More on Marketing

M.G. Siegler
3 years ago
Apple: Showing Ads on Your iPhone
This report from Mark Gurman has stuck with me:
In the News and Stocks apps, the display ads are no different than what you might get on an ad-supported website. In the App Store, the ads are for actual apps, which are probably more useful for Apple users than mortgage rates. Some people may resent Apple putting ads in the News and Stocks apps. After all, the iPhone is supposed to be a premium device. Let’s say you shelled out $1,000 or more to buy one, do you want to feel like Apple is squeezing more money out of you just to use its standard features? Now, a portion of ad revenue from the News app’s Today tab goes to publishers, but it’s not clear how much. Apple also lets publishers advertise within their stories and keep the vast majority of that money. Surprisingly, Today ads also appear if you subscribe to News+ for $10 per month (though it’s a smaller number).
I use Apple News often. It's a good general news catch-up tool, like Twitter without the BS. Customized notifications are helpful. Fast and lovely. Except for advertisements. I have Apple One, which includes News+, and while I understand why the magazines still have brand ads, it's ridiculous to me that Apple enables web publishers to introduce awful ads into this experience. Apple's junky commercials are ridiculous.
We know publishers want and probably requested this. Let's keep Apple News ad-free for the much smaller percentage of paid users, and here's your portion. (Same with Stocks, which is more sillier.)
Paid app placement in the App Store is a wonderful approach for developers to find new users (though far too many of those ads are trying to trick users, in my opinion).
Apple is also planning to increase ads in its Maps app. This sounds like Google Maps, and I don't like it. I never find these relevant, and they clutter up the user experience. Apple Maps now has a UI advantage (though not a data/search one, which matters more).
Apple is nickel-and-diming its customers. We spend thousands for their products and premium services like Apple One. We all know why: income must rise, and new firms are needed to scale. This will eventually backfire.

Jon Brosio
3 years ago
This Landing Page is a (Legal) Money-Printing Machine
and it’s easy to build.
A landing page with good copy is a money-maker.
Let's be honest, page-builder templates are garbage.
They can help you create a nice-looking landing page, but not persuasive writing.
Over the previous 90 days, I've examined 200+ landing pages.
What's crazy?
Top digital entrepreneurs use a 7-part strategy to bring in email subscribers, generate prospects, and (passively) sell their digital courses.
Steal this 7-part landing page architecture to maximize digital product sales.
The offer
Landing pages require offers.
Newsletter, cohort, or course offer.
Your reader should see this offer first. Includind:
Headline
Imagery
Call-to-action
Clear, persuasive, and simplicity are key. Example: the Linkedin OS course home page of digital entrepreneur Justin Welsh offers:
A distinctly defined problem
Everyone needs an enemy.
You need an opponent on your landing page. Problematic.
Next, employ psychology to create a struggle in your visitor's thoughts.
Don't be clever here; label your customer's problem. The more particular you are, the bigger the situation will seem.
When you build a clear monster, you invite defeat. I appreciate Theo Ohene's Growth Roadmaps landing page.
Exacerbation of the effects
Problem identification doesn't motivate action.
What would an unresolved problem mean?
This is landing page copy. When you describe the unsolved problem's repercussions, you accomplish several things:
You write a narrative (and stories are remembered better than stats)
You cause the reader to feel something.
You help the reader relate to the issue
Important!
My favorite script is:
"Sure, you can let [problem] go untreated. But what will happen if you do? Soon, you'll begin to notice [new problem 1] will start to arise. That might bring up [problem 2], etc."
Take the copywriting course, digital writer and entrepreneur Dickie Bush illustrates below when he labels the problem (see: "poor habit") and then illustrates the repercussions.
The tale of transformation
Every landing page needs that "ah-ha!" moment.
Transformation stories do this.
Did you find a solution? Someone else made the discovery? Have you tested your theory?
Next, describe your (or your subject's) metamorphosis.
Kieran Drew nails his narrative (and revelation) here. Right before the disclosure, he introduces his "ah-ha!" moment:
Testimonials
Social proof completes any landing page.
Social proof tells the reader, "If others do it, it must be worthwhile."
This is your argument.
Positive social proof helps (obviously).
Offer "free" training in exchange for a testimonial if you need social evidence. This builds social proof.
Most social proof is testimonies (recommended). Kurtis Hanni's creative take on social proof (using a screenshot of his colleague) is entertaining.
Bravo.
Reveal your offer
Now's the moment to act.
Describe the "bundle" that provides the transformation.
Here's:
Course
Cohort
Ebook
Whatever you're selling.
Include a product or service image, what the consumer is getting ("how it works"), the price, any "free" bonuses (preferred), and a CTA ("buy now").
Clarity is key. Don't make a cunning offer. Make sure your presentation emphasizes customer change (benefits). Dan Koe's Modern Mastery landing page makes an offer. Consider:
An ultimatum
Offering isn't enough.
You must give your prospect an ultimatum.
They can buy your merchandise from you.
They may exit the webpage.
That’s it.
It's crucial to show what happens if the reader does either. Stress the consequences of not buying (again, a little consequence amplification). Remind them of the benefits of buying.
I appreciate Charles Miller's product offer ending:
The top online creators use a 7-part landing page structure:
Offer the service
Describe the problem
Amplify the consequences
Tell the transformational story
Include testimonials and social proof.
Reveal the offer (with any bonuses if applicable)
Finally, give the reader a deadline to encourage them to take action.
Sequence these sections to develop a landing page that (essentially) prints money.

Dung Claire Tran
3 years ago
Is the future of brand marketing with virtual influencers?
Digital influences that mimic humans are rising.
Lil Miquela has 3M Instagram followers, 3.6M TikTok followers, and 30K Twitter followers. She's been on the covers of Prada, Dior, and Calvin Klein magazines. Miquela released Not Mine in 2017 and launched Hard Feelings at Lollapazoolas this year. This isn't surprising, given the rise of influencer marketing.
This may be unexpected. Miquela's fake. Brud, a Los Angeles startup, produced her in 2016.
Lil Miquela is one of many rising virtual influencers in the new era of social media marketing. She acts like a real person and performs the same tasks as sports stars and models.
The emergence of online influencers
Before 2018, computer-generated characters were rare. Since the virtual human industry boomed, they've appeared in marketing efforts worldwide.
In 2020, the WHO partnered up with Atlanta-based virtual influencer Knox Frost (@knoxfrost) to gather contributions for the COVID-19 Solidarity Response Fund.
Lu do Magalu (@magazineluiza) has been the virtual spokeswoman for Magalu since 2009, using social media to promote reviews, product recommendations, unboxing videos, and brand updates. Magalu's 10-year profit was $552M.
In 2020, PUMA partnered with Southeast Asia's first virtual model, Maya (@mayaaa.gram). She joined Singaporean actor Tosh Zhang in the PUMA campaign. Local virtual influencer Ava Lee-Graham (@avagram.ai) partnered with retail firm BHG to promote their in-house labels.
In Japan, Imma (@imma.gram) is the face of Nike, PUMA, Dior, Salvatore Ferragamo SpA, and Valentino. Imma's bubblegum pink bob and ultra-fine fashion landed her on the cover of Grazia magazine.
Lotte Home Shopping created Lucy (@here.me.lucy) in September 2020. She made her TV debut as a Christmas show host in 2021. Since then, she has 100K Instagram followers and 13K TikTok followers.
Liu Yiexi gained 3 million fans in five days on Douyin, China's TikTok, in 2021. Her two-minute video went viral overnight. She's posted 6 videos and has 830 million Douyin followers.
China's virtual human industry was worth $487 million in 2020, up 70% year over year, and is expected to reach $875.9 million in 2021.
Investors worldwide are interested. Immas creator Aww Inc. raised $1 million from Coral Capital in September 2020, according to Bloomberg. Superplastic Inc., the Vermont-based startup behind influencers Janky and Guggimon, raised $16 million by 2020. Craft Ventures, SV Angels, and Scooter Braun invested. Crunchbase shows the company has raised $47 million.
The industries they represent, including Augmented and Virtual reality, were worth $14.84 billion in 2020 and are projected to reach $454.73 billion by 2030, a CAGR of 40.7%, according to PR Newswire.
Advantages for brands
Forbes suggests brands embrace computer-generated influencers. Examples:
Unlimited creative opportunities: Because brands can personalize everything—from a person's look and activities to the style of their content—virtual influencers may be suited to a brand's needs and personalities.
100% brand control: Brand managers now have more influence over virtual influencers, so they no longer have to give up and rely on content creators to include brands into their storytelling and style. Virtual influencers can constantly produce social media content to promote a brand's identity and ideals because they are completely scandal-free.
Long-term cost savings: Because virtual influencers are made of pixels, they may be reused endlessly and never lose their beauty. Additionally, they can move anywhere around the world and even into space to fit a brand notion. They are also always available. Additionally, the expense of creating their content will not rise in step with their expanding fan base.
Introduction to the metaverse: Statista reports that 75% of American consumers between the ages of 18 and 25 follow at least one virtual influencer. As a result, marketers that support virtual celebrities may now interact with younger audiences that are more tech-savvy and accustomed to the digital world. Virtual influencers can be included into any digital space, including the metaverse, as they are entirely computer-generated 3D personas. Virtual influencers can provide brands with a smooth transition into this new digital universe to increase brand trust and develop emotional ties, in addition to the young generations' rapid adoption of the metaverse.
Better engagement than in-person influencers: A Hype Auditor study found that online influencers have roughly three times the engagement of their conventional counterparts. Virtual influencers should be used to boost brand engagement even though the data might not accurately reflect the entire sector.
Concerns about influencers created by computers
Virtual influencers could encourage excessive beauty standards in South Korea, which has a $10.7 billion plastic surgery industry.
A classic Korean beauty has a small face, huge eyes, and pale, immaculate skin. Virtual influencers like Lucy have these traits. According to Lee Eun-hee, a professor at Inha University's Department of Consumer Science, this could make national beauty standards more unrealistic, increasing demand for plastic surgery or cosmetic items.
Other parts of the world raise issues regarding selling items to consumers who don't recognize the models aren't human and the potential of cultural appropriation when generating influencers of other ethnicities, called digital blackface by some.
Meta, Facebook and Instagram's parent corporation, acknowledges this risk.
“Like any disruptive technology, synthetic media has the potential for both good and harm. Issues of representation, cultural appropriation and expressive liberty are already a growing concern,” the company stated in a blog post. “To help brands navigate the ethical quandaries of this emerging medium and avoid potential hazards, (Meta) is working with partners to develop an ethical framework to guide the use of (virtual influencers).”
Despite theoretical controversies, the industry will likely survive. Companies think virtual influencers are the next frontier in the digital world, which includes the metaverse, virtual reality, and digital currency.
In conclusion
Virtual influencers may garner millions of followers online and help marketers reach youthful audiences. According to a YouGov survey, the real impact of computer-generated influencers is yet unknown because people prefer genuine connections. Virtual characters can supplement brand marketing methods. When brands are metaverse-ready, the author predicts virtual influencer endorsement will continue to expand.
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Shawn Mordecai
3 years ago
The Apple iPhone 14 Pill is Easier to Swallow
Is iPhone's Dynamic Island invention or a marketing ploy?
First of all, why the notch?
When Apple debuted the iPhone X with the notch, some were surprised, confused, and amused by the goof. Let the Brits keep the new meaning of top-notch.
Apple removed the bottom home button to enhance screen space. The tides couldn't overtake part of the top. This section contained sensors, a speaker, a microphone, and cameras for facial recognition. A town resisted Apple's new iPhone design.
From iPhone X to 13, the notch has gotten smaller. We expected this as technology and engineering progressed, but we hated the notch. Apple approved. They attached it to their other gadgets.
Apple accepted, owned, and ran with the iPhone notch, it has become iconic (or infamous); and that’s intentional.
The Island Where Apple Is
Apple needs to separate itself, but they know how to do it well. The iPhone 14 Pro finally has us oohing and aahing. Life-changing, not just higher pixel density or longer battery.
Dynamic Island turned a visual differentiation into great usefulness, which may not be life-changing. Apple always welcomes the controversy, whether it's $700 for iMac wheels, no charging block with a new phone, or removing the headphone jack.
Apple knows its customers will be loyal, even if they're irritated. Their odd design choices often cause controversy. It's calculated that people blog, review, and criticize Apple's products. We accept what works for them.
While the competition zigs, Apple zags. Sometimes they zag too hard and smash into a wall, but we talk about it anyways, and that’s great publicity for them.
Getting Dependent on the drug
The notch became a crop. Dynamic Island's design is helpful, intuitive, elegant, and useful. It increases iPhone usability, productivity (slightly), and joy. No longer unsightly.
The medication helps with multitasking. It's a compact version of the iPhone's Live Activities lock screen function. Dynamic Island enhances apps and activities with visual effects and animations whether you engage with it or not. As you use the pill, its usefulness lessens. It lowers user notifications and consolidates them with live and permanent feeds, delivering quick app statuses. It uses the black pixels on the iPhone 14's display, which looked like a poor haircut.
The pill may be a gimmick to entice customers to use more Apple products and services. Apps may promote to their users like a live billboard.
Be prepared to get a huge dose of Dynamic Island’s “pill” like you never had before with the notch. It might become so satisfying and addicting to use, that every interaction with it will become habit-forming, and you’re going to forget that it ever existed.
WARNING: A Few Potential Side Effects
Vision blurred Dynamic Island's proximity to the front-facing camera may leave behind grease that blurs photos. Before taking a selfie, wipe the camera clean.
Strained thumb To fully use Dynamic Island, extend your thumb's reach 6.7 inches beyond your typical, comfortable range.
Happiness, contentment The Dynamic Island may enhance Endorphins and Dopamine. Multitasking, interactions, animations, and haptic feedback make you want to use this function again and again.
Motion-sickness Dynamic Island's motions and effects may make some people dizzy. If you can disable animations, you can avoid motion sickness.
I'm not a doctor, therefore they aren't established adverse effects.
Does Dynamic Island Include Multiple Tasks?
Dynamic Islands is a placebo for multitasking. Apple might have compromised on iPhone multitasking. It won't make you super productive, but it's a step up.
iPhone is primarily for personal use, like watching videos, messaging friends, sending money to friends, calling friends about the money you were supposed to send them, taking 50 photos of the same leaf, investing in crypto, driving for Uber because you lost all your money investing in crypto, listening to music and hailing an Uber from a deserted crop field because while you were driving for Uber your passenger stole your car and left you stranded, so you used Apple’s new SOS satellite feature to message your friend, who still didn’t receive their money, to hail you an Uber; now you owe them more money… karma?
We won't be watching videos on iPhones while perusing 10,000-row spreadsheets anytime soon. True multitasking and productivity aren't priorities for Apple's iPhone. Apple doesn't to preserve the iPhone's experience. Like why there's no iPad calculator. Apple doesn't want iPad users to do math, but isn't essential for productivity?
Digressing.
Apple will block certain functions so you must buy and use their gadgets and services, immersing yourself in their ecosystem and dictating how to use their goods.
Dynamic Island is a poor man’s multi-task for iPhone, and that’s fine it works for most iPhone users. For substantial productivity Apple prefers you to get an iPad or a MacBook. That’s part of the reason for restrictive features on certain Apple devices, but sometimes it’s based on principles to preserve the integrity of the product, according to Apple’s definition.
Is Apple using deception?
Dynamic Island may be distracting you from a design decision. The answer is kind of. Elegant distraction
When you pull down a smartphone webpage to refresh it or minimize an app, you get seamless animations. It's not simply because it appears better; it's due to iPhone and smartphone processing speeds. Such limits reduce the system's response to your activity, slowing the experience. Designers and developers use animations and effects to distract us from the time lag (most of the time) and sometimes because it looks cooler and smoother.
Dynamic Island makes apps more useable and interactive. It shows system states visually. Turn signal audio and visual cues, voice assistance, physical and digital haptic feedbacks, heads-up displays, fuel and battery level gauges, and gear shift indicators helped us overcome vehicle design problems.
Dynamic Island is a wonderfully delightful (and temporary) solution to a design “problem” until Apple or other companies can figure out a way to sink the cameras under the smartphone screen.
Apple Has Returned to Being an Innovative & Exciting Company
Now Apple's products are exciting. Next, bring back real Apple events, not pre-recorded demos.
Dynamic Island integrates hardware and software. What will this new tech do? How would this affect device use? Or is it just hype?
Dynamic Island may be an insignificant improvement to the iPhone, but it sure is promising for the future of bridging the human and computer interaction gap.

Sanjay Priyadarshi
3 years ago
Meet a Programmer Who Turned Down Microsoft's $10,000,000,000 Acquisition Offer
Failures inspire young developers
Jason citron created many products.
These products flopped.
Microsoft offered $10 billion for one of these products.
He rejected the offer since he was so confident in his success.
Let’s find out how he built a product that is currently valued at $15 billion.
Early in his youth, Jason began learning to code.
Jason's father taught him programming and IT.
His father wanted to help him earn money when he needed it.
Jason created video games and websites in high school.
Jason realized early on that his IT and programming skills could make him money.
Jason's parents misjudged his aptitude for programming.
Jason frequented online programming communities.
He looked for web developers. He created websites for those people.
His parents suspected Jason sold drugs online. When he said he used programming to make money, they were shocked.
They helped him set up a PayPal account.
Florida higher education to study video game creation
Jason never attended an expensive university.
He studied game design in Florida.
“Higher Education is an interesting part of society… When I work with people, the school they went to never comes up… only thing that matters is what can you do…At the end of the day, the beauty of silicon valley is that if you have a great idea and you can bring it to the life, you can convince a total stranger to give you money and join your project… This notion that you have to go to a great school didn’t end up being a thing for me.”
Jason's life was altered by Steve Jobs' keynote address.
After graduating, Jason joined an incubator.
Jason created a video-dating site first.
Bad idea.
Nobody wanted to use it when it was released, so they shut it down.
He made a multiplayer game.
It was released on Bebo. 10,000 people played it.
When Steve Jobs unveiled the Apple app store, he stopped playing.
The introduction of the app store resembled that of a new gaming console.
Jason's life altered after Steve Jobs' 2008 address.
“Whenever a new video game console is launched, that’s the opportunity for a new video game studio to get started, it’s because there aren’t too many games available…When a new PlayStation comes out, since it’s a new system, there’s only a handful of titles available… If you can be a launch title you can get a lot of distribution.”
Apple's app store provided a chance to start a video game company.
They released an app after 5 months of work.
Aurora Feint is the game.
Jason believed 1000 players in a week would be wonderful. A thousand players joined in the first hour.
Over time, Aurora Feints' game didn't gain traction. They don't make enough money to keep playing.
They could only make enough for one month.
Instead of buying video games, buy technology
Jason saw that they established a leaderboard, chat rooms, and multiplayer capabilities and believed other developers would want to use these.
They opted to sell the prior game's technology.
OpenFeint.
Assisting other game developers
They had no money in the bank to create everything needed to make the technology user-friendly.
Jason and Daniel designed a website saying:
“If you’re making a video game and want to have a drop in multiplayer support, you can use our system”
TechCrunch covered their website launch, and they gained a few hundred mailing list subscribers.
They raised seed funding with the mailing list.
Nearly all iPhone game developers started adopting the Open Feint logo.
“It was pretty wild… It was really like a whole social platform for people to play with their friends.”
What kind of a business model was it?
OpenFeint originally planned to make the software free for all games. As the game gained popularity, they demanded payment.
They later concluded it wasn't a good business concept.
It became free eventually.
Acquired for $104 million
Open Feint's users and employees grew tremendously.
GREE bought OpenFeint for $104 million in April 2011.
GREE initially committed to helping Jason and his team build a fantastic company.
Three or four months after the acquisition, Jason recognized they had a different vision.
He quit.
Jason's Original Vision for the iPad
Jason focused on distribution in 2012 to help businesses stand out.
The iPad market and user base were growing tremendously.
Jason said the iPad may replace mobile gadgets.
iPad gamers behaved differently than mobile gamers.
People sat longer and experienced more using an iPad.
“The idea I had was what if we built a gaming business that was more like traditional video games but played on tablets as opposed to some kind of mobile game that I’ve been doing before.”
Unexpected insight after researching the video game industry
Jason learned from studying the gaming industry that long-standing companies had advantages beyond a single release.
Previously, long-standing video game firms had their own distribution system. This distribution strategy could buffer time between successful titles.
Sony, Microsoft, and Valve all have gaming consoles and online stores.
So he built a distribution system.
He created a group chat app for gamers.
He envisioned a team-based multiplayer game with text and voice interaction.
His objective was to develop a communication network, release more games, and start a game distribution business.
Remaking the video game League of Legends
Jason and his crew reimagined a League of Legends game mode for 12-inch glass.
They adapted the game for tablets.
League of Legends was PC-only.
So they rebuilt it.
They overhauled the game and included native mobile experiences to stand out.
Hammer and Chisel was the company's name.
18 people worked on the game.
The game was funded. The game took 2.5 years to make.
Was the game a success?
July 2014 marked the game's release. The team's hopes were dashed.
Critics initially praised the game.
Initial installation was widespread.
The game failed.
As time passed, the team realized iPad gaming wouldn't increase much and mobile would win.
Jason was given a fresh idea by Stan Vishnevskiy.
Stan Vishnevskiy was a corporate engineer.
He told Jason about his plan to design a communication app without a game.
This concept seeded modern strife.
“The insight that he really had was to put a couple of dots together… we’re seeing our customers communicating around our own game with all these different apps and also ourselves when we’re playing on PC… We should solve that problem directly rather than needing to build a new game…we should start making it on PC.”
So began Discord.
Online socializing with pals was the newest trend.
Jason grew up playing video games with his friends.
He never played outside.
Jason had many great moments playing video games with his closest buddy, wife, and brother.
Discord was about providing a location for you and your group to speak and hang out.
Like a private cafe, bedroom, or living room.
Discord was developed for you and your friends on computers and phones.
You can quickly call your buddies during a game to conduct a conference call. Put the call on speaker and talk while playing.
Discord wanted to give every player a unique experience. Because coordinating across apps was a headache.
The entire team started concentrating on Discord.
Jason decided Hammer and Chisel would focus on their chat app.
Jason didn't want to make a video game.
How Discord attracted the appropriate attention
During the first five months, the entire team worked on the game and got feedback from friends.
This ensures product improvement. As a result, some teammates' buddies started utilizing Discord.
The team knew it would become something, but the result was buggy. App occasionally crashed.
Jason persuaded a gamer friend to write on Reddit about the software.
New people would find Discord. Why not?
Reddit users discovered Discord and 50 started using it frequently.
Discord was launched.
Rejecting the $10 billion acquisition proposal
Discord has increased in recent years.
It sends billions of messages.
Discord's users aren't tracked. They're privacy-focused.
Purchase offer
Covid boosted Discord's user base.
Weekly, billions of messages were transmitted.
Microsoft offered $10 billion for Discord in 2021.
Jason sold Open Feint for $104m in 2011.
This time, he believed in the product so much that he rejected Microsoft's offer.
“I was talking to some people in the team about which way we could go… The good thing was that most of the team wanted to continue building.”
Last time, Discord was valued at $15 billion.
Discord raised money on March 12, 2022.
The $15 billion corporation raised $500 million in 2021.

Pen Magnet
3 years ago
Why Google Staff Doesn't Work
Sundar Pichai unveiled Simplicity Sprint at Google's latest all-hands conference.
To boost employee efficiency.
Not surprising. Few envisioned Google declaring a productivity drive.
Sunder Pichai's speech:
“There are real concerns that our productivity as a whole is not where it needs to be for the head count we have. Help me create a culture that is more mission-focused, more focused on our products, more customer focused. We should think about how we can minimize distractions and really raise the bar on both product excellence and productivity.”
The primary driver driving Google's efficiency push is:
Google's efficiency push follows 13% quarterly revenue increase. Last year in the same quarter, it was 62%.
Market newcomers may argue that the previous year's figure was fuelled by post-Covid reopening and growing consumer spending. Investors aren't convinced. A promising company like Google can't afford to drop so quickly.
Google’s quarterly revenue growth stood at 13%, against 62% in last year same quarter.
Google isn't alone. In my recent essay regarding 2025 programmers, I warned about the economic downturn's effects on FAAMG's workforce. Facebook had suspended hiring, and Microsoft had promised hefty bonuses for loyal staff.
In the same article, I predicted Google's troubles. Online advertising, especially the way Google and Facebook sell it using user data, is over.
FAAMG and 2nd rung IT companies could be the first to fall without Post-COVID revival and uncertain global geopolitics.
Google has hardly ever discussed effectiveness:
Apparently openly.
Amazon treats its employees like robots, even in software positions. It has significant turnover and a terrible reputation as a result. Because of this, it rarely loses money due to staff productivity.
Amazon trumps Google. In reality, it treats its employees poorly.
Google was the founding father of the modern-day open culture.
Larry and Sergey Google founded the IT industry's Open Culture. Silicon Valley called Google's internal democracy and transparency near anarchy. Management rarely slammed decisions on employees. Surveys and internal polls ensured everyone knew the company's direction and had a vote.
20% project allotment (weekly free time to build own project) was Google's open-secret innovation component.
After Larry and Sergey's exit in 2019, this is Google's first profitability hurdle. Only Google insiders can answer these questions.
Would Google's investors compel the company's management to adopt an Amazon-style culture where the developers are treated like circus performers?
If so, would Google follow suit?
If so, how does Google go about doing it?
Before discussing Google's likely plan, let's examine programming productivity.
What determines a programmer's productivity is simple:
How would we answer Google's questions?
As a programmer, I'm more concerned about Simplicity Sprint's aftermath than its economic catalysts.
Large organizations don't care much about quarterly and annual productivity metrics. They have 10-year product-launch plans. If something seems horrible today, it's likely due to someone's lousy judgment 5 years ago who is no longer in the blame game.
Deconstruct our main question.
How exactly do you change the culture of the firm so that productivity increases?
How can you accomplish that without affecting your capacity to profit? There are countless ways to increase output without decreasing profit.
How can you accomplish this with little to no effect on employee motivation? (While not all employers care about it, in this case we are discussing the father of the open company culture.)
How do you do it for a 10-developer IT firm that is losing money versus a 1,70,000-developer organization with a trillion-dollar valuation?
When implementing a large-scale organizational change, success must be carefully measured.
The fastest way to do something is to do it right, no matter how long it takes.
You require clearly-defined group/team/role segregation and solid pass/fail matrices to:
You can give performers rewards.
Ones that are average can be inspired to improve
Underachievers may receive assistance or, in the worst-case scenario, rehabilitation
As a 20-year programmer, I associate productivity with greatness.
Doing something well, no matter how long it takes, is the fastest way to do it.
Let's discuss a programmer's productivity.
Why productivity is a strange term in programming:
Productivity is work per unit of time.
Money=time This is an economic proverb. More hours worked, more pay. Longer projects cost more.
As a buyer, you desire a quick supply. As a business owner, you want employees who perform at full capacity, creating more products to transport and boosting your profits.
All economic matrices encourage production because of our obsession with it. Productivity is the only organic way a nation may increase its GDP.
Time is money — is not just a proverb, but an economical fact.
Applying the same productivity theory to programming gets problematic. An automating computer. Its capacity depends on the software its master writes.
Today, a sophisticated program can process a billion records in a few hours. Creating one takes a competent coder and the necessary infrastructure. Learning, designing, coding, testing, and iterations take time.
Programming productivity isn't linear, unlike manufacturing and maintenance.
Average programmers produce code every day yet miss deadlines. Expert programmers go days without coding. End of sprint, they often surprise themselves by delivering fully working solutions.
Reversing the programming duties has no effect. Experts aren't needed for productivity.
These patterns remind me of an XKCD comic.
Programming productivity depends on two factors:
The capacity of the programmer and his or her command of the principles of computer science
His or her productive bursts, how often they occur, and how long they last as they engineer the answer
At some point, productivity measurement becomes Schrödinger’s cat.
Product companies measure productivity using use cases, classes, functions, or LOCs (lines of code). In days of data-rich source control systems, programmers' merge requests and/or commits are the most preferred yardstick. Companies assess productivity by tickets closed.
Every organization eventually has trouble measuring productivity. Finer measurements create more chaos. Every measure compares apples to oranges (or worse, apples with aircraft.) On top of the measuring overhead, the endeavor causes tremendous and unnecessary stress on teams, lowering their productivity and defeating its purpose.
Macro productivity measurements make sense. Amazon's factory-era management has done it, but at great cost.
Google can pull it off if it wants to.
What Google meant in reality when it said that employee productivity has decreased:
When Google considers its employees unproductive, it doesn't mean they don't complete enough work in the allotted period.
They can't multiply their work's influence over time.
Programmers who produce excellent modules or products are unsure on how to use them.
The best data scientists are unable to add the proper parameters in their models.
Despite having a great product backlog, managers struggle to recruit resources with the necessary skills.
Product designers who frequently develop and A/B test newer designs are unaware of why measures are inaccurate or whether they have already reached the saturation point.
Most ignorant: All of the aforementioned positions are aware of what to do with their deliverables, but neither their supervisors nor Google itself have given them sufficient authority.
So, Google employees aren't productive.
How to fix it?
Business analysis: White suits introducing novel items can interact with customers from all regions. Track analytics events proactively, especially the infrequent ones.
SOLID, DRY, TEST, and AUTOMATION: Do less + reuse. Use boilerplate code creation. If something already exists, don't implement it yourself.
Build features-building capabilities: N features are created by average programmers in N hours. An endless number of features can be built by average programmers thanks to the fact that expert programmers can produce 1 capability in N hours.
Work on projects that will have a positive impact: Use the same algorithm to search for images on YouTube rather than the Mars surface.
Avoid tasks that can only be measured in terms of time linearity at all costs (if a task can be completed in N minutes, then M copies of the same task would cost M*N minutes).
In conclusion:
Software development isn't linear. Why should the makers be measured?
Notation for The Big O
I'm discussing a new way to quantify programmer productivity. (It applies to other professions, but that's another subject)
The Big O notation expresses the paradigm (the algorithmic performance concept programmers rot to ace their Google interview)
Google (or any large corporation) can do this.
Sort organizational roles into categories and specify their impact vs. time objectives. A CXO role's time vs. effect function, for instance, has a complexity of O(log N), meaning that if a CEO raises his or her work time by 8x, the result only increases by 3x.
Plot the influence of each employee over time using the X and Y axes, respectively.
Add a multiplier for Y-axis values to the productivity equation to make business objectives matter. (Example values: Support = 5, Utility = 7, and Innovation = 10).
Compare employee scores in comparable categories (developers vs. devs, CXOs vs. CXOs, etc.) and reward or help employees based on whether they are ahead of or behind the pack.
After measuring every employee's inventiveness, it's straightforward to help underachievers and praise achievers.
Example of a Big(O) Category:
If I ran Google (God forbid, its worst days are far off), here's how I'd classify it. You can categorize Google employees whichever you choose.
The Google interview truth:
O(1) < O(log n) < O(n) < O(n log n) < O(n^x) where all logarithmic bases are < n.
O(1): Customer service workers' hours have no impact on firm profitability or customer pleasure.
CXOs Most of their time is spent on travel, strategic meetings, parties, and/or meetings with minimal floor-level influence. They're good at launching new products but bad at pivoting without disaster. Their directions are being followed.
Devops, UX designers, testers Agile projects revolve around deployment. DevOps controls the levers. Their automation secures results in subsequent cycles.
UX/UI Designers must still prototype UI elements despite improved design tools.
All test cases are proportional to use cases/functional units, hence testers' work is O(N).
Architects Their effort improves code quality. Their right/wrong interference affects product quality and rollout decisions even after the design is set.
Core Developers Only core developers can write code and own requirements. When people understand and own their labor, the output improves dramatically. A single character error can spread undetected throughout the SDLC and cost millions.
Core devs introduce/eliminate 1000x bugs, refactoring attempts, and regression. Following our earlier hypothesis.
The fastest way to do something is to do it right, no matter how long it takes.
Conclusion:
Google is at the liberal extreme of the employee-handling spectrum
Microsoft faced an existential crisis after 2000. It didn't choose Amazon's data-driven people management to revitalize itself.
Instead, it entrusted developers. It welcomed emerging technologies and opened up to open source, something it previously opposed.
Google is too lax in its employee-handling practices. With that foundation, it can only follow Amazon, no matter how carefully.
Any attempt to redefine people's measurements will affect the organization emotionally.
The more Google compares apples to apples, the higher its chances for future rebirth.