about research that you’ve done, think about how you can weave in some storytelling. Ultimately, user research is a win-win for everyone, and you just need to get stakeholders interested in how the story ends.

  • From Beta to Bedrock: Build Products that Stick.

    From Beta to Bedrock: Build Products that Stick.

    As a product builder over too many years to mention, I’ve lost count of the number of times I’ve seen promising ideas go from zero to hero in a few weeks, only to fizzle out within months.

    Financial products, which is the field I work in, are no exception. With people’s real hard-earned money on the line, user expectations running high, and a crowded market, it’s tempting to throw as many features at the wall as possible and hope something sticks. But this approach is a recipe for disaster. Here’s why:

    The pitfalls of feature-first development

    When you start building a financial product from the ground up, or are migrating existing customer journeys from paper or telephony channels onto online banking or mobile apps, it’s easy to get caught up in the excitement of creating new features. You might think, “If I can just add one more thing that solves this particular user problem, they’ll love me!” But what happens when you inevitably hit a roadblock because the narcs (your security team!) don’t like it? When a hard-fought feature isn’t as popular as you thought, or it breaks due to unforeseen complexity?

    This is where the concept of Minimum Viable Product (MVP) comes in. Jason Fried’s book Getting Real and his podcast Rework often touch on this idea, even if he doesn’t always call it that. An MVP is a product that provides just enough value to your users to keep them engaged, but not so much that it becomes overwhelming or difficult to maintain. It sounds like an easy concept but it requires a razor sharp eye, a ruthless edge and having the courage to stick by your opinion because it is easy to be seduced by “the Columbo Effect”… when there’s always “just one more thing…” that someone wants to add.

    The problem with most finance apps, however, is that they often become a reflection of the internal politics of the business rather than an experience solely designed around the customer. This means that the focus is on delivering as many features and functionalities as possible to satisfy the needs and desires of competing internal departments, rather than providing a clear value proposition that is focused on what the people out there in the real world want. As a result, these products can very easily bloat to become a mixed bag of confusing, unrelated and ultimately unlovable customer experiences—a feature salad, you might say.

    The importance of bedrock

    So what’s a better approach? How can we build products that are stable, user-friendly, and—most importantly—stick?

    That’s where the concept of “bedrock” comes in. Bedrock is the core element of your product that truly matters to users. It’s the fundamental building block that provides value and stays relevant over time.

    In the world of retail banking, which is where I work, the bedrock has got to be in and around the regular servicing journeys. People open their current account once in a blue moon but they look at it every day. They sign up for a credit card every year or two, but they check their balance and pay their bill at least once a month.

    Identifying the core tasks that people want to do and then relentlessly striving to make them easy to do, dependable, and trustworthy is where the gravy’s at.

    But how do you get to bedrock? By focusing on the “MVP” approach, prioritizing simplicity, and iterating towards a clear value proposition. This means cutting out unnecessary features and focusing on delivering real value to your users.

    It also means having some guts, because your colleagues might not always instantly share your vision to start with. And controversially, sometimes it can even mean making it clear to customers that you’re not going to come to their house and make their dinner. The occasional “opinionated user interface design” (i.e. clunky workaround for edge cases) might sometimes be what you need to use to test a concept or buy you space to work on something more important.

    Practical strategies for building financial products that stick

    So what are the key strategies I’ve learned from my own experience and research?

    1. Start with a clear “why”: What problem are you trying to solve? For whom? Make sure your mission is crystal clear before building anything. Make sure it aligns with your company’s objectives, too.
    2. Focus on a single, core feature and obsess on getting that right before moving on to something else: Resist the temptation to add too many features at once. Instead, choose one that delivers real value and iterate from there.
    3. Prioritize simplicity over complexity: Less is often more when it comes to financial products. Cut out unnecessary bells and whistles and keep the focus on what matters most.
    4. Embrace continuous iteration: Bedrock isn’t a fixed destination—it’s a dynamic process. Continuously gather user feedback, refine your product, and iterate towards that bedrock state.
    5. Stop, look and listen: Don’t just test your product as part of your delivery process—test it repeatedly in the field. Use it yourself. Run A/B tests. Gather user feedback. Talk to people who use it, and refine accordingly.

    The bedrock paradox

    There’s an interesting paradox at play here: building towards bedrock means sacrificing some short-term growth potential in favour of long-term stability. But the payoff is worth it—products built with a focus on bedrock will outlast and outperform their competitors, and deliver sustained value to users over time.

    So, how do you start your journey towards bedrock? Take it one step at a time. Start by identifying those core elements that truly matter to your users. Focus on building and refining a single, powerful feature that delivers real value. And above all, test obsessively—for, in the words of Abraham Lincoln, Alan Kay, or Peter Drucker (whomever you believe!!), “The best way to predict the future is to create it.”

  • An Holistic Framework for Shared Design Leadership

    An Holistic Framework for Shared Design Leadership

    Picture this: You’re in a meeting room at your tech company, and two people are having what looks like the same conversation about the same design problem. One is talking about whether the team has the right skills to tackle it. The other is diving deep into whether the solution actually solves the user’s problem. Same room, same problem, completely different lenses.

    This is the beautiful, sometimes messy reality of having both a Design Manager and a Lead Designer on the same team. And if you’re wondering how to make this work without creating confusion, overlap, or the dreaded “too many cooks” scenario, you’re asking the right question.

    The traditional answer has been to draw clean lines on an org chart. The Design Manager handles people, the Lead Designer handles craft. Problem solved, right? Except clean org charts are fantasy. In reality, both roles care deeply about team health, design quality, and shipping great work. 

    The magic happens when you embrace the overlap instead of fighting it—when you start thinking of your design org as a design organism.

    The Anatomy of a Healthy Design Team

    Here’s what I’ve learned from years of being on both sides of this equation: think of your design team as a living organism. The Design Manager tends to the mind (the psychological safety, the career growth, the team dynamics). The Lead Designer tends to the body (the craft skills, the design standards, the hands-on work that ships to users).

    But just like mind and body aren’t completely separate systems, so, too, do these roles overlap in important ways. You can’t have a healthy person without both working in harmony. The trick is knowing where those overlaps are and how to navigate them gracefully.

    When we look at how healthy teams actually function, three critical systems emerge. Each requires both roles to work together, but with one taking primary responsibility for keeping that system strong.

    The Nervous System: People & Psychology

    Primary caretaker: Design Manager
    Supporting role: Lead Designer

    The nervous system is all about signals, feedback, and psychological safety. When this system is healthy, information flows freely, people feel safe to take risks, and the team can adapt quickly to new challenges.

    The Design Manager is the primary caretaker here. They’re monitoring the team’s psychological pulse, ensuring feedback loops are healthy, and creating the conditions for people to grow. They’re hosting career conversations, managing workload, and making sure no one burns out.

    But the Lead Designer plays a crucial supporting role. They’re providing sensory input about craft development needs, spotting when someone’s design skills are stagnating, and helping identify growth opportunities that the Design Manager might miss.

    Design Manager tends to:

    • Career conversations and growth planning
    • Team psychological safety and dynamics
    • Workload management and resource allocation
    • Performance reviews and feedback systems
    • Creating learning opportunities

    Lead Designer supports by:

    • Providing craft-specific feedback on team member development
    • Identifying design skill gaps and growth opportunities
    • Offering design mentorship and guidance
    • Signaling when team members are ready for more complex challenges

    The Muscular System: Craft & Execution

    Primary caretaker: Lead Designer
    Supporting role: Design Manager

    The muscular system is about strength, coordination, and skill development. When this system is healthy, the team can execute complex design work with precision, maintain consistent quality, and adapt their craft to new challenges.

    The Lead Designer is the primary caretaker here. They’re setting design standards, providing craft coaching, and ensuring that shipping work meets the quality bar. They’re the ones who can tell you if a design decision is sound or if we’re solving the right problem.

    But the Design Manager plays a crucial supporting role. They’re ensuring the team has the resources and support to do their best craft work, like proper nutrition and recovery time for an athlete.

    Lead Designer tends to:

    • Definition of design standards and system usage
    • Feedback on what design work meets the standard
    • Experience direction for the product
    • Design decisions and product-wide alignment
    • Innovation and craft advancement

    Design Manager supports by:

    • Ensuring design standards are understood and adopted across the team
    • Confirming experience direction is being followed
    • Supporting practices and systems that scale without bottlenecking
    • Facilitating design alignment across teams
    • Providing resources and removing obstacles to great craft work

    The Circulatory System: Strategy & Flow

    Shared caretakers: Both Design Manager and Lead Designer

    The circulatory system is about how information, decisions, and energy flow through the team. When this system is healthy, strategic direction is clear, priorities are aligned, and the team can respond quickly to new opportunities or challenges.

    This is where true partnership happens. Both roles are responsible for keeping the circulation strong, but they’re bringing different perspectives to the table.

    Lead Designer contributes:

    • User needs are met by the product
    • Overall product quality and experience
    • Strategic design initiatives
    • Research-based user needs for each initiative

    Design Manager contributes:

    • Communication to team and stakeholders
    • Stakeholder management and alignment
    • Cross-functional team accountability
    • Strategic business initiatives

    Both collaborate on:

    • Co-creation of strategy with leadership
    • Team goals and prioritization approach
    • Organizational structure decisions
    • Success measures and frameworks

    Keeping the Organism Healthy

    The key to making this partnership sing is understanding that all three systems need to work together. A team with great craft skills but poor psychological safety will burn out. A team with great culture but weak craft execution will ship mediocre work. A team with both but poor strategic circulation will work hard on the wrong things.

    Be Explicit About Which System You’re Tending

    When you’re in a meeting about a design problem, it helps to acknowledge which system you’re primarily focused on. “I’m thinking about this from a team capacity perspective” (nervous system) or “I’m looking at this through the lens of user needs” (muscular system) gives everyone context for your input.

    This isn’t about staying in your lane. It’s about being transparent as to which lens you’re using, so the other person knows how to best add their perspective.

    Create Healthy Feedback Loops

    The most successful partnerships I’ve seen establish clear feedback loops between the systems:

    Nervous system signals to muscular system: “The team is struggling with confidence in their design skills” → Lead Designer provides more craft coaching and clearer standards.

    Muscular system signals to nervous system: “The team’s craft skills are advancing faster than their project complexity” → Design Manager finds more challenging growth opportunities.

    Both systems signal to circulatory system: “We’re seeing patterns in team health and craft development that suggest we need to adjust our strategic priorities.”

    Handle Handoffs Gracefully

    The most critical moments in this partnership are when something moves from one system to another. This might be when a design standard (muscular system) needs to be rolled out across the team (nervous system), or when a strategic initiative (circulatory system) needs specific craft execution (muscular system).

    Make these transitions explicit. “I’ve defined the new component standards. Can you help me think through how to get the team up to speed?” or “We’ve agreed on this strategic direction. I’m going to focus on the specific user experience approach from here.”

    Stay Curious, Not Territorial

    The Design Manager who never thinks about craft, or the Lead Designer who never considers team dynamics, is like a doctor who only looks at one body system. Great design leadership requires both people to care about the whole organism, even when they’re not the primary caretaker.

    This means asking questions rather than making assumptions. “What do you think about the team’s craft development in this area?” or “How do you see this impacting team morale and workload?” keeps both perspectives active in every decision.

    When the Organism Gets Sick

    Even with clear roles, this partnership can go sideways. Here are the most common failure modes I’ve seen:

    System Isolation

    The Design Manager focuses only on the nervous system and ignores craft development. The Lead Designer focuses only on the muscular system and ignores team dynamics. Both people retreat to their comfort zones and stop collaborating.

    The symptoms: Team members get mixed messages, work quality suffers, morale drops.

    The treatment: Reconnect around shared outcomes. What are you both trying to achieve? Usually it’s great design work that ships on time from a healthy team. Figure out how both systems serve that goal.

    Poor Circulation

    Strategic direction is unclear, priorities keep shifting, and neither role is taking responsibility for keeping information flowing.

    The symptoms: Team members are confused about priorities, work gets duplicated or dropped, deadlines are missed.

    The treatment: Explicitly assign responsibility for circulation. Who’s communicating what to whom? How often? What’s the feedback loop?

    Autoimmune Response

    One person feels threatened by the other’s expertise. The Design Manager thinks the Lead Designer is undermining their authority. The Lead Designer thinks the Design Manager doesn’t understand craft.

    The symptoms: Defensive behavior, territorial disputes, team members caught in the middle.

    The treatment: Remember that you’re both caretakers of the same organism. When one system fails, the whole team suffers. When both systems are healthy, the team thrives.

    The Payoff

    Yes, this model requires more communication. Yes, it requires both people to be secure enough to share responsibility for team health. But the payoff is worth it: better decisions, stronger teams, and design work that’s both excellent and sustainable.

    When both roles are healthy and working well together, you get the best of both worlds: deep craft expertise and strong people leadership. When one person is out sick, on vacation, or overwhelmed, the other can help maintain the team’s health. When a decision requires both the people perspective and the craft perspective, you’ve got both right there in the room.

    Most importantly, the framework scales. As your team grows, you can apply the same system thinking to new challenges. Need to launch a design system? Lead Designer tends to the muscular system (standards and implementation), Design Manager tends to the nervous system (team adoption and change management), and both tend to circulation (communication and stakeholder alignment).

    The Bottom Line

    The relationship between a Design Manager and Lead Designer isn’t about dividing territories. It’s about multiplying impact. When both roles understand they’re tending to different aspects of the same healthy organism, magic happens.

    The mind and body work together. The team gets both the strategic thinking and the craft excellence they need. And most importantly, the work that ships to users benefits from both perspectives.

    So the next time you’re in that meeting room, wondering why two people are talking about the same problem from different angles, remember: you’re watching shared leadership in action. And if it’s working well, both the mind and body of your design team are getting stronger.

  • Design Dialects: Breaking the Rules, Not the System

    Design Dialects: Breaking the Rules, Not the System

    “Language is not merely a set of unrelated sounds, clauses, rules, and meanings; it is a totally coherent system bound to context and behavior.” — Kenneth L. Pike

    The web has accents. So should our design systems.

    Design Systems as Living Languages

    Design systems aren’t component libraries—they’re living languages. Tokens are phonemes, components are words, patterns are phrases, layouts are sentences. The conversations we build with users become the stories our products tell.

    But here’s what we’ve forgotten: the more fluently a language is spoken, the more accents it can support without losing meaning. English in Scotland differs from English in Sydney, yet both are unmistakably English. The language adapts to context while preserving core meaning. This couldn’t be more obvious to me, a Brazilian Portuguese speaker, who learned English with an American accent, and lives in Sydney.

    Our design systems must work the same way. Rigid adherence to visual rules creates brittle systems that break under contextual pressure. Fluent systems bend without breaking.

    Consistency becomes a prison

    The promise of design systems was simple: consistent components would accelerate development and unify experiences. But as systems matured and products grew more complex, that promise has become a prison. Teams file “exception” requests by the hundreds. Products launch with workarounds instead of system components. Designers spend more time defending consistency than solving user problems.

    Our design systems must learn to speak dialects.

    A design dialect is a systematic adaptation of a design system that maintains core principles while developing new patterns for specific contexts. Unlike one-off customizations or brand themes, dialects preserve the system’s essential grammar while expanding its vocabulary to serve different users, environments, or constraints.

    When Perfect Consistency Fails

    At Booking.com, I learned this lesson the hard way. We A/B-tested everything—color, copy, button shapes, even logo colors. As a professional with a graphic design education and experience building brand style guides, I found this shocking. While everyone fell in love with Airbnb’s pristine design system, Booking grew into a giant without ever considering visual consistency.  

    The chaos taught me something profound: consistency isn’t ROI; solved problems are.

    At Shopify. Polaris () was our crown jewel—a mature design language perfect for merchants on laptops. As a product team, we were expected to adopt Polaris as-is. Then my fulfillment team hit an “Oh, Ship!” moment, as we faced the challenge of building an app for warehouse pickers using our interface on shared, battered Android scanners in dim aisles, wearing thick gloves, scanning dozens of items per minute, many with limited levels of English understanding.

    Task completion with standard Polaris: 0%.

    Every component that worked beautifully for merchants failed completely for pickers. White backgrounds created glare. 44px tap targets were invisible to gloved fingers. Sentence-case labels took too long to parse. Multi-step flows confused non-native speakers.

    We faced a choice: abandon Polaris entirely, or teach it to speak warehouse.

    The Birth of a Dialect

    We chose evolution over revolution. Working within Polaris’s core principles—clarity, efficiency, consistency—we developed what we now call a design dialect:

    ConstraintFluent MoveRationale
    Glare & low lightDark surfaces + light textReduce glare on low-DPI screens
    Gloves & haste90px tap targets (~2cm)Accommodate thick gloves
    MultilingualSingle-task screens, plain languageReduce cognitive load

    Result: Task completion jumped from 0% to 100%. Onboarding time dropped from three weeks to one shift.

    This wasn’t customization or theming—this was a dialect: a systematic adaptation that maintained Polaris’s core grammar while developing new vocabulary for a specific context. Polaris hadn’t failed; it had learned to speak warehouse.

    The Flexibility Framework

    At Atlassian, working on the Jira platform—itself a system within the larger Atlassian system—I pushed for formalizing this insight. With dozens of products sharing a design language across different codebases, we needed systematic flexibility so we built directly into our ways of working. The old model—exception requests and special approvals—was failing at scale.

    We developed the Flexibility Framework to help designers define how flexible they wanted their components to be:

    TierActionOwnership
    ConsistentAdopt unchangedPlatform locks design + code
    OpinionatedAdapt within boundsPlatform provides smart defaults, products customize
    FlexibleExtend freelyPlatform defines behavior, products own presentation

    During a navigation redesign, we tiered every element. Logo and global search stayed Consistent. Breadcrumbs and contextual actions became Flexible. Product teams could immediately see where innovation was welcome and where consistency mattered.

    The Decision Ladder

    Flexibility needs boundaries. We created a simple ladder for evaluating when rules should bend:

    Good: Ship with existing system components. Fast, consistent, proven.

    Better: Stretch a component slightly. Document the change. Contribute improvements back to the system for all to use.

    Best: Prototype the ideal experience first. If user testing validates the benefit, update the system to support it.

    The key question: “Which option lets users succeed fastest?”

    Rules are tools, not relics.

    Unity Beats Uniformity

    Gmail, Drive, and Maps are unmistakably Google—yet each speaks with its own accent. They achieve unity through shared principles, not cloned components. One extra week of debate over button color costs roughly $30K in engineer time.

    Unity is a brand outcome; fluency is a user outcome. When the two clash, side with the user.

    Governance Without Gates

    How do you maintain coherence while enabling dialects? Treat your system like a living vocabulary:

    Document every deviation – e.g., dialects/warehouse.md with before/after screenshots and rationale.

    Promote shared patterns – when three teams adopt a dialect independently, review it for core inclusion.

    Deprecate with context – retire old idioms via flags and migration notes, never a big-bang purge.

    A living dictionary scales better than a frozen rulebook.

    Start Small: Your First Dialect

    Ready to introduce dialects? Start with one broken experience:

    This week: Find one user flow where perfect consistency blocks task completion. Could be mobile users struggling with desktop-sized components, or accessibility needs your standard patterns don’t address.

    Document the context: What makes standard patterns fail here? Environmental constraints? User capabilities? Task urgency?

    Design one systematic change: Focus on behavior over aesthetics. If gloves are the problem, bigger targets aren’t “”breaking the system””—they’re serving the user. Earn the variations and make them intentional.

    Test and measure: Does the change improve task completion? Time to productivity? User satisfaction?

    Show the savings: If that dialect frees even half a sprint, fluency has paid for itself.

    Beyond the Component Library

    We’re not managing design systems anymore—we’re cultivating design languages. Languages that grow with their speakers. Languages that develop accents without losing meaning. Languages that serve human needs over aesthetic ideals.

    The warehouse workers who went from 0% to 100% task completion didn’t care that our buttons broke the style guide. They cared that the buttons finally worked.

    Your users feel the same way. Give your system permission to speak their language.

  • Design for Amiability: Lessons from Vienna

    Design for Amiability: Lessons from Vienna

    Today’s web is not always an amiable place. Sites greet you with a popover that demands assent to their cookie policy, and leave you with Taboola ads promising “One Weird Trick!” to cure your ailments. Social media sites are tuned for engagement, and few things are more engaging than a fight. Today it seems that people want to quarrel; I have seen flame wars among birders.  

    These tensions are often at odds with a site’s goals. If we are providing support and advice to customers, we don’t want those customers to wrangle with each other. If we offer news about the latest research, we want readers to feel at ease; if we promote upcoming marches, we want our core supporters to feel comfortable and we want curious newcomers to feel welcome. 

    In a study for a conference on the History of the Web, I looked to the origins of Computer Science in Vienna (1928-1934)  for a case study of the importance of amiability in a research community and the disastrous consequences of its loss. That story has interesting implications for web environments that promote amiable interaction among disparate, difficult (and sometimes disagreeable) people.

    The Vienna Circle

    Though people had been thinking about calculating engines and thinking machines from antiquity, Computing really got going in Depression-era Vienna.  The people who worked out the theory had no interest in building machines; they wanted to puzzle out the limits of reason in the absence of divine authority. If we could not rely on God or Aristotle to tell us how to think, could we instead build arguments that were self-contained and demonstrably correct? Can we be sure that mathematics is consistent? Are there things that are true but that cannot be expressed in language? 

    The core ideas were worked out in the weekly meetings (Thursdays at 6) of a group remembered as the Vienna Circle. They got together in the office of Professor Moritz Schlick at the University of Vienna to discuss problems in philosophy, math, and language. The intersection of physics and philosophy had long been a specialty of this Vienna department, and this work had placed them among the world leaders.  Schlick’s colleague Hans Hahn was a central participant, and by 1928 Hahn brought along his graduate students Karl Menger and Kurt Gödel. Other frequent participants included philosopher Rudolf Carnap, psychologist Karl Popper, economist Ludwig von Mises (brought by his brother Frederick, a physicist),  graphic designer Otto Neurath (inventor of infographics), and architect Josef Frank (brought by his physicist brother, Phillip).  Out-of-town visitors often joined, including the young Johnny von Neumann, Alfred Tarski, and the irascible Ludwig Wittgenstein. 

    When Schlick’s office grew too dim, participants adjourned to a nearby café for additional discussion with an even larger circle of participants.  This convivial circle was far from unique.  An intersecting circle–Neurath, von Mises, Oskar Morgenstern–established the Austrian School of free-market economics. There were theatrical circles (Peter Lorre, Hedy Lamarr, Max Reinhardt), and literary circles. The café was where things happened.

    The interdisciplinarity of the group posed real challenges of temperament and understanding. Personalities were often a challenge. Gödel was convinced people were trying to poison him. Architect Josef Frank depended on contracts for public housing, which Mises opposed as wasteful. Wittgenstein’s temper had lost him his job as a secondary school teacher, and for some of these years he maintained a detailed list of whom he was willing to meet. Neurath was eager to detect muddled thinking and would interrupt a speaker with a shouted “Metaphysics!” The continuing amity of these meetings was facilitated by the personality of their leader, Moritz Schlick, who would be remembered as notably adept in keeping disagreements from becoming quarrels.

    In the Café

    The Viennese café of this era was long remembered as a particularly good place to argue with your friends, to read, and to write. Built to serve an imperial capital, the cafés found themselves with too much space and too few customers now that the Empire was gone. There was no need to turn tables: a café could only survive by coaxing customers to linger. Perhaps they would order another coffee, or one of their friends might drop by. One could play chess, or billiards, or read newspapers from abroad. Coffee was invariably served with a glass of purified spring water, still a novelty in an era in which most water was still unsafe to drink. That water glass would be refilled indefinitely. 

    In the basement of one café, the poet Jura Soyfer staged “The End Of The World,” a musical comedy in which Professor Peep has discovered a comet heading for earth.

    Prof. Peep: The comet is going to destroy everybody!

    Hitler:  Destroying everybody is my business.

    Of course, coffee can be prepared in many ways, and the Viennese café developed a broad vocabulary to represent precisely how one preferred to drink it: melange, Einspänner, Brauner, Schwarzer, Kapuziner. This extensive customization, with correspondingly esoteric conventions of service, established the café as a comfortable and personal third space, a neutral ground in which anyone who could afford a coffee would be welcome. Viennese of this era were fastidious in their use of personal titles, of which an abundance were in common use. Café waiters greeted regular customers with titles too, but were careful to address their patrons with titles a notch or two greater than they deserved. A graduate student would be Doktor, an unpaid postdoc Professor.  This assurance mattered all the more because so many members of the Circle (and so many other Viennese) came from elsewhere: Carnap from Wuppertal, Gödel from Brno, von Neumann from Budapest. No one was going to make fun of your clothes, mannerisms, or accent. Your friends wouldn’t be bothered by the pram in the hall. Everyone shared a Germanic Austrian literary and philosophical culture, not least those whose ancestors had been Eastern European Jews who knew that culture well, having read all about it in books.

    The amiability of the café circle was enhanced by its openness. Because the circle sometimes extended to architects and actors, people could feel less constrained to admit shortfalls in their understanding. It was soon discovered that marble tabletops made a useful surface for pencil sketches, serving all as an improvised and accessible blackboard.

    Comedies like “The End Of The World” and fictional newspaper sketches or feuilletons of writers like Joseph Roth and Stefan Zweig served as a second defense against disagreeable or churlish behavior. The knowledge that, if one got carried away, a parody of one’s remarks might shortly appear in Neue Freie Presse surely helped Professor Schlick keep matters in hand.

    The End Of Red Vienna

    Though Austria’s government drifted to the right after the War, Vienna’s city council had been Socialist, dedicated to public housing based on user-centered design, and embracing  ambitious programs of public outreach and adult education. In 1934 the Socialists lost a local election, and this era soon came to its end as the new administration focused on the imagined threat of the International Jewish Conspiracy. Most members of the Circle fled within months: von Neumann to Princeton, Neurath to Holland and Oxford, Popper to New Zealand, Carnap to Chicago. Prof. Schlick was murdered on the steps of the University by a student outraged by his former association with Jews.  Jura Soyfer, who wrote “The End Of The World,” died in Buchenwald.

    In 1939, von Neumann finally convinced Gödel to accept a job in Princeton. Gödel was required to pay large fines to emigrate. The officer in charge of these fees would look back on this as the best posting of his career; his name was Eichmann.

    Design for Amiability

    An impressive literature recounts those discussions and the environment that facilitated the development of computing. How can we design for amiability?  This is not just a matter of choosing rounded typefaces and a cheerful pastel palette. I believe we may identify eight distinct issues that exert design forces in usefully amiable directions.

    Seriousness: The Vienna Circle was wrestling with a notoriously difficult book—Wittgenstein’s Tractus Logico-Philosophicus—and a catalog of outstanding open questions in mathematics. They were concerned with consequential problems, not merely scoring points for debating. Constant reminders that the questions you are considering matter—not only that they are consequential or that those opposing you are scoundrels—help promote amity.

    Empiricism: The characteristic approach of the Vienna Circle demanded that knowledge be grounded either in direct observation or in rigorous reasoning. Disagreement, when it arose, could be settled by observation or by proof. If neither seemed ready to hand, the matter could not be settled. On these terms, one can seldom if ever demolish an opposing argument, and trolling is pointless.

    Abstraction: Disputes grow worse when losing the argument entails lost face or lost jobs. The Vienna Circle’s focus on theory—the limits of mathematics, the capability of language—promoted amity. Without seriousness, abstraction could have been merely academic, but the limits of reason and the consistency of mathematics were clearly serious.

    Formality: The punctilious demeanor of waiters and the elaborated rituals of coffee service helped to establish orderly attitudes amongst the argumentative participants. This stands in contrast to the contemptuous sneer that now dominates social media.  

    Schlamperei: Members of the Vienna Circle maintained a global correspondence, and they knew their work was at the frontier of research. Still, this was Vienna, at the margins of Europe: old-fashioned, frumpy, and dingy. Many participants came from even more obscure backwaters. Most or all harbored the suspicion that they were really schleppers, and a tinge of the ridiculous helped to moderate tempers. The director of “The End Of The World” had to pass the hat for money to purchase a moon for the set, and thought it was funny enough to write up for publication.

    Openness: All sorts of people were involved in discussion, anyone might join in. Each week would bring different participants. Fluid borders reduce tension, and provide opportunities to broaden the range of discussion and the terms of engagement. Low entrance friction was characteristic of the café: anyone could come, and if you came twice you were virtually a regular. Permeable boundaries and café culture made it easier for moderating influences to draw in raconteurs and storytellers to defuse awkward moments, and Vienna’s cafés had no shortage of humorists. Openness counteracts the suspicion that promoters of amiability are exerting censorship.

    Parody: The environs of the Circle—the university office and the café—were unmistakably public. There were writers about, some of them renowned humorists. The prospect that one’s bad taste or bad behavior might be ridiculed in print kept discussion within bounds. The sanction of public humiliation, however, was itself made mild by the veneer of fiction; even if you got a little carried away and a character based on you made a splash in some newspaper fiction, it wasn’t the end of the world.

    Engagement: The subject matter was important to the participants, but it was esoteric: it did not matter very much to their mothers or their siblings. A small stumble or a minor humiliation could be shrugged off in ways that major media confrontations cannot.

    I believe it is notable that this environment was designed to promote amiability through several different voices.  The café waiter flattered each newcomer and served everyone, and also kept out local pickpockets and drunks who would be mere disruptions. Schlick and other regulars kept discussion moving and on track. The fiction writers and raconteurs—perhaps the most peripheral of the participants—kept people in a good mood and reminded them that bad behavior could make anyone ridiculous.  Crucially, each of these voices were human: you could reason with them. Algorithmic or AI moderators, however clever, are seldom perceived as reasonable. The café circles had no central authority or Moderator against whom everyone’s resentments might be focused. Even after the disaster of 1934, what people remembered were those cheerful arguments.

  • Good designers, bad websites: a proposal

    Good designers, bad websites: a proposal

    I want to discuss accessibility because it is the most important thing for making websites. Other A List Apart articles give you innovation and insight. This article will give you homework. These are just my personal views, but they’re pretty good.

    I want to start off with a couple of statements, and you will agree:

    1. Designers are good people. I have never heard a designer say, “I don’t care if somebody can’t read this text”, “Not my fault if somebody can’t use this device”, or “Who cares if this is confusing?”
    2. Some designs exclude people. You have seen people unable to read the text on a website or app that somebody designed. You’ve seen people unable to use a physical device that somebody has designed. You’ve seen people utterly bamboozled while trying to use a service that somebody designed.

    So what?

    The first question is, “Is this life-or-death stuff?” The answer is, “Yes.” In my favorite essay, This Is All There Is, Aral Balkan makes the point that pretty much everything that we design can affect life events and death events. Aral gives the example of how even a straightforward bus timetable app can affect life and death events, if we design it badly:

    • somebody might miss a life event, such as their daughter’s fifth birthday party; or
    • somebody might miss a death event, such as the chance to say goodbye to a dying grandmother.

    The next—and frustrating—question is, “Why do some designs still exclude people?” After all, we know that:

    • not everybody can see perfectly;
    • not everybody can hear perfectly;
    • not everybody thinks the same way; and
    • not everybody moves the same way.

    I think the answer is that there’s too much to recall. Consider, if you will, the wide variety of topics that A List Apart articles cover. Designers are expected to remember all of that guidance, plus all of the accessibility guidance, plus so much more. It is too much.

    Recognizing accessibility issues while designing

    I’d like to point toward one possible solution, starting from Jakob Nielsen’s 10 Usability Heuristics for User Interface Design. These are from the mid-1990s, and—although there’s a good chance that you, gentle reader, are a lot younger than that—please bear with me. 

    Seeing as the problem is that there’s too much to recall, I want to look at heuristic № 6, “Recognition rather than Recall.” Jakob Nielsen said that for users, information required to use the design should be visible or easily retrievable when needed. I suggest we tweak that to make life easier for designers. Let’s say that the information required to produce the design should be visible or easily retrievable when needed. In other words, let’s make it easier to recognise accessibility issues while we’re designing.

    How are we going to do that? I really like the book A Web for Everyone—Designing Accessible User Experiences by Sarah Horton and Whitney Quesenbery. I really like this book not only because it includes a quote from me—actually two quotes, but I don’t like to boast—but because it includes personas that are perfect for helping us to recognise accessibility issues. That’s the good news. The even better news is that these personas are available now for free on the companion website to the book What Every Engineer Should Know About Digital Accessibility, again by Sarah Horton, with David Sloan this time.

    Meet your users

    I’m going to introduce you to these personas now:

    I want to throw one more persona at you now, because, well, A List Apart readers are overachievers. One of my favorite authors, Cennydd Bowles—who literally wrote the book on Future Ethics—says to create Personas Non Grata. In other words, every time we design something, we have to think about what a bad guy could do with that thing, and whom that might affect.

    To actually use these personas while designing, I like what Eric Meyer and Sara Wachter-Boettcher in Design for Real Life call the Designated Dissenter: for each project that you work on, one of your teams should be responsible for asking, “Will this work for Vishnu?”, “How’s Trevor going to get on with this?”, and so on. 

    Then, once you’ve used the personas to recognise the accessibility issues, you can look up the guidelines for whichever platforms you’re designing for: 

    Your mission, should you choose to accept it

    I told you in the introduction of this article that I would give you homework. You thought I was joking. So, here’s your homework: I want you to grab the personas from the Know About Accessibility website, and use them throughout every design project to help you recognise accessibility issues while you work—and reclaim design for everyone.


    NOTE: This article is based on “Recognise,” my five-minute presentation from Interaction Design Association (IxDA) Dublin’s Defuse (Design for Use) event in 2025.

  • Designed for a Dead Language

    Designed for a Dead Language

    Every language app in your pocket inherited a teaching method built for Latin. Understanding why that happened is a more useful design lesson than anything the apps themselves will teach you.

    In 1788, Prussia introduced the Abitur, a standardized national examination required for entry into universities and the civil service. To pass it, students needed to demonstrate measurable, gradable knowledge. The system needed to teach language to large classrooms, produce consistent outcomes, and do it with one teacher and thirty students. The educators responsible for designing this system reached for the only teaching template they had, one that had been used in European schools for two centuries: the method developed to teach Latin.

    Latin, by 1788, was a dead language. Nobody needed to speak it. The scholars who studied it were reading Cicero and Virgil, not conducting conversations. The method built around it, memorizing grammar rules, constructing translations, analyzing written texts, reflected that reality exactly. Oral skills were irrelevant. Comprehension of written form was everything. The method was not designed to produce speakers. It was designed to produce readers of texts in a language nobody spoke.

    When Prussia applied this template to French and German, living languages spoken by living people, the premise did not change. Johann Valentin Meidinger’s textbook Praktische Französische Grammatik, published in 1804, ran to 37 editions across Europe by 1857. Karl Plotz formalized the approach into what became the dominant model for teaching modern languages across Europe and eventually the United States, where it became known simply as the Prussian Method [1]. Each institution that adopted it trained teachers in it, who trained students who became teachers. The constraint that created the method, how do you grade language at scale with limited resources, became invisible inside the method itself. What remained was the assumption: language is a body of rules to be learned consciously and measured. It was a design decision dressed up, over time, as a pedagogical truth.

    The observation that should have ended it

    There are people in the world who cannot read or write a language and speak it fluently. There are children who hold full conversations years before they can read a single word. There are immigrants who arrive in a country knowing nothing of its language and come out, years later, speaking it naturally, not because they studied it, but because they lived inside it. Literacy and fluency are separate things produced by entirely separate mechanisms. The Grammar-Translation method, as it became known, assumed they were the same thing. That assumption was inherited from a method designed for a language nobody needed to speak, and it was wrong the moment it was applied to a language people actually used.

    The evidence against it accumulated slowly. In the mid to late nineteenth century, reformers including François Gouin in France and Maximilian Berlitz in the United States argued independently that language should be taught the way it is actually acquired, through immersive exposure to real communication in the target language, not through analysis of its rules. Berlitz built an entire school network around this principle. The reformers were correct. They were also largely ignored by mainstream education systems, because the Grammar-Translation method had one decisive advantage that direct immersion did not: it could be graded.

    In 1982, the linguist Stephen Krashen gave the argument its most formal articulation in what he called the Monitor Model of second language acquisition. His distinction was precise: language acquisition, the unconscious process through which children absorb their native language and through which adults succeed in immersive environments, is categorically different from language learning, the conscious study of grammar rules and vocabulary that classrooms deliver [2]. Acquisition produces fluency. Learning, at best, produces the ability to pass a test. The evidence supporting this distinction, and the observation that immersive exposure to real native-speaker communication is the mechanism that produces genuine fluency, has only grown since.

    I went to Brazil without a word of Portuguese and came out speaking it. I studied French in a classroom for years and cannot hold a conversation in French today. This is not an unusual experience. It is the expected outcome, and it has been the expected outcome for as long as we have had formal language education.

    The same decision, made again in a different medium

    Prussian educators faced the question: How do you deliver language learning at scale, measure progress, and retain users over time? The answer it arrived at was structurally identical to the one arrived at in 1788. Duolingo gamified the grammar drill into a streak. Anki formalized the translation exercise into a spaced-repetition flashcard. Babbel organized grammar lessons into structured modules. The interfaces were new. The underlying assumption, that language is a thing you study rather than an environment you inhabit, was not.

    This was not a failure of design skill. The products that emerged from these decisions are, in many respects, genuinely well-crafted. Duolingo’s retention mechanics are sophisticated. Anki’s spaced repetition is grounded in real cognitive science. They are excellent at what they actually do. The problem is what they actually do: produce measurable engagement with a proxy for language rather than the conditions that produce language itself. A streak is measurable. A vocabulary score is measurable. The moment a user walks out of an app and holds a real conversation in another language, that happens in the world, outside the product, and cannot be instrumented.

    When the outcome a user needs is difficult to measure directly, the design process tends to reach for something that can be measured. The proxy becomes the goal. The interface optimizes for it. The gap between what the product delivers and what the user actually needed grows. This is not a pattern unique to language learning. It is a pattern that repeats across product categories whenever a design constraint—the need to measure, the need to scale, the need to produce a grade—gets built into a system so deeply that it stops being visible as a constraint and starts being mistaken for a truth about the problem itself.

    What happens when the constraint changes

    The constraint that made the Grammar-Translation method necessary in 1788 was real and rational. One teacher. Thirty students. A standardized exam. You cannot grade a conversation at scale. You can grade a translation exercise. The method was not chosen because it produced fluency. It was chosen because it produced a score.

    That constraint no longer exists in the same form. Technology has made it possible to deliver immersive, real-time conversation practice to anyone with a smartphone, at a cost that continues to fall. The design problem is no longer how to make language learning gradable at scale. It is how to make the conditions of genuine language acquisition accessible to people who cannot move to another country or afford a native-speaker tutor.

    The products that are now closest to solving the actual problem are not the ones that invented a new pedagogy. They are the ones that removed the access barrier to an old one. Praktika builds AI conversation partners with distinct personalities, regional dialects, and cultural context, replicating the specificity of a real native speaker rather than a generic language-learning voice. Langua clones native speaker voices so that the interaction feels like a real conversation rather than a lesson. Rosetta Stone’s foundational methodology, image association in the target language with no translation, was built on the same insight Berlitz arrived at in the nineteenth century: language is acquired through immersive exposure, not through analysis of its rules [3]. A 2025 meta-analysis of 31 studies found that AI conversation tools produced a statistically significant improvement in language learning outcomes, a result that no amount of flashcard optimization has consistently matched [4].

    None of these products invented a new theory of language acquisition. They translated an existing one into something more people could reach.

    The design question this leaves

    The Grammar-Translation method persisted not because educators were wrong about design, but because a design decision made under a specific constraint became, over two centuries, indistinguishable from the thing itself. The constraint, how do you grade language at scale, was forgotten. The method it produced was inherited as if it were a description of how language works, passed from Prussia to Europe to America to the App Store, from the grammar drill to the streak.

    Every time a design team optimizes for a metric because the actual outcome is hard to measure, they are making a version of the same decision. It is often the right decision given real constraints. The question worth asking is whether the constraint that made it necessary still exists, or whether it has simply become invisible inside the system it originally produced.

    Before reaching for what can be measured, it is worth asking what the user actually needs to do, and what stopped them from doing it before. Sometimes the answer is a new solution. More often it is an old one that was always out of reach.

  • 9 Shifts Every Marketing Agency Needs to Make

    9 Shifts Every Marketing Agency Needs to Make

    9 Shifts Every Marketing Agency Needs to Make written by Alex McQueen read more at Duct Tape Marketing

    Catch the Full Episode: Overview John Jantsch spends this solo episode naming something he keeps hearing from marketers: a quiet exhaustion driven less by the work itself and more by the business model wrapped around it. He lays out 9 shifts he believes every marketing advisor, agency owner, and fractional CMO needs to make to […]

    9 Shifts Every Marketing Agency Needs to Make written by Alex McQueen read more at Duct Tape Marketing

    Catch the Full Episode:

    Duct Tape Marketing Podcast (DTM) cover art featuring John Jantsch speaking on stage, holding a clicker, for the episode "9 Shifts Every Marketing Agency Needs to Make," hosted by John Jantsch on the Duct Tape Marketing Podcast.

    Overview

    John Jantsch spends this solo episode naming something he keeps hearing from marketers: a quiet exhaustion driven less by the work itself and more by the business model wrapped around it. He lays out 9 shifts he believes every marketing advisor, agency owner, and fractional CMO needs to make to move from doing more work for less money to leading strategy clients will pay a premium for.

    Jantsch walks through each shift, anchored by a quote from a marketer he has worked with. He covers replacing “we do it all” positioning with a clear point of view, productizing a flagship offer, pricing outcomes instead of hours, and installing AI systematically instead of hacking it in. He also makes the case for leadership engagements over execution retainers and for joining a network instead of solving every problem alone.

    This episode is for agency owners, consultants, and fractional CMOs who feel the ground shifting under a service model that used to work and want a concrete roadmap for where to go next.

    About John Jantsch

    John Jantsch is the founder of Duct Tape Marketing and creator of the Strategy First™ framework, used by hundreds of certified consultants and agencies. He has spent 30 years working inside agencies and with small business owners, and now leads the Duct Tape Marketing Certified Advisor program, the coaching and licensing model built around the 9 shifts he covers in this episode.

    Key Takeaways

    • Replace “we do it all” generalism with a specific, provable point of view. It is the 1 shift that makes every other shift possible.
    • Turn one-off custom proposals into a single flagship offer you can teach, delegate, and repeat at scale.
    • Move client conversations from vendor-style execution retainers to leadership engagements where you own the outcome.
    • Build a lead-generation channel you own instead of depending on referrals or cold email for new business.
    • Put systems and SOPs behind the work so the business does not stop the moment you step away.

    Great Moments

    • [00:01] – Jantsch opens by naming the “quiet exhaustion” he hears from good marketers and introduces the 9 shifts he will walk through.
    • [02:23] – Jantsch contrasts the $10,000 ebooks agencies used to sell with today’s collapsing prices, framing why leadership (not deliverables) is the new value.
    • [07:27] – Jantsch describes selling a $15,000 strategy engagement where the client stops asking about hours or deliverables and only cares about the result.
    • [14:28] – Jantsch explains why installing AI as part of a systematic marketing operating system beats letting clients hack their way through tools alone.
    • [16:46] – Jantsch makes the case for joining a network of 100-plus agencies instead of carrying every problem solo.

    Memorable Quotes

    • “People are not paying for more stuff anymore. They are paying for marketing leadership, strategy, and a systematic approach to bringing AI into their business.” — John Jantsch
    • “All people want is a result. If they are trying to negotiate your price down, it is because they do not understand the value you bring.” — John Jantsch
    • “The conversation stops being can you send me a proposal and becomes can you do that for our business. That is the difference between selling and advising.” — John Jantsch
    • “It is chaos in most businesses right now, and the marketer who offers to manage that chaos as part of the plan is the 1 who gets invited into a leadership role.” — John Jantsch
    • “Imagine tapping into an entire network of people who have already wrestled with the exact problems you are facing right now.” — John Jantsch

    Resources

     

    John Jantsch (00:01.964)

    You know, I’ve spent thirty years or so around agencies and consultants, and I’ve never heard this much quiet exhaustion from good marketers. Not bad marketers, good ones. the work is fine. The business around the work is what’s breaking. Hello and welcome to another episode of the Duct Tape Marketing Podcast. This is John Jantsch and it’s just me. doing a solo show. I’ve got some stuff I want to get off my chest, I guess. And so

    I love to use this platform to be able to do that. So if you are a marketer, a marketing agency, a consultant, a fractional CMO, this show is just for you. The agency model, as I’ve called it, is outdated. The people winning right now aren’t working harder inside of it. They’ve replaced it. We have I don’t know. I’ve lost track. Thousands of marketers I’ve spoken with in a lot of the

    Things I’m going to identify today are things that are really phrases, words, sentiments that have come right out of their mouths. and I want to frame those as the nine shifts that I think every marketing advisor must make today. Can’t get past two minutes here to talk without talking about I AI and the good, the bad, the ugly. I mean, a l a lot of our clients now think that AI can do the marketing for them. they’re trying to bring it in, produce more.

    at scale, be more efficient, and it’s really just making more noise. And it it’s I think from a a marketer standpoint, from an agency standpoint or consultant standpoint, it’s added another hurdle in helping them understand the value that we bring because I think they’re looking at, hey, this tool only costs 20 bucks and I can make it do all this stuff. and really people aren’t paying now for more stuff.

    They’re paying for marketing leadership. They’re paying for strategy. They’re paying for a systematic approach to bring AI into their businesses. And that’s really where I think we have to move as marketers. the the the I’m not saying that AI is doing all the stuff yet, but certainly it is getting low it is getting easier and easier to do, and people are willing to pay less and less for it. I mean, the the days when

    John Jantsch (02:23.074)

    You know, I used to get paid ten thousand dollars to write an ebook, for example. And I, you know, I can’t imagine anybody paying a hundred dollars for that. So the th those days are are quickly coming to an end. But again, I think that this is a real opportunity for people who embrace this idea of marketing leadership. So I’m gonna get into the the nine shifts, as I call them, that I think every advisor, marketing advisor, really needs to make.

    Right now, in order to kind of catch this next wave that that I think is really upon us, quite frankly. All right. So number one, we have to go from invisible generalist to really owning a point of view. here’s a quote, and each of these shifts I’ve I’ve pulled a quote from somebody I’ve either interviewed or or spoken with recently. the quote, I sound like every other agency out there, and I do not have a unique

    Method to stand on. I mean, I think this is this is number one because it’s the one that it’s the domino. It’s the one that makes all the other ones fall into place. If you don’t come aren’t able to come into people and say, here’s what I do, here’s what you’re going to do, here’s what it’s going to cost, and by the way, here are the results we can inspect. And this is the framework that I built it on. And we have actually installed this in hundreds of other businesses, and it’s proven to work. If you can’t

    guide and lead a a business owner into what they need rather than saying, hey, we do it all. tell us what you need. you you’re setting yourself up for failure completely. So a lot of the people that license our methodology, our advisor certification,

    really lean towards this idea that we have this framework called strategy first. We have a whole different approach to how we go to market to what folks in our networks sell. And I think that that gives you or can give you at least a point of view. Strategy before tactics is a point of view, shockingly still very unique in the world of small business marketing. And so adopting that kind of point of view and going to somebody and say, look,

    John Jantsch (04:42.444)

    You need a website? Sure, we build websites, but first you’re gonna go through strategy first. because we know that the only way we can deliver a valuable website, in fact, your marketing in general, is if you start with strategy first. That is a point of view. That type of thing is what’s something you have to hang on. Shift number two: from custom everything to a productized flagship offer. Here’s the quote: I’m exhausted from writing.

    Custom proposals and starting from scratch for every new client. We have one engagement sold the same way, delivered the same way. So now instead of my I can do that when somebody out you actually are saying this is my process. and now at first pushback, sometimes people are like, yeah, that’s just like cookie cutter templated.

    No, it’s not at all. It’s a framework that delivers custom work that can be taught, that can actually be delegated, that you can actually hire people to do. We successfully have consultants in our organization. We have con successfully licensed over four hundred agencies and consultants on this methodology, and being able to to productize that so that you can get good at it, so that you can get

    Delegate it, you you you actually are able to deliver more value because you have a framework that you can apply everything to. Shift number three, from pricing effort to pricing outcomes. This is this one is.

    Been dying a very slow death for many, many years. I actually had somebody ask us, you know, how much we charged an hour. It’s it’s been years since somebody’s asked me that. You know, that mentality is just not only is it a recipe for disaster, you basically are going to sell up all your time, you’re going to sell up all your usable capacity without any ability to scale. But when you have a proven framework, when you

    John Jantsch (06:50.841)

    Have a proven point of view, guess what? People will pay more. All people really want is a result. If they’re, if they’re trying to buy your price down, it’s because they don’t understand the value. And when you’re able to go in with a specific point of view, a specific framework, a flagship offer that you can show them the results that you’ve gotten for others, price goes way down the list because they the risk is goes way down.

    the the list. And so if if you could start thinking in terms of

    John Jantsch (07:27.489)

    I sell a strategy first for fifteen thousand dollars and it doesn’t really matter to the client what they get for that. I mean they want the result for that, but but like the output or the input, I’m sorry, how many hours, who does what, how many pieces of paper they get for that. they no longer care if they’re convinced in the that you can deliver the result. So those first two shifts go hand in hand with shift number three. So shift number four.

    From execution retainers to leadership engagements. Here’s the quote: Clients treat me like a vendor, question my tactics, and cancel when budgets get tight. That’s a sure sign that you are a vendor rather than a trusted advisor. As I said before, there’s still business out there for execution.

    but it’s going to go away. it is going to become less and less, and it’s going to become commoditized. Even if there’s plenty of people willing to pay for it, they’re going to be willing to pay a lot less for it. So you have to shift now. Your whole, you have to take that strategic leadership seat because that’s the piece that’s really missing. And most of the businesses I’ve worked with, even if they have a founder who has built a tremendous business, and maybe they’ve brought in a couple of people to

    Do the marketing, or they have an agency to do the marketing. They’re still lacking that person that’s making judgments, that’s making decisions, that’s actually keeping them on track and owning the results. And those are retainers people will pay handsomely for. In fact, they will pay far more than they will pay for somebody to do their SEO. SEO may be part of what you end up selling, but if you sell the leadership engagement, you sell strategy first.

    All of a sudden, you have a completely different relationship with a client. What are we up to? Shift number five from referrals and hope to a lead system. Now, here’s the quote: I have no idea where my next client is coming from. If word of mouth dries up, again, most of the many of the agencies that we work with, they, I mean, you do good work, you’re going to get some referrals.

    John Jantsch (09:41.44)

    you work your warm network, you’re going to be able to uncover some opportunities. But actually having a lead system in place. I mean, marketers, I mean every industry does this, but marketers are the worst marketers. let me ask you this. How many LinkedIn posts or email, cold emails have you gotten telling you as an agency they are going to help you generate leads?

    That’s the thing we’re supposed to be doing for our clients. We’re supposed to be really good at doing for our clients. And yet the industry realizes we’re terrible at it. and so shifting to a pipeline that is constantly being filled by having channels that you own fill that pipeline up and never, ever, ever, depending on cold email. There I said it. there’s some people listening that probably will debate that, and maybe there’s some people that have had success.

    But you want to be in a position where you wouldn’t want a client that would come to you based on a cold email because they wouldn’t be the right fit client. They wouldn’t understand the value you bring. They wouldn’t understand what it is to hire a trusted advisor. Shift number six: from selling to advising. this one really gets people. I mean, here’s the direct quote: I hate feeling like a salesperson. I spend too much time doing proposal.

    Theater. Boy, isn’t that true? So, what you have to do is start changing the entire dynamic of what you think selling is. Essentially, what we do is we actually demonstrate to somebody: here is a process that we’re going to run you through that will help you understand the gaps that you have in marketing, maybe help you understand what marketing actually is. And by virtue of doing that,

    the the conversation will not be can you send me a proposal? It will be can you do that for me? What you just ran me through, could you do that for our business? That’s the difference between selling and running. I’m sorry, selling and advising. and it changes how you feel about it. It changes who you deliver to, it changes how you deliver. and you’ll never say I hate selling again because it’s a joy to actually do it. You’ve got to adopt that.

    John Jantsch (12:04.621)

    So I’m up to number seven. And coincidentally, these are all things that we do. People that come into our certification program, our duct tape advisor program. these are all things that we have figured out that that you not only need to make, but we’ve actually got the solutions. We’ve actually built it for you. So you don’t have to make any of this up. You don’t have to create any of it. It’s all been done for you. So I’m gonna give you one URL right now.

    If you want to go through an assessment, all nine of these shifts are on an assessment. It’ll ask you, it’s very simple, it takes five minutes. It’ll ask you nine questions. They’re essentially you’re gonna rank yourself one to ten on where you are in these shifts. It’ll help you identify your three lowest, the ones where you actually could use the help. So I’m gonna give you the URL now dtm.world slash shifts.

    It’s a hard word to say. Harder than it should be. Shifts. S H I F T S D T M.world slash shifts. All right, gonna keep moving here. Number seven, from doing the work to running the system. If I step away for a week, the whole business stops because everything lives in my head. You ever experience that one? So this is about SOPs and templates and you know delegation at 60 to 70 percent margin.

    But it’s also about this idea of where you position yourself, where how you position yourself to a client. In fact, we actually talk about installing a marketing system in a business. In fact, we have a marketing, all the components of what we call a marketing operating system. So after strategy first, we’re actually going to work on what’s next, what’s next, what comes in the stage that they are in now and the stage that they’re going to be in 90 days from now. And we’re

    Constantly building on that. It’s one of the reasons I think that that we have such long retention. We we keep our clients three, four, five, heck, one, it’s been with us over a decade. and I think a lot of it has to do with this mentality of installing a system. we have built all the components, and I don’t think there’s anyone else. certainly no one that has 30 years of doing this, but I don’t think there’s anyone else that takes this really system view.

    John Jantsch (14:28.008)

    Of installing marketing inside of a business. Shift number seven. No, we’re up to eight, aren’t we? From dabbling in AI to installing it. So here’s a quote: clients think AI can do my job for free, and I’m losing my margins. just trying to keep up. So here’s how I think we need to view AI. Sure, use it in your business. Use it, it does so many wonderful things. I’m not really gonna extol the virtues of that, anybody who’s

    in marketing right now realizes that this is a tool that we have to embrace. But a lot of our clients are trying to embrace it as well. And they are hacking their way through it, they’re getting terribly frustrated, they’re actually discovering it costs more in times of in terms of time and effort. And so what really is resonating with the small to mid-sized business is part of marketing is actually having a systematic approach to installing AI.

    Instead of everybody just bring your favorite tool and use it however you want, we actually need to get them to think in terms of if we build it this way, if we build these skills, it’s all still based on strategy. we’ve built the strategy to begin with, so now we have the tools and the ability to build the strategic approach to using AI with humans inside a business. And that mindset shift of

    Not just like, we’re gonna create this automation or we’re gonna create this hack or we’re gonna save you this much time. It just needs to be part of the plumbing of the marketing system. And I think that you will find if you go out and start using just that message that that we’re gonna help you install a systematic approach because right now it’s chaos in most businesses. And so somebody who’s actually offering to manage the chaos as part of marketing.

    is going to be invited into a leadership role inside that business. All right, number nine. From going in alone to being in a network. I’m tired of trying to figure out every problem myself, and grind is incredibly lonely. we have over a hundred agencies in our network that we meet monthly, we do things quarterly, we share.

    John Jantsch (16:46.093)

    resources, we share assets, we share a strategic partner network to actually do some of the implementation, to actually build some of the AI automations and things that that our clients need. and so that’s a huge component. If any of you are out there, even even in an organization with 10, 12, 15 people, a lot of times the founder, the leader feels at least a little bit alone in terms of addressing or getting advice.

    on the on the things that they are experiencing. So imagine tapping into an entire network of of folks that that that could help you do that, help you wrestle with the problems that maybe they’ve actually wrestled with, that they’re wrestling with at the same time. So it’s it’s it’s not just camaraderie. It has tremendous value in terms of assets and people and network and mentoring as well. So those are the nine shifts.

    I want you to imagine the next time a client says, okay, you want us to do strategy. How how how much is it? and you just without batting an eye, you don’t look down at your shoes, you don’t do anything, you just say it’s twelve thousand dollars. and the reason you say that is because the last 10 prospects that you talked to, you said the same thing and they said yes, and you had the confidence, you had the position, the

    the the posture to say that’s what it is. And I know that it brings tremendous value. So the duct type duct tape marketing certified advisor program is really built around these nine shifts. And here’s how we structure it. When you join us, you will go into a 90-day one-on-one coaching engagement with our lead consultants who have now done this training

    for many, many years that have actually implemented strategy first and the marketing operating system with clients for a number of years as well. and they will fit this to where you are. We have people that are just starting out and this is a great model for them because all of a sudden it’s like here’s the entire roadmap done for you. You’re boom, you know, you’re out there next day. We also have a lot of folks that are

    John Jantsch (19:06.765)

    Are feeling like, hey, the model has changed on me. It’s let me down. I need to do something different. But they’ve got experience, they’ve got team, they’ve got processes, and we’re able to mold this to exactly the shifts that they need to make. There’s also an entire library of training for you, for your team that you get access to, an entire network of partners that you get access to for implementation gaps that you might have. And as I said, you’d be part of this network.

    for monthly masterminds and quarterly training on kind of the latest and and greatest thing. We bring in lots of folks to kind of keep us all up to speed on that. So if any of the shifts that I’ve talked about make sense and you want to jump on a call with Sarah Nay, who’s our CA CEO, she’s one of the people that does the training, the one-on-one training as well, just schedule a time with her. I’m gonna give you a link to do so. and

    She’ll go over these nine shifts. she will walk you through, in fact, if you take the assessment, she’ll actually have what what you have identified as your lowest scores and you’ll spend time doing that. So if you want to take the assessment, it’s dtm.world slash shifts. And then if you want to schedule with Sarah, it’s DTM.world slash chat. So DTM.world either shifts or chat or both.

    when you take the assessment, you’ll also be given the opportunity to schedule a time with Sarah as well. So if you didn’t go get all of that written down because you were driving in your car, we’ll all you can also find it at Duct Tape Marketing as well on the podcast homepage. you will find this as well as the links in the show notes. So thanks for tuning in. Appreciate it. And hopefully we’ll run into you one of these days out there on the road. Let me also offer one other.

    piece if you haven’t clicked off yet. which one of these nine shifts resonated the most with you? I’d love to hear from you. And it’s just John at Duct Tape Marketing. send me a note. All right, take care.

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  • 15 Awesome Photos Showing the Cool Parts of Our World

    15 Awesome Photos Showing the Cool Parts of Our World

    The world is full of things that are easy to overlook when we are busy with everyday life. A strange natural formation, an enormous structure, an unusual animal, or a tiny detail hidden in a familiar place can suddenly make everything feel a little more fascinating. Sometimes a single photograph is enough to show just how much is happening around us that we rarely get to see. These images capture some of those moments, places, and details that make our planet worth looking at a little more closely. Here are 15 awesome photos showing the cool parts of our world that might otherwise go completely unnoticed

    The post 15 Awesome Photos Showing the Cool Parts of Our World appeared first on Den of Geek.

    “Hey, listen!” Just reading those words is enough to make anyone who has played The Legend of Zelda: Ocarina of Time sit up and pay attention. Link’s fairy guide Navi says those words approximately ten billion times while traversing across Hyrule’s past and present to prevent Ganondorf from using the Triforce to conquer the world. Annoying at first… and second… and third, Navi’s little interjections are as much a part of the game as the various puzzles and boss battles.

    So fans would be forgiven for being slightly taken aback by the trailer for Nintendo‘s remake of The Legend of Zelda: Ocarina of Time. The trailer is full of familiar sights and sounds, from Link’s various grunts as a kid and an adult to him targeting the enemies he strikes with a sword to the sound of the Ocarina itself. Moreover, the remake has a darker, more realistic feel, replacing the bright cartoon visuals of the originals—which is exactly what a remake should do.

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    Remakes are, of course, nothing new to video games. As soon as Pong left arcades and made its way into living rooms, people learned that games had to go through some sort of change in order to work on a different system. Often, the changes are a result of hardware abilities and limitations. Pac-Man at home, whether the depressing Atari version or the impressive Intellivision port, didn’t look and sound the same as it did in the arcades. As much as we loved to play Teenage Mutant Ninja Turtles II: The Arcade Game on NES, we knew it fell short of the four-player brawler we got at Chuck-E-Cheese.

    However, Nintendo also showed us that remakes can take advantage of stronger hardware to give us a game that retains the same basic mechanics, but presents them with better graphics and sound. The Super Mario All-Stars compilation on the SNES played as both an update and a celebration of the games from the previous generation, allowing the screen to match the way the games made us feel.

    But with the Ocarina of Time remake, Nintendo is showing us something different. It’s showing a game that has a lot of qualities of the version we first played on the Nintendo 64 decades ago, but is ultimately a new game. The first half of the trailer plays the greatest hits, giving us shots of Link doing the usual combat and puzzle actions that we’ve done during hundreds of replays. However, the shadows are a bit darker and the textures a bit more pronounced, creating a change that goes beyond transitioning from polygons to fully-rendered people and involves matters of tone.

    The second half of the trailer only intensifies those feelings, as it adds voice acting and newly designed cut scenes, replacing the mostly static images and subtitles of the original game. Suddenly, Zelda and Darunia the Goron have voices, and they don’t sound like we expected when first played the game. Suddenly, Ocarina of Time isn’t the same game we played before.

    But that’s not a bad thing, especially if we think of video games as art instead of just entertainment technology. If they’re just entertainment technology, then we can and should complain when the new technology doesn’t entertain like the previous technology did. But if they’re art, then we need to allow room for the work to change in order to be perceived differently. We need to let video game remakes be interpretations.

    Other forms of art have long had to wrestle with questions of interpretation in adaptations and remakes. Consider one of the best examples of adaptation and remake, the 1938 novella Who Goes There? by John W. Campbell and the three movies based on it, 1951’s The Thing from Another World, 1982’s John Carpenter‘s The Thing, and 2011’s The Thing.

    Campbell’s original story focuses on a group of researchers in the Antarctic who repel the attack of a telepathic and shapeshifting alien. The 1951 movie takes the premise and turns it into the sort of sci-fi adventure popular during the nuclear era, complete with a group of jocular soldiers and scientists battling a vegetable creature with a definitive shape. Carpenter’s version amps up the gore and the cynicism that reflects his view of the 1980s, building to a far more ambiguous ending than either of the two other versions. Likewise, the 2011 movie is a product of its time, a Hollywood IP cash in that repeats familiar beats and emphasizes audience recognition.

    While audiences may prefer one version of The Thing over the others, no one thinks that the worse versions cancel out the best. Heck, few think that even the worst versions shouldn’t exist. Instead, we understand them each as interpretations of the same story, valid in some degree in their own way.

    In fact, we don’t even need to leave the world of video games to understand the importance of interpretation. Recall the 2002 Resident Evil remake, which still confounds people expecting simply an updated version of the original game. Resident Evil 2002 cuts out whole scenes and moments, giving the characters new voices and dialogue, creating a game that doesn’t just play differently from its predecessor—it’s effectively a whole new experience. While gamers hardly embraced the remake upon first release, it’s now accepted as the definitive way to play Resident Evil, especially for newcomers. The original version now only appeals to purists who want to recreate the experience of the game in 1996.

    Which is also fine. The 1996 version of Resident Evil didn’t disappear when the remake came out, and those who want the pure experience can still find copies to play, anymore than each version of The Thing erased previous versions. If anything, Resident Evil 2002 enhanced the 1996 game by highlighting two different approaches to the same material.

    Ultimately, gamers need to view The Legend of Zelda: Ocarina of Time through the same lens. They need to accept this new version not as a copy, but as a distinct game that interprets the original without repeating it. And if gamers prefer one version over another, that’s all the better, because those good points of the original stand out even more. They can still get yelled at by Navi in every version of the game, whether she’s telling us to look at bright polygons or shadowy modern textures.

    The Legend of Zelda: Ocarina of Time remake releases on the Nintendo Switch on November 5, 2026.

    The post The Legend of Zelda Ocarina of Time Reminds Remakes Are Interpretations, Not Copies appeared first on Den of Geek.