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<title>Techdirt. Stories filed under &quot;products&quot;</title>
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<item>
<pubDate>Mon, 28 Jan 2013 14:55:00 PST</pubDate>
<title>OXO Shows The Right Way To Respond To Bogus 'Outrage' Over 'Copied' Product</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20130126/01571221796/oxo-shows-right-way-to-respond-to-bogus-outrage-over-copied-product.shtml</link>
<guid>http://www.techdirt.com/articles/20130126/01571221796/oxo-shows-right-way-to-respond-to-bogus-outrage-over-copied-product.shtml</guid>
<description><![CDATA[ We see stories often enough about "big" companies "copying" the ideas of individuals or small upstarts, and it's not uncommon to see a group of fans rise up in protest, often leading the big company to back down and apologize.  This can show how social pressure can keep egregious behavior in check -- but sometimes, it can create virtual lynch mobs that are ill-informed.  Last week's fight between Quirky and OXO is a really fascinating case study both in how such a lynch mob can come about... as well as how the so-called "big" company crafted a really good response.
<br /><br />
If you're unfamiliar with the players Quirky is actually a pretty cool startup, where people submit ideas for cool products, which are then voted on by the community, and the most popular ideas are refined by the community and then made into products and sold in stores, with whoever submitted the initial idea getting a cut of the revenue.  I like the model, and think it fits well with a number of other cool services (like Kickstarter) that are leading to a revolution in the creation of new consumer products.  OXO is a somewhat ubiquitous maker of useful products for your home, with a focus on comfortable rubbery grips.
<br /><br />
Last week, Quirky suddenly announced a <a href="http://www.quirky.com/blog/post/2013/01/rise-up-quirky-seeks-justice-for-bill-ward/" target="_blank">war against OXO</a>, arguing that OXO's <a href="http://www.oxo.com/p-1211-upright-sweep-set.aspx" target="_blank">Upright Sweep Set</a> (a broom and dustpan set) was actually a copy of Quirky's <a href="http://www.quirky.com/products/36-Broom-Groomer-Broom-Cleaning-Dustpan" target="_blank">Broom Groomer</a>.  The key issue?  Both dustpans have "teeth" that hopefully pull off stubborn dirt and dust from the broom into the dustpan.  You can see them here:
<center>
<a href="http://imgur.com/iub75vF"><img src="http://i.imgur.com/iub75vF.jpg" width=250 /></a>
<a href="http://imgur.com/RgAN57J"><img src="http://i.imgur.com/RgAN57J.png" width=250 /></a>
</center>
Quirky argued it was standing up for the little guy, inventor <a href="http://www.quirky.com/users/16810">Bill Ward</a>, who first submitted the idea that became the Broom Groomer.  The whole thing certainly felt like a publicity stunt to some extent, with Quirky putting up a big freaking banner on its building referencing the fact that OXO's offices are two blocks away from its own:
<center>
<a href="http://imgur.com/tYc5KAt"><img src="http://i.imgur.com/tYc5KAt.png" width=560 /></a>
</center>
Also, the "protest" outside of OXO's office felt fairly contrived:
<center>
<a href="http://imgur.com/vCbaJbf"><img src="http://i.imgur.com/vCbaJbf.jpg" width=560 /></a>
</center>
Of course, when an online mob is out for justice, arguing that you've "ripped off" the little guy, plenty of companies quite reasonably just fold.  Often this is because they have done something that, if not illegal, is somewhat questionable in nature.  However, OXO didn't feel they had done anything wrong, and they put together an almost <a href="http://www.oxo.com/quirkyresponse.aspx" target="_blank">perfect response to the whole campaign</a>.  Seriously, for anyone working for a larger company, trying to understand how to respond to an angry online uprising, when much of that uprising has been driven by misinformation, look at OXO's response and take notes.
<br /><br />
The response is clear, written in a conversational tone -- but also quite direct in explaining why Quirky's campaign was complete hogwash.  It's not defensive, calmly walking through what had already transpired, and explaining what Quirky had stated.  But then it added the important missing facts, starting with the fact that such designs weren't just common, but that one had been patented about 100 years ago, and had long been in the public domain.
<center>
<a href="http://imgur.com/GWqnK9I"><img src="http://i.imgur.com/GWqnK9I.jpg" title="Hosted by imgur.com" alt="" /></a>
</center>
OXO explained:
<blockquote><i>
Unfortunately, the designer of Quirky's Broom Groomer wasn't the first person to come up with the idea of teeth on a dustpan. The idea was actually invented almost 100 years ago. On September 9, 1919, the patent for this idea was issued to Addison F. Kelley from Freeland Park, IN. Information about this patent (No. US1,315,310) is available here: <a href="http://www.google.com/patents/US1315310">http://www.google.com/patents/US1315310.</a>
<br /><br />
In a nutshell, Addison F. Kelley's patent specifies a "provision for combing the brush used in connection with the pan... It will be apparent&#8230; that a broom or brush may be readily cleaned and particles of hair and the like removed therefrom by inserting the teeth into the body of the brush and then pulling thereon until the teeth are free of the outer ends of the bristles of the brush or broom, at which time the dirt removed will fall into the dust pan."
</i></blockquote>
They then note that the patent has been expired since 1936 and highlight a number of differences between the Quirky product and the OXO product, but then <i>explain how innovation works</i>:
<blockquote><i>
Ideas are limitless and patents expire for a reason: to encourage competition, innovation, and the evolution of new ideas that ultimately benefit the end user. If patents never expired, we would have only one car company, and the cars they develop would likely not be readily available and affordable to so many people all over the world. Imagine that.
<br /><br />
At OXO, we either invent or improve. In this instance, we improved upon Mr. Kelley's patent. Many other innovators do this as well. Apple did not invent the Walkman. They did not invent the cell phone. They did not invent the tablet computer. Their designers improved each and now millions of people enjoy the fruits of their improvements. 
</i></blockquote>
This is fantastic for a number of reasons.  But, beyond that, OXO points out that other companies copy its innovations all the time, and they're cool with that, because <i>that's competition</i> and it's how innovation is supposed to work:
<blockquote><i>
With over 800 OXO tools, we also come across products that look strikingly similar to our own. At this point, many consumers don't realize that prior to OXO, there were no soft, comfortable non-slip grips on kitchen tools or other consumer products. We appreciate the competition's right to incorporate this feature to the point where it is now commonplace. In the end, the consumer won.
</i></blockquote>
And then, they highlight a ton of Quirky products that are remarkably similar to OXO products, but which OXO had first.  Here's just one example:
<center>
<a href="http://imgur.com/QUxbhXp"><img src="http://i.imgur.com/QUxbhXp.png" width=560 /></a>
</center>
In the end, they make the key point:
<blockquote><i>
Now, let's put this all behind us and get back to designing great products. 
</i></blockquote>
Of course, there's also a sidebar, in which they point out that Quirky is attempting to patent the Broom Groomer, and noting that beyond running into trouble due to that 1919 patent, it appears Quirky failed to file its patent within the 12-month window you have after disclosing an idea.  The sidebar also notes that inventors who submit their ideas to Quirky may not fully understand the legal implications of doing so -- and they offer everyone, Quirky inventor or not, the opportunity to take a "patent process primer" from an OXO product engineer.
<br /><br />
Over the weekend, Quirky responded <a href="http://www.quirky.com/blog/post/2013/01/quirky-stands-strong-following-oxo%E2%80%99s-response/" target="_blank">with its own blog post</a>, that comes across as fairly weak in comparison.  The entire argument hinges on timing.  Quirky insists that OXO must have copied its design (despite the differences) because of the timing when each product came out.  It ignores the many products that OXO highlighted it has where similar products came from Quirky later.  Instead, Quirky continues to spin it as "little guy against big company," somehow claiming a ridiculous victory in that it got OXO to respond.  That's pretty weak sauce, frankly.  OXO won this battle pretty handily.
<br /><br />
In the end, the whole thing looks like a really weak attempt at churning up controversy over a bogus issue to generate publicity for Quirky.  It might have seemed like a good idea, but in retrospect, it looks really weak.  That's too bad, because (as stated earlier), I really like Quirky as a concept, but focusing on whose copying whom when they could spend their time designing, innovating and building, just seems like a really weak move.<br /><br /><a href="http://www.techdirt.com/articles/20130126/01571221796/oxo-shows-right-way-to-respond-to-bogus-outrage-over-copied-product.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20130126/01571221796/oxo-shows-right-way-to-respond-to-bogus-outrage-over-copied-product.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20130126/01571221796/oxo-shows-right-way-to-respond-to-bogus-outrage-over-copied-product.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>we-didn't-copy-it-and-learn-how-innovation-works</slash:department>
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<pubDate>Fri, 4 Jan 2013 17:37:00 PST</pubDate>
<title>Odd Logic: If You Value Your Readers, You Should Make Them Pay</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/blog/casestudies/articles/20130104/03070821579/odd-logic-if-you-value-your-readers-you-should-make-them-pay.shtml</link>
<guid>http://www.techdirt.com/blog/casestudies/articles/20130104/03070821579/odd-logic-if-you-value-your-readers-you-should-make-them-pay.shtml</guid>
<description><![CDATA[ We've done the "paywall' debate over and over again, and it's hardly worth rehashing.  However, the latest discussion among those who focus on such things is the fascinating experiment by uber-blogger Andrew Sullivan, who has spent the past few years tethering his blog to big media properties who pay him for the privilege, but who has decided to <a href="http://andrewsullivan.thedailybeast.com/2013/01/a-declaration-of-independence.html" target="_blank">go completely independent, with no ads</a> and fully supported (he hopes!) by loyal fans of the site paying at least $19.95.  As he makes clear, this is <i>not</i> a paywall.  At best, you could consider it a very weak "nagwall."  All of the content will remain free and available.  The full text RSS feeds will remain free from "the meter" (as he calls it).  The only people who will be impacted are those who read the site directly and click "read more" on longer posts that have to be expanded to read the whole thing.  Those who don't pay and visit the site directly and click read more on those articles will see a few for free and then be asked to pay -- though, they could just revisit the page by finding a link.  That's because any visit from a link won't count towards the meter.  He's right that this isn't a paywall, and in many ways it's similar to the <a href="https://www.techdirt.com/articles/20121226/03553321486/nyt-paywall-working-better-than-people-expected-that-doesnt-mean-its-working.shtml">NY Times' setup</a>, which isn't really a paywall either.
<br /><br />
And, the initial results are fantastic.  They <a href="http://andrewsullivan.thedailybeast.com/2013/01/the-dish-model-the-data.html" target="_blank">brought in $333k in the first day</a>, which is pretty amazing.  The site has a staff of seven, and it sounds like they're hoping to get over a million to cover salaries and expenses.  Also interesting is that the $19.95 payment is a minimum option: there's a pay-what-you-want option above that, and "on average, readers paid almost $8 more" than that minimum.  Of course, that data might be skewed by the fact at least one person <a href="http://www.buzzfeed.com/rosiegray/andrew-sullivan-i-figured-what-the-hell" target="_blank">ponied up $10,000</a>.
<br /><br />
First off, I'll say that I think this is a cool experiment and hope that Sullivan succeeds (as it appears he's likely to do).  Considering that we're a site with somewhat similar traffic numbers (from what's been reported) and staff, it's encouraging to think that readers would step up and support it to that level.  I'm happy that he's not going with a "paywall," but a solution that recognizes the value of having his readers be able to share and link to the blog without fear of bumping into a wall.  Also, I agree wholeheartedly with Jay Rosen who highlights that what makes this work is the <a href="http://pressthink.org/2013/01/loyalty-and-obsession-are-intimates-andrew-sullivan-goes-independent/" target="_blank">incredibly strong <i>relationship</i> Sullivan has built</a> with his community.  What's that saying?  Oh yeah, <a href="https://www.techdirt.com/articles/20091119/1634117011/future-music-business-models-those-who-are-already-there.shtml">connect with fans, give them a reason to buy</a>.  I've heard that one before.  Also, something about <a href="https://www.techdirt.com/blog/casestudies/articles/20120210/02273417726/how-being-more-open-human-awesome-can-save-anyone-worried-about-making-money-entertainment.shtml">being open, human and awesome</a>.  Sullivan hits on all those points.  So it's very cool to see in action.
<br /><br />
As excited as I am to see cool business model experimentation, and to see it in a manner that really is built on not locking up content, there are a few things that strike me as odd about this.  These aren't <i>criticisms</i>, per se, because as I've said, I think that the idea is wonderful for a site like Sullivan's Daily Dish, and I think it's quite likely to succeed.  But some of the statements that Sullivan made in announcing this, and some of the explanation, just doesn't ring true to me.  First up, he tosses out that old chestnut about how "if you're not paying for the product, you are the product."  And this is just days after we had a good explanation for <a href="https://www.techdirt.com/articles/20121219/18272921446/stop-saying-if-youre-not-paying-youre-product.shtml">why that saying is mostly bullshit</a>.  He follows that line with this one:
<blockquote><i>
We want to treat our readers better than that, because you deserve better than that. 
</i></blockquote>
That strikes me as equally inaccurate.  Treating your readers "better" means making them pay?  Really?  Yes, it's <i>working</i> in that they're willing to pay (which is great), but it seems ridiculous to argue that your readers are so valuable... that they should pay you.  Getting people to pay is a perfectly fine business model if you can pull it off, but it's <a href="http://www.techdirt.com/articles/20120813/00081620002/fee-based-twitter-is-no-more-ideologically-pure-than-ad-supported-twitter.shtml">no more noble</a> than other business models.  The readers in that situation may not be "the product," but now they're "the money," and that has its own issues.
<br /><br />
Now, of course, we have plenty of experience with this ourselves.  We've set up ways that readers <a href="http://rtb.techdirt.com/">can pay us directly as well</a> (and we appreciate each and every one who has supported us in that way!).  But we don't claim that one way is somehow more pure than the other -- and we try to focus on providing <i>additional benefits</i> for those who do decide to support us: whether it's <a href="http://rtb.techdirt.com/product-cat/perks/" target="_blank">neat features</a>, opportunities to <a href="http://rtb.techdirt.com/product-cat/fun/" target="_blank">hang out</a> or <a href="http://rtb.techdirt.com/product-cat/gear/">cool merchandise</a>.  But there's nothing more "pure" about one model than another.
<br /><br />
My second issue is really the flipside of the first.  Along with highlighting the "purity" of getting his audience to pay, he denigrates the entire concept of advertising:
<blockquote><i>
The decision on advertising was the hardest, because obviously it provides a vital revenue stream for almost all media products. But we know from your emails how distracting and intrusive it can be; and how it often slows down the page painfully. And we're increasingly struck how  advertising is dominated online by huge entities, and how compromising and time-consuming it could be for so few of us to try and lure big corporations to support us. We're also mindful how online ads have created incentives for pageviews over quality content. 
</i></blockquote>
Now, it's absolutely true that <i>an awful lot of advertising sucks</i> in exactly the manner described above.  But that doesn't mean it <i>needs</i> to be that way.  There's a growing recognition in the industry that intrusive and annoying advertising is not the way to go for exactly the reasons that Sullivan explains above.  But as we've discussed, when you do advertising <i>right</i>, it's <a href="http://www.techdirt.com/articles/20080318/004136567/advertising-is-content-content-is-advertising.shtml">simply good content</a> itself that people want.  That's why a month from now, the most popular thing on Superbowl Sunday won't be the football game, but the commercials.  There are times that people <i>seek out</i> advertising and are <i>happy</i> to see it.  And compelling ad/sponsorship campaigns need to be about that.
<br /><br />
Now, it's reasonable to admit that many marketers haven't full grasped this concept, and dragging them, kicking and screaming, into this new era is not something that Sullivan and his team wants to take on.  And that's a reasonable argument (and, as someone who's spent way too much time trying to convince marketers of this thing, only to see them default back to silly, pointless, misleading ad metrics, I can completely respect such a decision).  But, it seems wrong to slam "all advertising" into a single bucket, just because <i>some</i> (or even <i>a lot</i> of) advertising is done really poorly.
<br /><br />
Again, I think this is a great move for Sullivan and his blog, and wish him tremendous success.  We're certainly watching closely from over here.  But, it still makes me cringe a little to see those two claims being made in his announcement.  Yes, perhaps it helps in the positioning -- and framing the whole thing as some grand social experiment in purity over crass commercialism.  In other words, it's a form of marketing all on its own.  But, I still think it's a bit unfair and exploitative, without being particularly accurate.<br /><br /><a href="http://www.techdirt.com/blog/casestudies/articles/20130104/03070821579/odd-logic-if-you-value-your-readers-you-should-make-them-pay.shtml">Permalink</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20130104/03070821579/odd-logic-if-you-value-your-readers-you-should-make-them-pay.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/blog/casestudies/articles/20130104/03070821579/odd-logic-if-you-value-your-readers-you-should-make-them-pay.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>isn't-that-backwards?</slash:department>
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<pubDate>Fri, 21 Sep 2012 14:31:00 PDT</pubDate>
<title>Kickstarter Introduces New Rules To Try To Limit Disappointment</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20120921/13281620462/kickstarter-introduces-new-rules-to-try-to-limit-disappointment.shtml</link>
<guid>http://www.techdirt.com/articles/20120921/13281620462/kickstarter-introduces-new-rules-to-try-to-limit-disappointment.shtml</guid>
<description><![CDATA[ There have been a few stories of late about the possibility of <a href="http://www.techdirt.com/blog/casestudies/articles/20120828/01200720176/inevitable-crowdfunding-backlash-when-people-realize-projects-fail-change.shtml">backlash</a> over failed Kickstarter projects.  After all, for all the cool things about Kickstarter, anyone investing in a project there <i>is</i> taking a risk, and some of that risk leads to dashed expectations.    Kickstarter has apparently been taking those concerns quite seriously, and issued <a href="http://www.kickstarter.com/blog/kickstarter-is-not-a-store" target="_blank">some rule changes directed at hopefully limiting the disappointment factor</a> for supporters of physical products, mainly by doing more to highlight the risks and current state of the offerings.
<br /><br />
New projects will be required to detail what the risks and challenges of the project are, and how they intend to overcome them.  It should be pretty interesting to see how those sections turn out.  To be honest, I could actually see that being really <i>useful</i> for people behind these projects, as it's not uncommon for enthusiastic creators to not even want to confront the risks and challenges they're facing.  Forcing them to do so will hopefully lead to more realistic assessments of what can be done.
<br /><br />
The other rule changes seem a bit strange to me, and I'm not sure they'll be as effective.  The first is to ban renderings or simulations of products:
<blockquote><i>
<li>Product simulations are prohibited. Projects cannot simulate events to demonstrate what a product might do in the future. Products can only be shown performing actions that they&#8217;re able to perform in their current state of development.</li>
<li>Product renderings are prohibited. Product images must be photos of the prototype as it currently exists.</li>
</i></blockquote>
I can certainly understand <i>why</i> they're doing this, as it will clearly give a much more realistic picture of where things are at the moment.  But it seems like requiring renderings and simulations to be <i>clearly marked</i> as such might be a more effective solution -- along with showing what the actual current state of the technology is.  Since many of these projects need money to finalize development, it seems fair to show what they intend the final product to look like.
<br /><br />
The other ban is on offering multiple quantities of a reward, unless it really only makes sense that way (like where you need a pair of devices to make something work).  That's to reinforce the idea that this isn't a "store" for pre-buying things, but to really get people to invest in the project itself.  While it does often feel that projects got a bit lazy with upper tiers that were little more than "5 of x," I'm also not sure that this one really makes that much sense.  Kickstarter defends the decision this way:
<blockquote><i>
The development of new products can be especially complex for creators and offering multiple quantities feels premature, and can imply that products are shrink-wrapped and ready to ship.
</i></blockquote>
I understand the line of thinking... but I could see that taking away value from potential buyers who are willing to take the risk and buy in on a product early, where they'd like multiple quantities.
<br /><br />
Either way, it's fascinating to watch how Kickstarter continues to evolve -- and to note that the company (as it has for a long time) seems very keen on listening to what people are saying, and figuring out reasonable ways to avoid any problems.<br /><br /><a href="http://www.techdirt.com/articles/20120921/13281620462/kickstarter-introduces-new-rules-to-try-to-limit-disappointment.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20120921/13281620462/kickstarter-introduces-new-rules-to-try-to-limit-disappointment.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20120921/13281620462/kickstarter-introduces-new-rules-to-try-to-limit-disappointment.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>some-good,-some-bad</slash:department>
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<item>
<pubDate>Thu, 3 Mar 2011 10:17:06 PST</pubDate>
<title>Music Is Not A Product, And You'll Never Adapt If You Think It Is</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20110301/03023713310/music-is-not-product-youll-never-adapt-if-you-think-it-is.shtml</link>
<guid>http://www.techdirt.com/articles/20110301/03023713310/music-is-not-product-youll-never-adapt-if-you-think-it-is.shtml</guid>
<description><![CDATA[ About a decade ago, I wrote a long analysis of why digital "goods" were really a "service," not a "product," and explained how this was the key to understanding modern business models.  I had submitted it to a large publication, who came back and told me that my reasoning made no sense at all and they refused to publish it.  It may be true that my reasoning doesn't make much sense, but it's nice to see that others are coming to the same conclusion.  Hypebot has a nice post from singer/songwriter Jeff Macdougall <a href="http://www.hypebot.com/hypebot/2011/02/news-flash-your-music-is-not-your-product.html?utm_source=feedburner&#038;utm_medium=twitter&#038;utm_campaign=Feed%3A WolfgangsSharedItemsInGoogleReader %28Sharenswert by ContentSphere%29" target="_blank">explaining how music must be viewed as a service, rather than a product</a>, if those in the music industry want to successfully adapt to the changing market:
<blockquote><i>
When a label executive tells you that they are "not in the business of selling discs", (or vinyl, tape, t-shirts, etc.) and that they are actually "selling music," they are, at best, fooling themselves, or at worst, lying to your face. Moving plastic, vinyl, paper and/or any other tangible good they can dream up is exactly what the recording industry has been about since it was established.
<br /><br />
Sure, the labels spend money and time trying to infuse their products (CDs, posters, etc.) with content (music, album art, etc.) to raise its intrinsic value, but it's still the CD or poster that they are/were selling... not the music itself. 
</i></blockquote>
He goes on to note that music is really an experience, and people should stop focusing on copyright law or the idea that file sharing is "stealing," and focus on the overall experience and building models based on that.
<br /><br />
Of course, he doesn't quite get into the difference between a service and a product -- and it's one area that people sometimes get confused about, so one way to simplify it is to think of it like this: a product is a single thing created in the past that you now own.  A service is paying for something to happen in the future.  It's not a perfect explanation, but in my experience, this simple distinction often gets people thinking creatively about how to turn a business model into one focused on selling a service, rather than a product.<br /><br /><a href="http://www.techdirt.com/articles/20110301/03023713310/music-is-not-product-youll-never-adapt-if-you-think-it-is.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20110301/03023713310/music-is-not-product-youll-never-adapt-if-you-think-it-is.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20110301/03023713310/music-is-not-product-youll-never-adapt-if-you-think-it-is.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>lessons-from-the-front</slash:department>
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<pubDate>Thu, 21 Aug 2008 03:05:24 PDT</pubDate>
<title>Understanding The Difference Between Price And Value; Product And Benefit</title>
<dc:creator>Mike Masnick</dc:creator>
<link>http://www.techdirt.com/articles/20080819/0314402026.shtml</link>
<guid>http://www.techdirt.com/articles/20080819/0314402026.shtml</guid>
<description><![CDATA[ Earlier this year, in response to yet another editorial somewhere where someone insisted that if something has a price of zero, it means that people don't think it has any value, we pointed out that <a href="http://www.techdirt.com/articles/20080121/19180527.shtml">price and value are two different things</a>.  Price isn't determined by value -- it's determined by the intersection of supply and demand.  Value plays into that, by determining what the demand part is.  That is, if I value widget X at $10, then I'd be willing to pay anything less than $10 for it.  If the intersection of supply and demand prices widget X at $5, it doesn't mean that I value it at $5, but it does make it likely that I'll buy it.  The same is true if the market prices it at $0.  It doesn't mean I place a $0 value on it.  It just means it's worth getting at that price, since it's below what I value it at.
<br /><br />
In the past few months, this discussion keeps coming up again and again -- and it's good to see folks pushing back and pointing out the difference between price and value.  The latest is Amy Gahran, over at eMedia Tidbits, where she takes a journalism professor to task <a href="http://www.poynter.org/column.asp?id=31&#038;aid=148910" target="_new">for asking whether journalism should even be done at all if people don't "find value in what we as journalists do."</a>  First, Gahran makes the point that, <a href="http://www.techdirt.com/articles/20071231/002429.shtml">historically</a> journalism has always been more supported by ads than people anyway, and then makes the price/value distinction:
<blockquote><i>
just because people aren't willing to directly pay cash for something does not necessarily mean they don't "find value" in it. For instance, when was the last time you personally chipped in for a clinical trial? And how are you paying for that air you're breathing right now?
<br /><br />
Some benefits are assumed to be part of the environment in which we exist. That's what it means to have an environment. If a benefit grows scarce to the point that people feel they must directly pay cash from their pocket to keep getting it, there's probably a far more dire calamity at hand than that single point of scarcity. Most people will almost always seek other free sources of a benefit first. 
</i></blockquote>
She then goes on to make another <a href="http://www.techdirt.com/articles/20070125/004949.shtml">favorite</a> point: too often, those in dying industries mistake the product they're selling with the benefit they're selling.  The horse carriage makers mistakenly thought they were in the horse carriage business (product) rather than the transportation market (benefit).  The best way to succeed is not to focus on the product, but the benefit you're providing your customers:
<blockquote><i>
I think it's important to bear in mind that people value benefits, not necessarily forms. The key benefit that journalists and news organizations have provided has been relevant, timely, accurate information that helps people make decisions, take action, and form opinions. For over a century we've established an ad-supported business model around packaging that benefit in a form known as "journalism." But that's not the only form this benefit can take, and many parts of the "American public" (and the advertising industry) are figuring that out.
</i></blockquote>
Good stuff.<br /><br /><a href="http://www.techdirt.com/articles/20080819/0314402026.shtml">Permalink</a> | <a href="http://www.techdirt.com/articles/20080819/0314402026.shtml#comments">Comments</a> | <a href="http://www.techdirt.com/articles/20080819/0314402026.shtml?op=sharethis">Email This Story</a><br />
 ]]></description>
<slash:department>let's-try-this-again</slash:department>
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