Sometimes when you try to decide if the output of an interactive project is a product or a service, things get blurry. Traditionally products are defined as tangible goods as opposed to services which are defined as intangible goods. Not so helpful… What is that tangible on the web? Perhaps the interface, but not much else.
I prefer the definition which says a product is something we own whilst a service is something we can use temporarily. The difference between buying and hiring a dinner jacket.
This definition seems useful, so I’ll try to apply it to a few real life projects (the output of which I would have called generically Product in the past):
An e-learning platform – Definitely providing an education service
An online newspaper – An information service
A software-as-a-service online shop – Can provide a similar service to a sales assistant offering expert advice and guiding the customer towards a suitable service package.
A mobile mapping application – A tricky one. I have downloaded the software (so I own it), but for it to be useful at all I need data provided by the mapping company (a service) facilitated by my network operator (also a service).
A multinational corporate website – Essentially a marketing and communication tool between company, customers, investors, press, etc. At the same time you can consider it as a provider of self-customer-services.
Why is this differentiation relevant to interactive projects?
It is pretty clear that many online projects will generate hybrid product-service offerings, just as in the physical world. But I think we (practitioners) are developing more services than we imagined, yet treating them mostly as products.
Services usually involve longer or repeated engagements with the user and perhaps we can contemplate that more efficiently. It would be really interesting to start using rich design tools such as service blueprinting in addition to content maps and prototypes.
Let’s see how it works in practice.
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Some interesting reading: Better than owning
