Principles of Product Design

Joshua Porter's framework for creating successful products, emphasising usefulness as the primary goal, experience-driven design, and user-centred approaches to product development.

  1. Usefulness is job

    Products must help people do something valuable in their lives, whether functional, social, or emotional. Without usefulness, design has failed.

  2. The experience is the product

    Every interaction matters and becomes part of the total product experience. Users don’t distinguish between the product and their experience using it.

  3. Solve existing problems

    Innovation isn’t about new products solving new problems. It’s about solving existing problems better than they’re currently solved.

  4. Look for investment

    The best features solve problems people are already investing money, time, or energy into. Existing investment predicts future use.

  5. Model features on real artifacts

    Look for real-world objects people use to get jobs done. These artifacts translate directly into useful features worth building.

  6. Fit and finish matter

    Polished details build trust with users. Attention to precision signals care and professionalism, giving products a better chance to succeed.

  7. Release quality sets expectations

    Every release, no matter how small, should be your best work. Consistent quality builds trust; rushed releases lower expectations over time.

  8. Release a smaller, better product

    Every feature adds friction and burden. Truly focused products say no to far more features than they say yes to.

  9. The last 10% is the hardest

    The difference between good and great is the final 10% of detail. It might take 50% of your time, but it’s what separates you from competitors.

  10. Know who your real competitors are

    Email and Excel compete indirectly with many products. Look beyond direct competitors to understand the full competitive landscape.

  11. Actual vs desired use

    Be honest about actual vs intended use. Don’t confuse the two or dismiss unexpected usage patterns.

  12. Personal value precedes social value

    Software provides personal value first, with social features secondary to individual utility.

  13. Users are not product designers

    Users are right when something doesn’t work, but wrong about how to fix it. Dig deeper to understand underlying issues.

  14. The behavior you're seeing is the behavior you've designed for

    Observed behaviour is what you’ve designed for, whether intentional or not. Focus core interactions to guide user efforts.

  15. Great products are focused on a single problem

    The best products appeal to people doing something specific, starting with a small, focused market.

  16. Disruptive products look like toys

    Disruptive products often start unpolished, but their edge in usefulness, cost, or ease makes them a threat.

  17. Positioning is crucial

    How you describe and compare your product gives people a framework to understand it. Usually best to position based on existing categories.

  18. Product/market fit is when people sell for you

    When users understand your product’s value enough to share it with others, and you can replicate that experience, customers become salespeople.


Tags: Universal, Software, People