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The Value of Going Deep instead of Wide

One of the advantages of focusing on focus is the ability to go "deep" instead of "wide" on what a company's actual business is.

A fantastic example is Dropbox. They do one thing, and they do it with such an intense focus that I continue to be amazed by the level of innovation they achieve.

It seems like every day, their entire team is asking itself "what can we do to go deeper on our main objective?" And their main objective is to acquire as many users as possible, and then get them to store as much of their content on Dropbox as possible. Simple.

They do this so incredibly well, and their valuation is north of $4 billion, just for doing that one thing better than anyone else on the planet, with an incredible depth of focus.

On Design Driving Everything, by Joshua Gross

On SEBASTIAN MARSHALL

Joshua Gross has been interested in the intersection of art and computers since he was nine years old -- and it shows. He's regularly brought into companies at incredibly high rates to improve their front-end design and user experience, and consult with management over ensuring their products connect with customers. This interview is key for startup founders, programmers, product managers, and people in venture capital: if you're needing to understand what makes a product good for an end user, Joshua Gross is illuminating.

Joshua is currently offering a GiveGetWin deal "Get User-Centric to Win" -- perfect for startup founders, investors, those working on UI/UX, and other front-end developers, product managers, and creatives.

Design Drives Everything, by Joshua Gross, as told to Sebastian Marshall

Design really is the fundamental way a product works and interacts with the end user, the person using the product. It's more than how something looks or how it feels. It's how it looks, feels, works, and you could even go as far as to say it's why it works the way it does.

A chair is designed to fit the human form, for instance. Imagine you didn't take people into consideration when designing a chair, and only took into account making it look good. It could be too skinny, or have a bad angle, or otherwise be wildly uncomfortable. It doesn't make sense to make a chair to look pretty, you do it for people to sit on.

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