"It took way too long. Don't do that." Dylan Field on why it took Figma 3.5 years to launch Clip from our live conversation at #Config2024
I usually say "Minimum Lovable Product" ❤️ In any follow-up conversations, I'd love to focus on the root causes. In my experience, they look like a mix of: 1. Poor organizational roles and responsibilities (e.g. ensuring the people who own it truly own it, everyone knows it, and they feel that way). This often stems from inexperience or naivete. 2. Inadequate leadership from the top (extreme example: a Steve Jobs line-in-the-sand deadline) 3. Insufficient knowledge of the customer and their pain points 4. Unarticulated strategy (write it down!) 5. Fear 9 times out of 10, #5 has its thumb on the scale.
A complex B2B product might take quite a bit of time. It can feel demotivating for startups to always hear about 'launch and be embarrassed'. How does that work in B2B with sensitive data? How would you evaluate software where you enter your customer data, and it is bugging? Not reassuring, right? I believe the 'ship yesterday' idea is great for nice-to-have consumer software. What can go wrong for your company if the design made in Figma doesn't come out as expected? Nothing. You just go back to the tool that you were using before.
That makes a lot of sense, but as a perfectionist I always struggle to understand when is the product “good enough” for the market, as I always keep in mind that I need more time and I will make it better. This leads me to never ending process of preparing, and in many cases I give up on the idea as it is not relevant anymore by the time I release it. Any thoughts on what should be that “indicator” when it’s the right time? Curious to know your experience.
Can't agree more. We shipped in 2 months as a 2-person team despite my co-founder being sick and completely out for nearly a month. Shipping fast allowed us to talk to our users which helped us tremendously in quickly deciding to pivot and redefine our true mission. There are things you simply can't learn unless you talk to your users and get feedback.
Faster but with good quality. I feel people will avoid using a product with bugs, even if it performs its intended function.
One thing to remind : "Make the Minimally Awesome Product and ship it fast." ❤️✨
Any delay to launch that goes beyond 6 months can seriously affect the go–to–market strategy for the product. Especially in high–competitive spaces it’s essential to stick to your plan as much as possible. I now know that there is no such thing like the perfect MVP.
Well duh. It's because he was busy as an intern for almost 4 years before he was a CEO at Figma. Let's revisit this post in 1 year and see how well it ages.
Quality, Features, Deadline. Choose 2. He clearly knows what he is talking about "Minimally Awesome Product". No hesitation in taking a tradeoff decision. Clear Thinking at its best.
VP of Product Management @ ICANotes
1wYes. This explains the foundation principle of building any product or even feature (minimally viable feature). 1000% speed to market is important. Test, iterate. Retest, keep iterating all the while focus on improving the quality, tech debt, and scale. Be comfortable with the trade offs of this approach. You’ll build revenue quicker to feed back into better quality, tech debt, and scaling. Also all that customer feedback on what works; building the momentum for the engine of product.