> Q: How many designers does it take to screw in a light bulb?
> A: Does it really have to be a light bulb?
Designers are (in)famous for always trying to come up with the unexpected; the “next big thing”. Early in my career I even described my goal as delivering “not what was asked for, but something new and better”. It’s a dangerous trait that often puts us at odds with our teammates, who are typically more focused on tangible metrics and engineering milestones.
When I worked on Glass, there was disagreement among team members about whether we were building a research prototype or a mass-market consumer product. A research project would focus on pushing the boundaries and learning as much as possible. A consumer product would need to fit existing use cases and appeal to a wide audience. Unsurprisingly, people on each side of the argument proposed wildly different approaches to product design, engineering, marketing, and sales.
In the end, [we built a research prototype and marketed it as a consumer product](http://www.adweek.com/digital/google-exec-blames-google-glass-failure-bad-marketing-163535/), which didn’t work out very well. We didn’t achieve success in the market, and because we were distracted by selling, we didn’t learn as much as we should have. Glass was the classic example of a product that was ahead of its time…but of course [being too early is the same as being wrong](http://www.businessinsider.com/startup-failures-2011-5).
[This talk by Jon Friedman](https://www.youtube.com/watch?v=Q5MGVbRLHaQ), a designer who worked on the Kin, the Courier, SPOT watches and other Microsoft hardware misadventures, tells some of the same stories. I admire Jon’s work (and I loved the Kin!), but watching the talk I became increasingly uncomfortable with the repeated similar failures. After all, the point of “failing fast” is not the failing–it’s the learning. Designers of these highly innovative products aren’t learning the lessons of past failures.
Glass and the failed Microsoft products share at least one trait: they all tried to change entire systems, all at once. Glass innovated on form factor, hardware technology, interface design, software architecture, marketing, sales, and support. The Microsoft Kin had new industrial design, stored your phone in the cloud, and changed the way you pay for the phone.
One of the most interesting lessons I learned from working for Tony Fadell (who took over the Glass project) was the idea that a new product should be 90% familiar and 10% wildly innovative. A product that’s too far out, that doesn’t feel connected to anything people recognize, will be too uncomfortable to succeed. But of course if you’re not innovative enough, no one will need what you’ve built. So now I set up an “innovation budget” to track how much change my designs are forcing on people, and I’m careful to keep that amount in check. The goal is to find the “sweet spot” of innovation where a design is both desirable and acceptable.
Friedman [goes on to describe his own career shift](https://www.youtube.com/watch?v=Q5MGVbRLHaQ&t=26m32s) from working on early-stage speculative new products to making smaller improvements to the Exchange platform, a mature system with lots of customers. He found that it was not only an interesting design challenge, but also fulfulling to make an immediate difference at scale.
He also describes a strategy of combining “something new and something old”–taking new technology into existing markets, or existing technology into new markets. In either case, you only have to invent half of the solution, as the other half has already been figured out.
Paul Rand said “Don’t try to be original; just try to be good.” Innovation is plentiful in design today…it’s important to stay focused on making the “basics” great as well. To evolve my younger self’s goal: the sweet spot of innovation is the place where you fulfill what was asked for, *and* provide something better.