Part 2 in an occasional series about how digital products and services can learn from real world experiences
As designers and makers we all aspire to be able to grow and improve the things we create. Either because it’s part of the plan (a minimum viable product launch), or because since release you’ve discovered new user behaviours or requirements that need to be rolled in. Or it may be because technology and standards have changed around you. Unleashing a new release is what agilistas live for. But what happens if you can’t? What happens if you can’t improve upon your original product and make a second release?
This could be for any number of reasons – changing priorities, budgets drying up, teams moving on or the project’s sponsors having a ‘that’ll do’ attitude. Or maybe the world has shifted, and you’re stuck with a design, product or technology platform that simply can’t be updated easily without massive investment.
A good example of this are the self-service ticket machines at railway stations. It’s difficult to imagine a more heinous crime against user experience than the machines across the National Express network. Instead of speeding up or simplifying the ticket buying process, they add complexity and hassle – what should be easy is made into a soul-destroying moment.