PDF Summary:Inspired, by Marty Cagan
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1-Page PDF Summary of Inspired
Inspired teaches companies and entrepreneurs how to build successful technology products. The book introduces a two-step plan for success:
- Organize and structure effective teams.
- Develop products using a flexible “discovery process.”
Inspired author Marty Cagan, a Silicon Valley product executive, details how important product managers are in implementing the two-step plan and in product development in general. Cagan teaches product managers how to be successful and explains some of the biggest pitfalls that product managers and tech companies fall into when designing products.
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- Spread the faith: Constantly communicate your vision inside and outside the company. Get people excited about your plan, and it’s more likely to come to fruition.
The product vision method is better than the roadmap because it provides stakeholders within the company the ability to give their perspective on the product and is generally a more flexible method of building products than setting arbitrary deadlines.
Moving Through the Product Discovery Chain
Once companies have a clear vision, they can move on to building products. We’ll go through the steps of product discovery to explain how to build products.
Framing
Framing helps you identify underlying issues with your ideas. There are two steps:
- Make sure the whole team is aligned and understands what the objective is or what problem you’re trying to solve.
- Identify the risks that the company will be taking on during discovery. These could be risks related to value, usability, feasibility, or business viability. The risks can include questions ranging from whether the company has the money to pay for the creation and rollout of the product to whether the product is ethical.
Planning
Once you’ve established the parameters, the next step is figuring out solutions. The planning process can help to identify significant challenges. A planning technique companies often use is customer discovery.
This is the process of finding and retaining loyal customers—the lifeblood of any company. The best way to do this is to look for reference customers—people who would pay for a final version of your product and like it enough to recommend it to friends.As few as six reference customers can help your company grow by helping you develop and market your product . Before fully launching, a company should recruit between six and eight of these people. The best reference customers share these characteristics:
- They are in the company’s target market/audience.
- The product helps them solve a significant problem in their life.
- They are not obsessed with tech.
- They are willing to help the company and have the time to do so.
Recruit these customers either from existing users who still have a problem they need to have solved, or from surveys that determine whether potential customers could use your product. Once you find these people, treat them like your colleague or partner rather than a test subject. You both need one another equally.
Prototyping
The next step in the discovery process after framing and planning is prototyping. People often think of prototypes as nearly complete products, but less elaborate prototypes are more useful and less expensive to produce.
While prototypes do take much less time, money, and energy than the final product to create, they still force teams to take the ideas in their heads and put them to work. They are a good balance between putting too much effort and too little effort into an idea.
There are four basic prototypes:
Feasibility Prototypes
Sometimes engineers aren’t sure whether they can build a tech product—for instance, because of concerns like scale or whether it is possible to successfully code the version of the product they have in mind. The way to answer the question is to build a feasibility prototype.
In creating a feasibility prototype, engineers typically write just enough code for the project to know that they can complete it. The code doesn’t need to be perfect—it’s unlikely that it will go in the final build.
The feasibility type is done by the engineers and is for the engineers. The product manager needs to concern herself with it only insofar as she ultimately decides whether to move forward with it.
User Prototypes
While feasibility prototypes involve writing a minimal amount of working code, user prototypes are simulations of the final product. They’re not actually functional—for example, a customer wouldn’t actually be able to buy anything via a user prototype for an online marketplace like eBay.
The simplest user prototypes often don’t look anything like the final product and serve only as the skeleton. Generally, simple user prototypes are for internal use only—to help the team visualize the product.
In contrast, more complex user prototypes called high-fidelity user prototypes look and feel like the final product. They take longer to create, and they can be used both internally and externally on test subjects. However, high-fidelity user prototypes aren’t live, and can still be fairly basic—for example, a search function, might generate only a few results, or an algorithm still needs building.
Live-Data Prototypes
A company pursuing a risky idea, can get real data on whether a product will sell while in the discovery phase by creating a live-data prototype.
This prototype is a pared-down version of the final product—it’s not scalable, can’t take much traffic, and doesn’t have any SEO or analytics associated with it, but it does function. Test users can use the product and provide qualitative data on how they felt and quantitative data on how they used it and how well it worked.
Remember though, that at this point, the product still has a long way to go—the engineers have likely done less than 10% of the work needed for success.
Hybrid Prototypes
The final prototype is the hybrid, which is a combination of the first three types. A “Wizard of Oz” prototype is an example of a hybrid prototype—the name comes from what’s behind the curtain. Behind the product’s front-end user experience, an engineer manually performs the tasks that the front-end says it can do. This saves time on automation, and can provide a sense of what people think of the product.
Most hybrid prototypes are the least scalable of the four types, as they’re meant to be built quickly and provide customer feedback without requiring unnecessary engineering work.
Addressing Risk
Throughout the product discovery process, companies address four risks:
- Value: Does the product have a market niche?
- Usability: Can users understand the product?
- Feasibility: Can the product reasonably be built?
- Business viability: Does the product make sense for our larger business strategy?
Testing for these four risks is meant to once and for all separate the good ideas from the bad. In the following sections, we’ll discuss each of the four areas of risk and how to test for them.
Value
Determining whether a product has value or a market niche (commercial viability) is one of the most important tests. Customers will generally only buy a new product if it’s significantly more valuable than what they’re currently using.
There are three ways to test for value:
- The fake door demand test: Add your product idea to the company’s already live system without making it functional (when a customer clicks on it they’re taken to a landing page that says the company is looking for test subjects for the idea). Track the number of clicks on the feature to see if there’s demand in the abstract.
- The qualitative value test: Show focus groups the product and collect their thoughts. Ask focus groups if they would buy the product right there (but don’t sell it to them). Record and discuss the results as a team immediately.
- The quantitative value test: The best type of quantitative test is what’s called an A/B test. The way it works is 99% of users use the “A” version of the product, or the version that’s already publicly available. The other 1% uses the “B” version, or the product that’s in the discovery stage. The company then collects data on the behavior of the two groups.
Usability
Generally, this type of testing is straightforward. You’re making sure that users understand how to use your product and find it fairly easy to do so.
Recruit a group of test subjects and prepare a usability test. Here are some steps in a good test:
- Tell the users they are using an early prototype and not the real product.
- Ask the users whether they can tell just from the first (landing) website page what your product is/does. This is useful information for the product designer.
- Make sure that during the test, the subjects are only using the product and not looking for ways to critique it. The testing environment makes people think they should provide critiques, but you’re just looking to see how they’ll use the product.
- Look for whether the user:
- Used the product with no trouble.
- Had a little trouble but ultimately figured out the product.
- Couldn’t figure out the product.
- Don’t help the test subjects figure anything out, but if you feel the need to talk to them, simply ask what they’re doing with the product. This can give you some insight into how they’re understanding it.
- Look for places the users are having trouble or places where they give up. These are the spots in the product to fix.
Feasibility
The third risk to be explored by testing is feasibility, or whether engineers can actually build a product. Feasibility testing asks engineers to determine whether it is possible for a product to be built either by building a feasibility prototype or by building enough of the product that they are confident they can build the rest. Feasibility testing is also asking whether the current engineers on the team have the skills to do so, whether the company has enough time and resources to build the product, whether the product can be scaled, and even whether the company has the raw materials to build the product if it’s hardware.
At this stage in discovery, most engineers will decide that the answer to the above is “yes, this is feasible.” Occasionally, though, if engineers are not sure if something is feasible, they need time to investigate it. In this instance, engineers build a feasibility prototype to answer any outstanding questions. As we’ve learned, these prototypes don’t take much time or energy generally, but the product manager still has to decide whether it’s worth the effort. Generally, the answer will be yes, and often, while considering the question of feasibility and dealing directly with the product without other distractions for a day or two, engineers come back not only saying it’s feasible, but offering ideas to make the product better.
Business Viability
The fourth risk that testing explores is business viability, or whether the product will be profitable. This is the final hurdle before moving on with product creation. The product manager shows departments throughout the company the business model they have created of the product, and these departments in turn analyze the business model for any potential problems. If they don’t see any, they will sign off on the project. There are many stakeholders who need to sign off before a product has business viability—here are some of the most common.
- Marketing: The marketing department is concerned primarily with driving sales. They will be looking for a product that they can easily explain to customers and one that looks to have a lasting impact and relevance in the marketplace.
- Sales: While the marketers are the ones trying to drive people to the product, the sales team are the ones getting pen to paper (or hand to credit card to keyboard) and completing sales. Especially if your company has a direct sales team, they will be interested in whether they have a product that they can get off the shelves and one that they can make good money on.
- Customer Success Strategy: Product managers should be aware of a company’s customer success strategy while they are building their product. A customer success strategy is how companies have decided to help their customers through using the product. Some companies use a high touch strategy, meaning that they provide significant support for their customers, while others provide a low touch strategy, which is hands off. The product needs to fit with the company’s strategy.
- Finance: The finance department will ask whether the company can afford to produce and sell the product. Additionally, they’ll have a good sense of investor expectations—it’s useful to talk through the costs associated with the product (and the benefits) with someone in the finance department.
- Legal: Especially for larger tech companies working on new projects, project managers have to address legal concerns before they can launch a product. Companies that don’t consider whether there are potential privacy violations, intellectual property violations, or compliance violations may be opening themselves up to legal action that can cost the company money and reputation.
- Security: The easiest way for a tech company to enter into a downward spiral is to compromise the security of its users’ information. The product manager needs to be clear that the product is secure before launch.
- Leadership: Finally, the product manager needs to get approval from leadership. The leadership of the company has to be satisfied that all of the previous business viability conditions have been met before they give their sign-off. Hopefully, they’ve been involved for much of the process, but no matter what, they’re always aware from experience of the risks associated with launching a product.
Once you’ve completed each of these steps, you can go to work on the product. Don’t be discouraged if many of your ideas fail in this process. The ideas that do pass through the process will likely be successful.
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PDF Summary Part 1: Key Concepts of Product Development
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Why Products Fail
To understand the pitfalls for products, teams, and companies, let’s examine how companies typically develop new products:
- All products begin with an idea.
- Engineers and product managers (team leaders) build upon this idea and create a roadmap for development. The roadmap makes a “business case,” which asks both how much a product will cost to make and how much profit it could lead to.
- Then, product managers figure out requirements for the product to succeed.
- The product is then designed by a user experience (UX) team and built by engineers.
- Finally, a company will test the product, taking surveys of what consumers think of it, and then deploy it to the market.
This process, though, is filled with pitfalls. Some of the most salient are:
- Product ideas that CEOs greenlight may be related only to sales or to pleasing stakeholders. This disempowers team members and can throttle real innovation.
- It’s almost impossible to know how much money a product will make at such an early stage in its development. Before a product has been built, this amounts to guesswork. Additionally, before a product has been built...
PDF Summary Part 2: Building a Product Development Team
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Key Position #1: Product Manager
Among the three key product development roles, the product manager is the most critical to the success of a product team. At a smaller company, the product manager could be the president/CEO as well.
Key Responsibilities
The product manager must understand what ideas will succeed and what ideas will fail. A product manager must be knowledgeable about:
- Customers: The product manager understands who the desired customers for a product are and what they want or need. This includes a qualitative understanding of the customer—or why customers buy—and a quantitative understanding of the customer—or exactly what they buy and at what rates.
- Data: A product manager knows how to use analytics to make good decisions. This contributes to the quantitative understanding of the customer—if a product manager understands sales and usage data, they’ll understand customer behavior better.
- The company: A product manager knows what’s going on at all levels of the company and who makes decisions. They understand the sales department and the marketing departments, but also know the CEO and what her interests...
PDF Summary Part 3: The Product: Roadmaps Versus Vision
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Both of these issues throw off the timing of the roadmap. If, as previously stated, managers are relying on a roadmap to know when products will be finished, it’s more than 50% likely that the team won’t meet their expectations.
Additionally, roadmaps can lead to morale problems. If engineers—or, in some cases, product managers—feel as if they’re only getting orders, and they’re unable to complete them on time by no fault of their own, they blame their bosses for giving them unreasonable requests.
The Vision and Strategy Approach
There is a better approach than roadmapping that maintains the beneficial aspects of the roadmap (again, that employees are properly prioritizing their tasks and bosses are able to schedule around when they think tasks will be finished) while eliminating the weaknesses.
This alternative approach focuses on product vision and product strategy. Each is essential to product development—product vision broadly allows companies to create a better understanding of their goals in building a product, and product strategy helps companies reach those goals. They are more flexible than a roadmap, which is stringent about deadlines and often...
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Learn more about our summaries →PDF Summary Part 4.1: The Product—Discovery
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Opportunity Assessment
Opportunity assessments answer four questions to determine feasibility:
- What’s the business objective of the product? The product needs to help with one of your team’s objectives—for example, a tech company, which previously had most of its sales come from men, might launch a product that it hopes will interest women.
- What does success look like? Quantify this. Using the same example, success might be 40% of that company’s products are bought by women in the next calendar year, up from 25% before the launch.
- What is the customer problem the product can solve? Again, focus on the customers and the problems they have first and internal successes second. Let’s say the company is a sports gambling website that catered to men’s sports. The new product caters to other kinds of gambling, including on women’s sports, that interest women more.
- Who are the customers for the product? What segment of your overall customer base, or the overall base of consumers around the world, are you targeting? The customers are generally young people with a disposable income.
You’ll use this framing technique for most product discovery. It’s...
PDF Summary Part 4.2: The Product—Testing
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Qualitative Value Test
This type of value testing will show why a product has value or doesn’t. If the latter is the case, it will also show what a company can do to fix its value problem (if it’s fixable). You’re not proving that your product is good here. Rather, you’re learning quickly. This type of testing, according to Cagan, is the most important part of the discovery process. Here’s how it works:
- First, interview the test subjects to make sure that they have the problems that you screened them for, and determine what might convince them to switch from their current product to yours.
- Then, perform a usability test (explained in the next section) to see whether customers can figure out how to use your product.
- Next, determine whether they perceive your product as having value:
- Ask whether they’ll buy the product on the spot. You won’t sell it because it’s a prototype, but you’ll learn whether they’re willing to pull their wallet out for it.
- Ask how likely they’d be to recommend the product to their friends (use a 1-10 scale).
- Ask whether they’d spend time on more tests.
It’s almost certain you’ll get different...
PDF Summary Part 5: Changing How We Work
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- Courage. Good companies continue to take risks, even as they grow.
- Product teams that feel empowered. Again, this means that stakeholders shouldn’t just be handing down orders based on roadmaps. Product teams should know they can innovate.
- A product-first mindset. Product teams must know that they’re serving the product, and thus the customers, before protecting the business.
- Time to accomplish goals. Product teams need time to innovate. This means not constantly bogging them down with work like fixing bugs in the existing program. Obviously, there will be some of this, but teams that consistently innovate have enough people to multitask.
Additionally, as teams grow, they sometimes lose velocity, or an ability to innovate quickly. There are a few more success attributes that are specific to speed:
- Technical capability. If the existing technological architecture doesn’t properly allow for development, innovation will slow down to rebuild it.
- Maintaining priorities. If a company’s priorities are constantly changing, it’s going to slow down innovation, because teams will constantly be switching gears.
- **Innovation-first...
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