Last week, two apparently unrelated things conspired to get me thinking about community, customer feedback, and how to turn customer engagement into smarter, better-informed products.
First, Projectline’s book club gathered to chat about Clay Shirky‘s Here Comes Everybody, which does a great job of explaining the social and organizational changes we’re seeing as the internet enables rapid sharing and easy communication. In our conversation, we spent a lot of time trying to puzzle out what new ways of organizing will mean for everyone doing business online (and offline). Shirky’s examples compellingly illustrated that traditional organizations are often terrible at predicting just how users will wind up using what they make. We didn’t quite solve the question of how to balance the need to monetize (which sometimes takes the form of restricting use) with the desire to provide the flexibility to let customers determine the use of the product (which often makes it much more widely used).
Second, Ars Technica reported on the PC release of popular video game Modern Warfare 2, which has been (and continues to be) wildly successful as a console game. In what looked like an effort at customer engagement, Best Buy hosted a question-and-answer session between Infinity Ward (the game developer) representatives and PC gamers. But instead of fostering real engagement, the conversation wound up highlighting the game’s fundamental disregard for PC gamers’ myriad ways of playing.