This article is simply about complexity. It's not about the usual product complexity often discussed in marketing journals, business magazines or even in the pages of the New York Times. Instead, I am speaking of a "new complexity" that has recently permeated high-technology consumer products and services to create products with massive features sets and corresponding levels of operational complexity. This new complexity will fundamentally alter the role of marketing and product development executives and redefine the skill sets necessary for achieving business success in the future.

A simple structure for a complex issue: This article is divided into four sections. Section 1 defines in detail the rationale and supporting research for this new and important form of product complexity. This first section explores broad trends and makes specific references to emerging product categories that reflect this new problem. Section 2 presents a detailed case study based on research from MP3 internet-based music systems. The case is drawn from an in-depth examination of the Apple Computer on-line music customer experience and that of related competitors. Section 3 defines the implications that this new complexity has for marketing and product development executives. In Section 4 the article concludes with an assessment of usability science followed by 10 management principles critical to achieving success when dealing with the new complexity problem.

Section 1: Trends in Product Complexity

How big is the problem? The actual scope of the complexity problem is rather startling. For example, in most high technology products and services, customers do not use more than 10-12 percent of the total feature set being delivered to marketplace. These percentages hold true for everything from PC software to PDAs. With each new generation of high technology consumer products, including cell phones, MP3 players, digital cameras, even televisions, manufacturers increase their feature sets by approximately 28 percent1.

However, the embedded feature set of new products is a small percentage of increasing feature density and associated interactive complexity. By adding new levels of connectivity to these already complex products, customers have access to vast new feature sets which are not directly resident in the software or hardware of the products themselves. This is called "feature density transparency" and is a fundamental component of the new complexity.

The migration of features and functions: For example, as Web-enabled interfaces become integrated into products, the total feature set expands beyond comprehension. In 1995 the total feature set2 for cell phones offered customers about 50 different embedded functions. Today, cell phones are capable of accessing an estimated 500,000 features and functions through the combination of embedded functions and web-based interactive services.

Figure 1 illustrates that the complexity of cell phones has increased at a staggering rate over the past five years. Make special note that Figure 1 is actually cropped on the upper range. A complete visualization of the data would extend vertically several pages. The critical point is that feature density is accelerating as products become smaller, more interactive, and hyper-connected. These three variables are combining to create truly staggering new levels of operational complexity.

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The conventional marketing view of complexity: The "complexity problem" is known by marketing executives to be a double-edge sword since the addition of features and functions provides a familiar conceptual framework for new marketing campaigns which focus on increased functionality at lower cost per feature. In fact, there are those in market research who say that increasing feature density in products is actually a core reason why consumers purchase new products and services or upgrade what they already have.

The "paradox of enhancement" problem: Robert J. Meyer and Shenghui Zhao, professors at Wharton School of Business, and Jin Han of Singapore Management University have recently published a study3 showing that consumers often make purchase decisions based on the concept that they can and will make use of an expanding feature set. However, Professor Meyer and colleagues go on to show that these same consumers actually end up ignoring new features and returning to basic function after a relatively short experience period.

This problem, which the authors call the "paradox of enhancement," is one of the dirty little secrets of both corporate product development and marketing groups. Marketing executives tend to believe the formula "more features = more customer benefits" will retain salience in the future. Unfortunately, the party may be over sooner than we think. Products are fundamentally evolving in ways that will have profound impact on how traditional marketing views feature density and interactive product complexity.

The "products are becoming processes" trend: For the first time, many new high technology products are no longer stand-alone entities, which can be optimized and marketed within a narrow band of expected customer experiences. Now, many of these products have become component parts of a larger and more complex matrix of customer experience touch points. These include: Web sites, desktop applications, home media centers, customer support systems, retail demonstration platforms, and peer-based information transfer options, such as blogs, informal/formal on-line product reviews.

This new flow from "products-to-processes" is a byproduct of ubiquitous communications protocols such as TCP/IP and related Internet infrastructure, combined with the momentum of Moore's Law4. When compared to prior generations of consumer technology, these news products and services are "hyper-connected." This recent migration from "product to process," brought about by hyper-connectedness combined with increasing feature density, is at the core of "the new complexity problem." These factors will have a profound impact on the customers' interactive experience.

The massive new connectedness: As can be seen in Figure 2, the total number of devices that can be networked is expanding at a staggering rate. However, the more interesting point revealed in Figure 2 is computer clients5 will account for the smallest total number of future networked devices. In Figure 2, the largest number of devices will reside in the consumer products category.

Clearly, an objective of future software and hardware development will be the realization of the "ubiquitous"6 computer. However, these new hyper-connected consumer products will introduce all manner of interfaces requiring customer intervention. There is a tendency on the part of technologists to think of this new level of complexity as a technology problem where new interface concepts or automation will solve the problem.

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Is automation the answer? Thinking that new interactive modalities like voice-activated interfaces or even higher levels of automation will dramatically reduce interactive complexity is naive. With the onset of hyper-connectedness come billions of new customer experience touch points. It is no stretch to see that these same issues will have a major impact on how products are designed and engineered.

In the design of advanced man-machine systems, the use of automation is known to be so complex that these problems are addressed by a sub-specialty of "usability science"7 known technically as "function allocation" research. Effective use of automation is in reality a complex cognitive science question which, if not properly understood and modeled, creates products that are neither empowering nor easy to use. This problem is known as the "paradox of automation" and can only be dealt with effectively through the application of function allocation research.

The cognitive science behind the new complexity problem: in raw information processing terms, this new complexity is determined by the sheer number of cognitive units that the customer is forced to deal with in the process of executing all manner of tasks and decision making routines. However, in psychological terms, this metric is known to be a crude measure that reveals only the extent of the problem but not its true cognitive structure.

When employing more robust forms of cognitive science, such as cognitive task analysis; key stroke level modeling; transfer effects analysis; or skill acquisition theory, it becomes clear that consumers are facing complexity at a point of inflection. The process of combining these new methods and research from allied fields is resulting in a new discipline known formally as "Usability Science." When applied rigorously, this new science helps define and solve critical aspects of the new complexity problem.

In cognitive terms, it is well known that for every new cognitive unit that is added to a task, the time to complete the task increases, as do errors and skill acquisition time. More cognitive units means simply more decisions on the part of the customer.

A widely accepted theory of cognitive complexity, known as "Hick's Law,"8 allows us to formulate a way to measure this change and quantify the jump from one cognitive unit to many. Because the time to make a decision increases at a startling rate with an increase in the number of complex choices, it can be shown that the new complexity is causing customers to spend far more time interacting with products and services. In some examples this time includes access to and use of basic functions.

From other cognitive science principles, it can be shown that both errors and learning time also expand at a startling rate as complexity increases. Clearly customers can learn to use some features and functions of these new products and services, but the level of cognitive workload required to obtain proficiency is expanding beyond objective, functional benefit in many products.

What about subjective performance? Hicks Law says nothing about the subjective aspects of using products and services such as joy, empowerment and satisfaction. Additional methods from cognitive science tell us a great deal about these other key attributes and what they say is not promising. The new complexity can lead to products and services that are not only more difficult to learn and use but less satisfying and empowering. All of this is a rather scientific way of saying there is sound cognitive science behind the new complexity problem. Looking at the science of complexity shows that we have reached a critical point where solving the complexity problem will be a central theme of successful products and services in the future.

Section 2: A Compelling Business Case

Here's a model of the new complexity: By examining MP3 players, it becomes clear that these highly popular products are now simply an element of a much larger marketing problem. In fact, what these products are really all about is internet-based music and related information delivery. MP3 players are a node on an rapidly expanding network of other systems and customer interfaces which include: music desktop applications; PC desktop interfaces; Web sites; augmentation products; on-line payment services; subscription services; and existing hard copy versions of CDs. Recently, one can witness the predictions of network science as MP3 players are now interfaces to a wide range of additional content forms, including: podcasts, radio, photo, video, and GPS related data sets. Objectively, how large is this matrix and what types of products will inhabit this new information space?

Network payload and consumer products: The trend toward hyper-connectedness is in an early phase. In data published by Technology Review, the magazine of MIT, the true extent of the "product to processes" flow is revealed. In Figure 3, one can see that in the coming years, devices other than computer clients will consume the vast amount of network bandwidth. This data further supports the point that network demand will be driven by everyday products and services, not computer clients as was predicted less than 10 years ago. Internet-based music products and services are a powerful reference point for this new trend.

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It becomes clear that the success of an MP3 player is actually tightly bound to the overall performance of the component parts of the Internet-based music business model. What marketing executives traditionally saw as a "product marketing problem" actually becomes a "process marketing problem." This adds a new dimension to marketing programs as both methods and best practices do not adequately reflect this shift in focus. As will be discussed in Section 3, the implications are "large" as the marketing problem now becomes one of understanding and marketing an "entire customer experience."

Customer experience optimization is not a new idea. The concept of customer experience optimization has circulated in the marketing literature for 20 years or more. In a 1994 article for Marketing Management, author Louis P. Carbone put forward the basic concepts of customer experience design, including the need to optimize the entire customer interaction value chain. More recently, the concept of total customer experience optimization has become a central theme in leading business books, including Good To Great, by Jim Collins.

These books uniformly make the case for customer experience optimization but do not reveal either the structure or complexity of the task. Therefore, marketing executives are left without a model for making critical marketing and product development decisions related to optimization of the total customer experience. This is no surprise since traditional market research methods were not created to address the optimization of the total customer experience.

Existing market research does not reveal the problem: When one employs traditional market research methods, such as group focus, segmentation analysis, or even simple usability studies, the structure of the new complexity problem is not revealed. However, by utilizing more advanced levels of "usability science" to evaluate the entire customer experience, it becomes clear that for the first time consumers are facing interactive experiences where core functions cannot be fully utilized, not to mention advanced features.

In leading consumer electronics companies, this message has not penetrated product development methods in a meaningful way. This view is supported by business cases that reveal the nature and extent of the new complexity problem. World-class corporations like Sony (and others) have lost major market share in some product categories due in large part to their inability to detect and deal with the new complexity problem.

Theory and practice in product development: In a recent study9 from the consumer electronics sector, which focused on benchmarking internal market research and product development methods, it was shown that a series of world-class corporations simply did not understand how complex their products have become or the impact the new complexity was having on critical customer purchase decisions and use behaviors.

The more surprising insight from this analysis was that many of these corporations had in place large teams responsible for the design of the "customer experience," yet their newest products and services were reaching customers with usability and customer experience design problems that were extensive and damaging to their brands. It seems that even those charged with simplicity cannot deal objectively with the new complexity.

The current discrepancy in customer-centric development methods: From a public relations perspective, many of these corporations maintained highly articulated product development and marketing process models under an array of acronyms. However, they uniformly lacked an operational understanding of formal usability science and how to use this new science to design and test the entire customer experience. Several of these companies made frequent industry presentations on the "customer-centric" nature of their product development and marketing methods, even though usability science showed their products to be essentially unusable by critical customer profiles.

The silo effect: In many corporations this problem is especially pervasive as critical customer experience segments are created and managed in a silo-based management model that insures various divisions charged with creating solutions do not work together to achieve an optimized total customer experience.

Recent studies10 that focused on examining the total customer experience for several high technology products found that primary customer experience segments were either poorly aligned or simply in conflict. The net effect was increased operational complexity for the customer. As products migrated to higher levels of connectedness, the problems became more frequent and damaging to the customers total interactive experience.

CDs vs. MP3s: In studies that focused on Internet-based music services, poorly functioning customer experience segments were common. In several systems, the customers' overall interactive flow was so impoverished that they were forced into a "random walk"11 of the product interface in an attempt to complete the process. Throughout the total customer experience, it was found that retail store presentations were confusing; package designs presented inaccurate system requirements; products were too complex to be usable; instructions were confusing and missing critical information; desktop applications would not communicate with hand held players; music web sites were so difficult to understand that respondents simply gave up after attempting purchase of songs.

These problems became especially prominent in complex business models like Internet-based music subscription services. Successful completion of the entire initial set up and first time use of the basic customer interaction sequence required an average of four hours, with customers encountering an average of three termination events which required call-center support or expert intervention.

Compare this to set up and first time use of a traditional CD Walkman, which requires on average 5.5 minutes once the blister pack is opened. When one understands the extent of the new complexity problem, it is no surprise why Professor Meyer and colleagues found their test subjects returning to core features. This puts the "paradox of enhancement" in a new light which may have more to do with cognitive workload and skill acquisition than with underlying consumer purchase behaviors. Where are the success stories in this new complexity?

Current "Best-In-Class" is still not an "A" student: It is clear that Apple Computer has understood the concept of "products becoming processes." The Apple Internet-based music system, comprised of the Apple retail setting, package design, iPod players, iTunes desktop application, and Apple Music Store, is a frequently cited example of successful "customer experience optimization." Apple's ability to deal effectively with the entire customer experience is the essential reason for Apple's success in the internet-based music space. Clearly Apple has created high value solutions in most interaction segments... but not all segments.

Where was that function? For example, the Apple iTunes desktop application is complex and confusing for some critical user profiles. The detailed reasons for this are explained by usability science. However, on a basic level, the highly simplified "look and feel" that Apple strives for in the design of the iTunes interface is achieved by elimination of button labels and supporting graphics. This has a significant negative impact on inexperienced users and those who interact with the application infrequently.

Other problems with the Apple iPod customer experience are revealed by formal usability science, including segments that would have presented a serious problem had Apple not employed automation as a means of smoothing the customer's experience through the process. Apple's use of automation in iTunes solved some of the complexity problem, but added complexity back into the customer experience for more experienced users.

Smoothing the initial customer experience for some users: For example, in the Apple iTunes/iPod interface, automation takes over the first time customers attempt to transfer music to their iPod from iTunes. At this point in the customer's total interaction sequence, Apple makes use of automation to ensure that the first attempt to transfer songs between desktop and device is successful.

This is not a trivial decision, as this actual task segment is known in usability science as a "critical incident." Understanding which customer experience segments are critical in achieving high levels of initial satisfaction is a complex issue requiring research methods not associated with routine product testing or market research. From a strategic marketing point of view, this was an important decision for optimizing the initial Apple customer experience.

However, Apple's use of automation to solve a problem for some users of the process makes it complex to selectively manage which songs to move from iTunes to the iPod. If you want to regain a measure of control over the transfer process, iTunes again becomes complex.

For customers with advanced skills and motivation, this is not a problem. However, for those with less technology awareness or motivation, the process begins to breakdown. In fact, studies show that most consumers simply set up their iTunes so that all content saved in iTunes transfers each time they connect their iPod. Again, this is an interesting and useful example of the "paradox of enhancement." Even though significant problems exist with the Apple internet-based music customer experience design, no other entrant in the internet-based music space has done nearly as well.

Why the iPod is easy to use and why it is important: Formal usability science explains in objective terms why an iPod is far easier to use than a major competitive brand. But ease of use is only one dimension of the iPod success formula. Not only is the iPod easier to "use," it is much easier to "learn." This is an important distinction for marketing executives. When one structures a professional usability study of MP3 players, this new science reveals startling insights.

For example, when a new customer is given an iPod for the first time, they require about 60 seconds to develop a workable understanding of how the device functions (assuming it is turned on for them). On the other hand, when a new player from a major competitor is given to customers for the first time, they may work with the device for up to 10 minutes and still not accurately capture an understanding of basic functions. Why is this important to the marketing of new products and services?

Who really sells these new complex products? Increasingly, purchase decisions for complex high technology products are being formed by peer recommendations and peer acceptance. This is especially true for life-style products like MP3 players, as price seems be a less salient purchase decision variable. Peer recommendation is dramatically affected by how quickly customers learn to use and demonstrate features and functions to their friends and family. It is almost impossible to conduct a usability science study of MP3 players without accepting the fact that respondents have somehow been shown an iPod by a friend, even if they do not actually own any MP3 player themselves. This whole idea of the demonstration performance of a new product is completely wound up in how complex a product is to learn. iPod is a relevant example of how "skill acquisition theory" can be used to explain why products are easy to learn. This same skill set can be used to design new products that have these same attributes.

A new definition of "life-style" positioning: Apple's commitment to total customer experience performance is revealed in the marketing of the Apple internet-based music system, which places virtually no focus on features or functions but positions the overall customer experience as the Apple value proposition. The most relevant point is that Apple actually delivers on its value proposition for most critical customer touch points. Apple has carefully thought out the upstream and downstream implications of each key segment. This view creates a new definition of "life-style" positioning where the focus is more correctly on "life-cycle" performance, resulting in improved "life-style" positioning.

A narrowing of focus as the customer experience broadens: While it may seem that the Apple iPod customer experience is the end game in internet-based music systems, nothing is so clear in these complex networks of products and services. There is ample opportunity for others to enter this space with products that are both easier to use and more empowering than the Apple system.

Paul Thurman, a Professor at Columbia University states, "The range for making the wrong product development or marketing decisions has narrowed significantly. One decision variable is clear: any product that migrates away from robust usability, without taking into account the end-to-end process, will create below-average returns for their makers and marketers. Sony's brief attempt at setting a new digital music format standard—ATRACS—and then building an entire network of products, Web-based software, and experiences around it is a good example."

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ABOUT THE AUTHOR

Charles L. Mauro (cmauro@mauronewmedia.com) is founder and president of MauroNewMedia, a New York-based usability science consulting firm founded in 1975. He is a Certified Human Factors Engineering Professional (BCPE) and lectures at leading business schools, including MIT Sloan School of Management.