False Economies – if it’s cheap, there must be a reason!

When I was 7 or 8 years old, I asked my parents to buy me a specific brand of toy as a birthday or Christmas present. With the best of intentions, they chose instead a close approximation of the real thing – presumably because it was cheaper, and to them it was exactly the same. Of course, being cheaper, it was badly designed, poorly made, and was nothing like the toy I had asked for. From memory, it only lasted only a few months before falling apart.

This was my first lesson in false economies – cheap and cheerful can quickly become cheap and nasty, rather like some cheaper brands of peanut butter, which are bulked out with sugar, oils, fats and other additives (instead of containing 100% peanuts).

Many years ago I had some shirts made in Shenzhen, because they seemed like a bargain. Sadly, another false economy – after I got them home, I realised the cut was all wrong, and I’m sure they had substituted a cheaper fabric to the one I had chosen. They were unwearable. On the other hand, some jackets I had made in Hong Kong lasted nearly twenty years, because I had paid a bit more to go to an established tailor.

I’m not saying that more expensive branded goods and so-called luxury items are always “better” – but as a general rule, when doing like-for-like comparisons, you get what you pay for. When an item costs more to buy, it invariably lasts longer because of the materials used, the better design, the superior manufacturing and the overall higher quality.

I appreciate that in the current economic environment, consumers are even more cost conscious, and are looking for value for money, if not actual bargains. But just because something is cheap, doesn’t mean it’s the better option. Look at the true cost of fast fashion, fast food, fast money

Next week: The Law of Diminishing Returns….

Triennial? Could try harder!

The NGV 2023 Triennial is really perplexing. It promises a lot, but ends up delivering very little of substance. I came away with no lasting impression of any particular work, and given there are 100 “projects” on display, that’s a very low strike rate.

First, the positives: it’s free; it draws in the crowds (especially during Melbourne’s late summer heatwave); there are over 120 artists involved; they include local and international, established and emerging names; most forms of art practice are represented; there is a LOT to look at.

Now the negatives: the curation felt scatter-gun, with the lack of a clear narrative theme or contextual thread; BIG is interpreted as being GOOD; the juxtaposition of new works with the NGV permanent collection must have seemed like a good idea, but the joins are abrupt and the implied associations often make no sense at all; and despite the variety of media, it all felt very samey, and nothing cutting edge; in fact, it all felt rather safe.

Much of the work looked like it had come off a conveyor belt, or designed by a focus group. So it ended up feeling bland, anodyne, tokenistic, worthy, “shocking” for its own sake, and was like a production line of the “latest thing”.

Often, less is more. This felt bloated and over done.

A great shame, and a lost opportunity.

Next week: State of the Music Industry…

 

 

Apple, iOS, and the need for third-party innovation

A main use of my iPad is creating music. In my experience, iOS has provided a convenient and relatively low-cost way to explore and experiment with music synthesis, sampling, looping, audio processing, programming, sound design, production and dissemination of my semi-amateur home-studio recordings. The numerous developers involved in creating music-related apps have produced some of the most innovative products available.

At times, these developers have pushed the envelope when it comes to app design, functionality and interoperability. Even though many of these developers are involved with the design and production of hardware instruments and technology, and writing software for laptop and desktop computers, they also recognise that the iPad offered another way to interface with digital music tools. In some cases, iPad apps can connect to or interact with their hardware and software counterparts (e.g., touchAble).

Elsewhere, developer vision has pre-empted and even overtaken Apple’s own product design. A good example is IAA (Inter-App Audio), introduced by Apple in 2013. While some app developers were quick to adopt this feature into their own products, in the same year the team at Audiobus took this functionality to another level, with a fully integrated platform within iOS that allows multiple apps to be connected virtually. Eventually, in 2019, Apple countered by upgrading their own Audio Unit (AU) infrastructure that introduced another way to connect separate apps.

There remain some anomalies in Apple’s approach to competing music apps and their commercial models. Although Apple has enabled developers to offer in-app purchases and upgrades, it is noticeable that to this day, Bandcamp does not sell digital music via its mobile app (thought to be due to Apple’s hefty sales commission on digital content?); but Bandcamp customers can purchase physical goods via the app. While over on the SoundCloud app, users can purchase in-app subscriptions offering ad-free streaming and off-line content, but Spotify customers cannot purchase similar premium streaming services within the corresponding app.

The latest move from Apple has got some developers quite excited. As well as bringing its professional video editing suite, Final Cut Pro, to iPad, Apple has launched an iPad version of Logic Pro, its professional music DAW (Digital Audio Workstation). Now, I don’t have a problem with this, and I can see the attraction for both app developers and Logic Pro users.

I myself use Ableton Live (and not Logic Pro or Apple’s consumer-level product, GarageBand), so I am not planning to add another desktop DAW. Besides, Ableton enables third party developers to integrate their AU and VST plug-ins on Mac. In addition, Ableton has launched a mobile app, Ableton Note, that can interact with the desktop program, which just confirms the co-existence of these platforms, and user preference for interoperability.

My concern is that with the introduction of Logic Pro on iOS, Apple may close off some inter-app functionality to third party apps if they do not support integration with Logic Pro. We’ve seen the way Apple can shut down external innovation: without getting too technical, until 2021, and with a little effort, users could run iOS music apps on their Macs, and within DAWs such as Ableton. Apple then closed off that option, but more recently has enabled iOS-derived AUv3 plugins to run on M1 chip-enabled Macs.

Hopefully, Apple recognises that an open ecosystem encourages innovation and keeps people interested in their own products, as well as those from third-party developers.

Next week: Crown Court TV

Customer Experience vs Process Design

Why is customer experience so poor when it comes to process design? Regardless of the product or service, it can be so frustrating when having to deal with on-boarding, product upgrades, billing, payment, account updates and customer service. Banks, telcos, utilities and government services are particularly bad, but I am seeing more and more examples in on-line market places and payment solutions.

Often, it feels like the process design is built entirely according to the providers’ internal operating structures, and not around the customer. The classic example is when customers have to talk to separate sales, product, technical support and finance teams – and none of them talk to each other, and none of them know the full customer or product journey end to end.

Even when you do manage to talk to human beings on the phone, rather than a chat bot, as a customer you have to repeat yourself at every stage in the conversation, and you can end up having to train front line staff on how their products actually work or what the process should be to upgrade a service, pay a bill or trouble-shoot a technical problem.

You get the impression that many customer-facing team members never use their own services, or haven’t been given sufficient training or information to handle customer enquiries, and don’t have adequate authority to resolve customer problems.

On many occasions, I get the customer experience equivalent of “computer says ‘no’…” when it appears impossible to navigate a particular problem. The usual refrain is the “system” means things can only be done a certain way, regardless of the inconvenience to the customer, or the lack of thought that has gone into the “process”.

As I always remind these companies, a “process” is only as good as the people who design, build and operate it – and in blaming the “system” for a particular failing or inadequacy they are in effect criticising their own organisations and their own colleagues.

Next week: App Overload