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THE BEST OF
BOTH WORLDS
Combining innovation
strategies from hardware and
software development
E M I LY B AT T
Senior product manager
Cambridge, MA USA
TWO YEARS AGO, I LEFT A
JOB I LOVED IN
MECHANICAL ENGINEERING.
TWO YEARS AGO, I LEFT A
JOB I LOVED IN
MECHANICAL ENGINEERING.
I WANTED TO LEARN HOW
TO BUILD PRODUCTS FOR
THE CONNECTED
WORLD…
import java.io.InputStreamReader;
import java.net.URL;
import java.net.URLConnection;
import java.util.Scanner;
public class URLExpSimple {
public static void main(String[] args) {
try {
URL mySite = new
URL("http://www.cs.utexas.edu/~scottm");
URLConnection yc = mySite.openConnection();
Scanner in = new Scanner(new
InputStreamReader(yc.getInputStream()));
int count = 0;
while (in.hasNext()) {
System.out.println(in.next());
count++;
}
System.out.println("Number of tokens: " + count);
in.close();
} catch (Exception e) {
e.printStackTrace();
}
}
}
DEVELOPING CLIENTS’
CORE TECHNOLOGY
CONDUCTING R&D
BUILDING PROTOTYPES
IDENTIFYING TECHNICAL
STRATEGY
PREPARING FOR
PRODUCTION
ANALYZING DATA
RUNNING A/B TESTS
IMPLEMENTING
MACHINE LEARNING
IMPROVING UI/UX
DEVELOPING
COMMERCIAL STRATEGY
19 500E M P L O Y E E S E M P L O Y E E S
PAPER CONSUMPTION
1 1 L B S
0 . 5 L B S
6
1 2 3 4 5 6
INBOX COUNT -100%
POWER TOOLS L
+100%
PING PONG JMONTHS
IMPACT
P (FAILURE)
COST
IDEAL
SOLUTION
IMPACT
P (FAILURE)
COST
IMPACT
P (FAILURE)
COST
IDEAL
SOLUTION
INCREMENTAL
SOLUTION
IMPACT
P (FAILURE)
COST
IMPACT
P (FAILURE)
COST
IMPACT
P (FAILURE)
COST
IDEAL
SOLUTION
INCREMENTAL
SOLUTION
POWERFUL
SOLUTION
IMPACT
P (FAILURE)
COST
POWERFUL
SOLUTION
IMPACT
P (FAILURE)
COST
POWERFUL
SOLUTION
IMPACT
P (FAILURE)
COST
POWERFUL
SOLUTION
IMPACT
P (FAILURE)
COST
ITERATION
Developed with Paul Sabin, Fikst
• What does it take to
build a product?
• What tools are
absolutely necessary?
• What are the barriers
to entry in the space?
• What sort of resources
are needed on-hand?
• What does the
development timeline
look like?
• Where are the
traditional pitfalls in
development?
• What happens once a
product is launched?
• What does it take to
distribute a product?
• How many users are
expected?
• What sort of growth
and loads are
anticipated?
S C A L E
L I F E C Y C L E
Ask coders what they need to start a
product: a laptop.
Ask mechEs: no two matching
answers.
H A R D W A R E S O F T W A R E
H A R D W A R E S O F T W A R E
H A R D W A R E S O F T W A R E
H A R D W A R E S O F T W A R E
R A P I D P R OTOT Y P I N G …
1974
First
personal
computers
1980
First
computer to
sell 1 million
models
1985
10% market
penetration
1986
First SLA, 3D
Systems is
formed
1987
40% market
penetration
1989
Stratasys formed
2013
Stratasys purchases Makerbot
for $403 million,
3D Systems revenue hits $500
million.
Formlabs’ Form 1 ships.
1994
Stratasys IPO, $6
million
1977
48,000 PCs
shipped
2001
125 million
PCs shipped
2012
Formlabs raises
$3M on Kickstarter
A R D U I N O
L A S E R S A U R
F D M
F I E L D - R E A D Y
P R O T O T Y P I N G :
P h a r m a C h k
10% T H E C O S T
20% T H E F O R M FA C T O R
90% T H E A C C U R A C Y
Case study: rapid prototyping applied
to a diagnostic tool. Compared to
state of the art:
S C A L E
L I F E C Y C L E
Software: Minimal investment to develop,
version control mastery.
Hardware: A variety of tools necessitate
investment and space: upfront costs are
high. We see software companies move
into hardware after unlocking revenue
streams.
Watch: Makerspaces lowering hardware’s
barrier-to-entry. CAD programs
borrowing the best of version-control
from software.
C A P I T A L
L I F E C Y C L E
Capital and scale are the taxiing and
takeoff of product development;
capital facilitates production, scale
facilitates profit.
Identifying the limited resource can reduce friction in
decision-making.
Overhead is expected to be
low, so generally, the limited
resource is time:
Time to develop, time to
build, time to run, time to
load.
Because longer lead times
are par for the course, the
limited resource is usually
money:
Production costs, material
costs, distribution costs.
S C A L I N G U N D E R L O A D
Flight searches from
Florida IP addresses
before Hurricane Irma
Software: Building product can have low
overheard. Distributing product can have
low overhead. Margins can be high.
Many software products can scale from
one piece of hardware.
Hardware: Scaling is costly. Distribution
expenses accumulate.
Watch: Traditionally “shipped” software
moving to subscription models.
C A P I T A L
L I F E C Y C L E
Timelines—and the role of iteration—
diverge.
C A P I T A L
S C A L E
S O F T W A R E
H A R D W A R E
Brainstorming and
customer validation
Brainstorming and
customer validation
POC
Prototype
MVP development
MVP launch
Data collection and
iteration
Prototyping and
iteration
DFM First shots
and fixes
Parts!
2 0 0 7
2 0 0 7
2 0 1 7
Software: Short development cycles means
MVPs in user hands sooner, creating greater
risk of poor launch strategy. Software lives well
beyond its launch; data drives updates.
Hardware: Physical prototypes do a better job
of getting ahead of technical and product risk.
Forward-compatible design positions products
well for connectivity.
Watch: More “connected” hardware continually
blending the line between digital and physical.
Software security concerns pervading
hardware.
C A P I T A L
S C A L E
C A P I TA L , S C A L E , L I F E C Y C L E
drive the difference in economics between
hardware and software development.
I T E R AT I O N
can be front-loaded in physical product
development with the use of rapid prototyping
tools. This makes learning happen earlier.
Software benefits from data-driven iteration
when releases can be frequent.
V A L U E
is unlocked when the cost of trying probable
failures is reduced. This helps expose technical
risk and product risk sooner.

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“The best of both worlds: combining innovation strategies from hardware and software development” by Emily R. Batt

  • 1. THE BEST OF BOTH WORLDS Combining innovation strategies from hardware and software development E M I LY B AT T Senior product manager Cambridge, MA USA
  • 2. TWO YEARS AGO, I LEFT A JOB I LOVED IN MECHANICAL ENGINEERING.
  • 3. TWO YEARS AGO, I LEFT A JOB I LOVED IN MECHANICAL ENGINEERING. I WANTED TO LEARN HOW TO BUILD PRODUCTS FOR THE CONNECTED WORLD…
  • 4. import java.io.InputStreamReader; import java.net.URL; import java.net.URLConnection; import java.util.Scanner; public class URLExpSimple { public static void main(String[] args) { try { URL mySite = new URL("http://www.cs.utexas.edu/~scottm"); URLConnection yc = mySite.openConnection(); Scanner in = new Scanner(new InputStreamReader(yc.getInputStream())); int count = 0; while (in.hasNext()) { System.out.println(in.next()); count++; } System.out.println("Number of tokens: " + count); in.close(); } catch (Exception e) { e.printStackTrace(); } } }
  • 5.
  • 6. DEVELOPING CLIENTS’ CORE TECHNOLOGY CONDUCTING R&D BUILDING PROTOTYPES IDENTIFYING TECHNICAL STRATEGY PREPARING FOR PRODUCTION
  • 7.
  • 8. ANALYZING DATA RUNNING A/B TESTS IMPLEMENTING MACHINE LEARNING IMPROVING UI/UX DEVELOPING COMMERCIAL STRATEGY
  • 9. 19 500E M P L O Y E E S E M P L O Y E E S PAPER CONSUMPTION 1 1 L B S 0 . 5 L B S 6 1 2 3 4 5 6 INBOX COUNT -100% POWER TOOLS L +100% PING PONG JMONTHS
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 18. IMPACT P (FAILURE) COST IMPACT P (FAILURE) COST IMPACT P (FAILURE) COST IDEAL SOLUTION INCREMENTAL SOLUTION POWERFUL SOLUTION
  • 22.
  • 23. • What does it take to build a product? • What tools are absolutely necessary? • What are the barriers to entry in the space? • What sort of resources are needed on-hand? • What does the development timeline look like? • Where are the traditional pitfalls in development? • What happens once a product is launched? • What does it take to distribute a product? • How many users are expected? • What sort of growth and loads are anticipated?
  • 24. S C A L E L I F E C Y C L E Ask coders what they need to start a product: a laptop. Ask mechEs: no two matching answers.
  • 25. H A R D W A R E S O F T W A R E
  • 26. H A R D W A R E S O F T W A R E
  • 27. H A R D W A R E S O F T W A R E
  • 28. H A R D W A R E S O F T W A R E R A P I D P R OTOT Y P I N G …
  • 29. 1974 First personal computers 1980 First computer to sell 1 million models 1985 10% market penetration 1986 First SLA, 3D Systems is formed 1987 40% market penetration 1989 Stratasys formed 2013 Stratasys purchases Makerbot for $403 million, 3D Systems revenue hits $500 million. Formlabs’ Form 1 ships. 1994 Stratasys IPO, $6 million 1977 48,000 PCs shipped 2001 125 million PCs shipped 2012 Formlabs raises $3M on Kickstarter
  • 30. A R D U I N O L A S E R S A U R F D M F I E L D - R E A D Y P R O T O T Y P I N G : P h a r m a C h k 10% T H E C O S T 20% T H E F O R M FA C T O R 90% T H E A C C U R A C Y Case study: rapid prototyping applied to a diagnostic tool. Compared to state of the art:
  • 31.
  • 32.
  • 33. S C A L E L I F E C Y C L E Software: Minimal investment to develop, version control mastery. Hardware: A variety of tools necessitate investment and space: upfront costs are high. We see software companies move into hardware after unlocking revenue streams. Watch: Makerspaces lowering hardware’s barrier-to-entry. CAD programs borrowing the best of version-control from software.
  • 34. C A P I T A L L I F E C Y C L E Capital and scale are the taxiing and takeoff of product development; capital facilitates production, scale facilitates profit.
  • 35.
  • 36.
  • 37.
  • 38. Identifying the limited resource can reduce friction in decision-making. Overhead is expected to be low, so generally, the limited resource is time: Time to develop, time to build, time to run, time to load. Because longer lead times are par for the course, the limited resource is usually money: Production costs, material costs, distribution costs.
  • 39. S C A L I N G U N D E R L O A D Flight searches from Florida IP addresses before Hurricane Irma
  • 40. Software: Building product can have low overheard. Distributing product can have low overhead. Margins can be high. Many software products can scale from one piece of hardware. Hardware: Scaling is costly. Distribution expenses accumulate. Watch: Traditionally “shipped” software moving to subscription models. C A P I T A L L I F E C Y C L E
  • 41. Timelines—and the role of iteration— diverge. C A P I T A L S C A L E
  • 42. S O F T W A R E H A R D W A R E Brainstorming and customer validation Brainstorming and customer validation POC Prototype MVP development MVP launch Data collection and iteration Prototyping and iteration DFM First shots and fixes Parts!
  • 43. 2 0 0 7
  • 44. 2 0 0 7 2 0 1 7
  • 45. Software: Short development cycles means MVPs in user hands sooner, creating greater risk of poor launch strategy. Software lives well beyond its launch; data drives updates. Hardware: Physical prototypes do a better job of getting ahead of technical and product risk. Forward-compatible design positions products well for connectivity. Watch: More “connected” hardware continually blending the line between digital and physical. Software security concerns pervading hardware. C A P I T A L S C A L E
  • 46. C A P I TA L , S C A L E , L I F E C Y C L E drive the difference in economics between hardware and software development. I T E R AT I O N can be front-loaded in physical product development with the use of rapid prototyping tools. This makes learning happen earlier. Software benefits from data-driven iteration when releases can be frequent. V A L U E is unlocked when the cost of trying probable failures is reduced. This helps expose technical risk and product risk sooner.