Topics: entrepreneur|running a business
22 Jul 2010Few things have the power to drive customers to your business like a referral. Having someone recommend your product or service carries with it an implied sense of trust and value that is hard to top with advertising or marketing alone.
So what is the key to encouraging someone to recommend your business to others? How do you reward or incentivize people to refer new clients?
Showing Your Appreciation
You could just thank people for sending business your way. You could show your appreciation through a small gift or gesture. Or you could reward them with a discount or other offer tied to your business or service? So which to choose?
The question is really about social norms (doing things to help someone out or feel good about yourself, asking for a favor) vs. market norms (being financially rewarded for something, paying for a certain action, creating financial incentives to provoke actions). Either can play a role in what someone chooses to do.
The Science Behind Our Behavior
In his book, Predictably Irrational, behavioral economist Dan Ariely illustrates the effects that social and market norms can have on our behavior and how fragile social norms can be.
He shares the following story about a day care center in Israel:
An excerpt from Dan Ariely’s Book Predictably Irrational
My good friends Uri Gneezy (a professor at the University of California at San Diego) and Aldo Rustichini (a professor at the University of Minnesota) provided a very clever test of the long-term effects of a switch from social to market norms. A few years ago, they studied a day care center in Israel to determine whether imposing a fine on parents who arrived late to pick up their children was a useful deterrent. Uri and Aldo concluded that the fine didn’t work well, and in fact it had long-term negative effects. Why? Before the fine was introduced, the teachers and parents had a social contract, with social norms about being late. Thus, if parents were late — as they occasionally were — they felt guilty about it — and their guilt compelled them to be more prompt in picking up their kids in the future. (In Israel, guilt seems to be an effective way to get compliance.) But once the fine was imposed, the day care center had inadvertently replaced the social norms with market norms. Now that the parents were paying for their tardiness, they interpreted the situation in terms of market norms. In other words, since they were being fined, they could decide for themselves whether to be late or not, and they frequently chose to be late. Needless to say, this was not what the day care center intended.
But the real story only started here. The most interesting part occurred a few weeks later, when the day care center removed the fine. Now the center was back to the social norm. Would the parents also return to the social norm? Would their guilt return as well? Not at all. Once the fine was removed, the behavior of the parents didn’t change. They continued to pick up their kids late. In fact, when the fine was removed, there was a slight increase in the number of tardy pickups (after all, both the social norms and the fine had been removed).
This experiment illustrates an unfortunate fact: when a social norm collides with a market norm, the social norm goes away for a long time. In other words, social relationships are not easy to reestablish. Once the bloom is off the rose — once a social norm is trumped by a market norm — it will rarely return.
The fact that we live in both the social world and the market world has many implications for our personal lives. From time to time, we all need someone to help us move something, or to watch our kids for a few hours, or to take in our mail when we’re out of town. What’s the best way to motivate our friends and neighbors to help us? Would cash do it — a gift, perhaps? How much? Or nothing at all? This social dance, as I’m sure you know, isn’t easy to figure out — especially when there’s a risk of pushing a relationship into the realm of a market exchange.
More Than Just Money
Which brings us back to your clients. Clearly there is some market relationship between you, as there is a financial exchange for the service you provide. But the best client relationships also share a social bond. Besides enjoying your work, your customers should like you as a person (we all want to do business with people we like). And when you are liked, your clients will want to help you. They will also want to help the person they are referring you too, as they feel the service you provide would be of value to them.
The Importance of Giving
This social bond should also be a two-way street. I encourage my clients to reach out to me with questions, even if I don’t charge them for it. And I occasionally sprinkle in a little work here and there that I don’t charge for. Some people would call this working for free. I consider it doing someone a favor. And it’s been my experience that people are always excited to be able to return a favor (like through a referral). I usually only do this for clients who I feel are friends as well as customers. And it’s usually that same group that sends me new business.
Plus, a referral is much more powerful when it’s delivered due to social norms. When there is a financial reward involved, it dilutes the value of the recommendation. It creates the perception that someone may be recommending you not because they value your service or want to help you, but because there is “something in it for them.”
This isn’t to say a reward can’t be offered at all. A nice bottle of wine or tickets to an event can always help you express your gratitude for their support. But keeping any rewards seperate from whatever service you provide can help establish and protect the social bond.
Keeping The Balance
Balancing the social and market aspects of your client relationships can be tricky at times. But keeping the right mix of both is crucial to success. Otherwise, you run this risk of becoming just another vendor.
Topics: ideas
12 Jul 2010The tech press is buzzing today with word that Google has just brought “mobile app development to the masses” with the launch of Google App Inventor. The company claims that the tool enables non-coders to develop apps for any phone running on the Android platform.
In a nutshell, App Inventor lets anyone assemble a mobile app by connecting a bunch of “blocks” of code. Apparently Google has been testing this new tool with students in different schools over the last year. The goal is to make mobile development as accessible as possible.
The Dark Side of WYSIWYG
One of the great things about the Internet has been that (in theory) anyone can participate and build websites through the use of what-you-see-is-what-you-get (WYSIWYG) tools. But that has come with a price. The web is full of poorly-designed, poorly-constructed websites. Worse still is that there exists a belief among many people that everyone can design and build websites and that it “isn’t that hard” (anyone who has worked with clients will attest to this). This has led not only to a sea of mediocrity across the web, but also a perception problem regarding the skill and value of web designers and developers.
The New Microsoft Frontpage?
What will the Google App Inventor likely lead to? A whole slew of Android apps ranging in quality from decent to god-awful. I would be shocked to see many useful apps come from this tool. Building great products is about more than just having the tools to do it. Giving anyone the ability to produce these applications with a WYSIWYG platform will mostly lead to horrible results, much like Microsoft Frontpage lead to mostly horrible websites.
The Silver Lining
The upside here is that it will lead to increased interest in mobile development. Users will start to tinker with App Inventor before deciding to learn how to actually develop these types of applications, much like Frontpage and Dreamweaver introduced many of us to web development, enticing us to continue on and improve our skills. This promises to take mobile development out of the hands of a few and grow a much larger talent base.
Whenever you lower the barrier of entry to a platform, it usually floods the market with a lot of garbage. But it also provides an opportunity for true talent to rise above the rest. So I don’t expect great things from Google App Inventor, but I do expect to see great things from the people who got their start with it.
Topics: entrepreneur|running a business
8 Jul 2010Freelancing is an odd thing. You decide that you have some skill or talent that people would be willing to pay for, so you make the choice to go into business for yourself (either full-time or part-time). But you quickly realize that to be successful, your one skill isn’t enough. You also need to focus on marketing, client relations, accounts receivable, project management and a whole slew of other areas in order to grow your business.
One of the first lessons I learned when starting out was to read everything you can find about freelancing. While there is definitely some questionable advice out there, it’s a good idea to consume as much information on the topic as possible. Recently I picked up a copy of The Wealthy Freelancer by Steve Slaunwhite, Pete Savage, and Ed Gandia. I’m working on a full review of the book, but they had a great suggestion I wanted to share now.
How to Bill Clients For Your Work
Deciding how and when to bill clients for your work is an important part of freelancing. You need to find a balance between being reasonable and protecting yourself from bad clients. The book outlines the following steps to striking this balance.
Step 1: Collecting a Deposit Before You Start
In the book, the authors talk about the importance of collecting a deposit before starting a new project. While some freelancers just starting out may feel awkward collecting money before they’ve done anything, this is a crucial step in making sure you aren’t left working for free. Also, when a client pays a deposit upfront, they are showing that they take the project seriously. Any hesitance regarding paying a deposit is a huge red flag and should make you think twice about working with someone. The authors suggest 50% to start. Personally, I sometimes collect a slightly lower amount depending on the job, but there isn’t any science behind this decision. It really just depends on what the freelancer is comfortable with.
Step 2: Collecting the Balance Upon INITIAL Delivery
Now this is where the book gets interesting. Instead of collecting the remaining balance upon final delivery of your work, the authors suggest billing the client for the outstanding amount upon INITIAL delivery of your work and giving them some set time period (30-45 days) to pay the invoice. This helps to ensure that they deliver any feedback or changes promptly and prevents projects from dragging on and on (something I like to call Final Approval Hell). This is definitely a novel approach and I have never met a freelancer who does it. But I might try it on several projects moving forward to see how it goes.
The Importance of Getting Paid
When you decide to freelance, you give up the predictability of a paycheck, so it’s important to create as much structure as possible around how you bill for your time and work. By setting these types of formal payment arrangements, you’ll not only provide yourself some much needed security, you’ll also encourage your clients to be on their best behavior.
Video games have come a long way over the years. The complexity of gameplay, objectives and story lines has continued to grow, leading game designers to devise clever and entertaining ways to explain what’s going on, what your goals are, and how the controls actually work.
The techniques used in video games can teach us lessons for all kinds of product experiences. Whether you’re explaining to users how your web app works or showing a user how to set up their smart phone for the first time, video games can help illustrate how to find the balance between instruction and entertainment.
Below are a few lessons that video games can share about creating great product experiences:
Don’t Expect People to Read the Instructions.
Many games include a tutorial at the very beginning to give users a hands-on lesson on how the game and controls works. The image above is from Call of Duty, showing the training course that serves as the first level. Simulating the actual gameplay in a structured environment gives users a chance to test things out.
Walking users through their first experience with your product will give them an opportunity to learn how to do something without any concerns about making a mistake or accidentally deleting something.
Take Advantage of Downtime
Most modern video games use load screens when first starting up or in between levels. It’s common to see tips or tricks included on these screens, so that users aren’t just staring at a dead screen. The image above (also from Call of Duty) shows how each load screen has an “Intel” area where game tips are shown.
With many products, there is going to be some inevitable downtime. It may be when a user is waiting for an email confirmation to show up in their inbox. Or as a travel site completes a search, or a device is being configured for the first time, or a piece of software is installing. Take advantage of that time to educate a user about a feature or tip that may not know about. By sprinkling this kind of information throughout the product experience, you will work towards building smarter and savvier users.
Build a Great Default Experience. Then Allow Users to Change It.
When game designers create a game, a lot of thought is put into how the controls should be setup. When a user first picks up the controller, the interaction should be intuitive, responsive and enjoyable. So nailing the default setup is crucial.
But there are always users who want to have specific preferences. Maybe they are used to a layout from a different game and want to configure this game to work in a similar way. Not allowing for this type of customization can lead to annoyance and frustration.
Most users won’t change initial preferences, so focusing on building a good default experience is a must. But allowing power users to go in and edit the experience to their liking is an important part of building loyal fans.
Saving Progress Should Be Easy.
I still remember playing the original Super Mario Brothers. Three lives, no way to save. You basically had to play it all the way through in one sitting. It was maddening (though oddly intoxicating for an 11 year old).
Most games today employ Checkpoints. As you’re playing, you’ll hit a checkpoint and your game is automatically saved to that point. Having your work saved without requiring a user to manually take an action is a good idea for obvious reasons: we’ve all seen hours of work lost when something happens to our computer before we saved it.
The less responsibility that a product places on a user for having to do certain tasks or follow certain practices, the better. One example of this is a shopping cart on an e-commerce site. If a user has added something to their cart, it should be there the next time they come back, regardless of whether or not the last transaction was completed (or even if they have an account with that site).
(Note: as I write this post, I see a Draft copy being automatically saved every so often in the toolbar. Nice work WordPress!)
Video Games Are Nothing But an Extended Product Experience.
A video game is judged solely on the experience it provides a user with. By adopting some of the best practices used by video game designers, businesses can ensure customers find their products both entertaining and easy to use.
Topics: entrepreneur|ideas
7 Jun 2010Two weeks ago I had the pleasure of attending TechCrunch Disrupt, a three-day conference here in New York that focused on disruptive technology and media. As part of the event, promising start-ups were given a few minutes to present their ideas on stage to a panel of judges.
On Day Two, a company named art.sy presented their plan to change the way people discover fine art online. One of the judges they presented to was Jason Calacanis, CEO and Founder of Mahalo, a user-powered search engine. During their product demo, art.sy had a problem connecting to their site over the network and they stumbled over showing a key piece of their product.
When the judges shared their feedback, Jason Calacanis has this exchange with art.sy founder Carter Cleveland:
Calacanis: “What you have to do when you do these presentations is you have to channel Steve Jobs. And after he shows you something, he’s like, “Oh, and one more thing, let me show you something…insane.”
Cleveland: “That’s exactly what we did when the internet just like…when the search page stopped working.”
Calacanis: “That’s no excuse. You could have had this demo in tabs and as a screencast and you should have had that as a backup. That’s your f*ckup. You’ve got to be ready for the Internet to get screwed up. You’re at an Internet conference! You have to do better. You should have had it canned so you can switch immediately.”
And for anyone following Apple’s Worldwide Developers Conference (WWDC) today, you probably know that Steve Jobs had his own network connection problems during his presentation of the new iPhone. As Jobs floundered around, trying to get the wi-fi to cooperate, he seemed to have no backup plan, finally giving up and jumping over to a lame comparison of photo quality in the new version of iPhone (video embedded below).
It was odd to see the usually polished Jobs make such an amateur mistake during a product demonstration. But it further proves the importance of Calacanis’ comments.
There are no excuses for a bad presentation.
Creating a backup plan is a crucial part of being a great speaker. So when you get up in front of a group of people, make sure you’re ready for anything.
I'm a designer and marketer who has spent my career helping brands & organizations get the biggest bang for their marketing buck. I believe that with a creative approach, anyone can do big things on small budgets.
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