Emmett Shear, Founder and CEO of Justin.tv and Twitch, discusses the essential process of running great user interviews for early-stage startups. The lecture contrasts how his first company, Kiko Calendar, failed due to a lack of user communication, with how Twitch achieved massive success by deeply understanding broadcaster pain points. The session outlines frameworks for identifying target users, extracting behavioral insights instead of feature requests, validating ideas through data or payment commitments, and recording live sessions for company buy-in.#HowToRunAUserInterview#EmmettShear#TwitchFounder#StartupClass#SamAltman#UserResearch#ProductDevelopment#StartupAdvice#CustomerFeedback#BusinessLecture
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Emmett Shear, former CEO of Twitch, explains why user interviews are vital for startup success. Using the evolution of Justin.tv into Twitch, he argues that focusing on root problems and behavioral patterns—rather than surface-level feature requests—is the only way to achieve true market fit and scalable growth.
Good afternoon.
Today's guest speaker is Emmett Shear.
Emmett is the CEO of Twitch,
which was acquired by Amazon, where he now works.
And Emmett is going to do a new format of class today
and talk about how to do great user interviews.
So this is the talking to users part of starting a startup.
It should be really useful.
Thank you very much for coming.
Context, everyone knows where I'm coming from from this.
I started my first startup with Justin Kahn
right out of college.
We started this company called Kiko Calendar.
It didn't go so well.
It went all right.
We built it.
We sold it, but we sold it on eBay.
So that's not necessarily the end you want for your startup.
And it was a good time.
We learned a lot.
We learned a lot about programming.
We didn't know anything about calendars.
Neither of us were users of calendars, nor did we,
during the period of time we worked on Kiko,
talk to anyone who actually did use a calendar.
So that was not optimal.
We got the build stuff part of the startup down.
We did not get the talk to users part.
The second startup we started, we used a very common trick
that lets you get away with not talking to users,
which was that we were our own consumer.
We had this idea for a television show, Justin TV,
a reality show about Justin Kahn's life.
And we built a whole set of technology and website
around the reality show we wanted to run.
And so we were the user for that product.
And that's actually one way to cheat and get away
with not talking to many other users,
is if you're just building something
that literally is just for you,
you don't need to talk to anyone else
because you know what it is you want and what you need.
But that's actually a really limiting way
to start a startup.
Most startups are not just built for the person
who is using them.
And when you do that,
every now and then you get really lucky
and you are representative of some huge class of people
who all want the exact same thing you do.
But very often also that just turns into a side project
that doesn't go anywhere.
So we kept working on Justin TV for a while
and we actually achieved a good deal of success
because it turned out that there were people out there
who wanted to do the same thing we did,
which was broadcast ourselves live on the internet.
But the issue with Justin TV,
the thing that sort of kept us from achieving greatness
is we hadn't figured out yet
how to build towards anything beyond that initial TV show.
We built a great product actually.
If you wanted to run a live 24-7 reality television show
about your life, we had the website for you.
We had exactly what you needed.
But if we wanted to go do more than that,
if we wanted to open it up to a broader spectrum of people,
a broader spectrum of use cases,
we didn't have the insight to figure that out
because we weren't that user.
And so at some point we decided to pivot Justin TV.
We decided we needed to go in a new direction.
We thought we'd built a lot of valuable technology
but we hadn't identified the use case
that would let it get really big.
And there were two directions that seemed promising.
One of them was mobile and one of them was gaming.
And I led the gaming initiative inside of the company.
And what we did with gaming that was very, very different
from what we'd ever done before
was we actually went and talked to users
because while I loved watching gaming video,
I was very aware that neither I nor anyone else in the company
knew anything about broadcasting video games.
And so I was amped about the content.
I thought there was a market there.
That was sort of the insight that I had
that I think wasn't common at the time,
which is how much fun it was to watch video games.
Quick show of hands,
people know about watching video games on the Internet here?
Okay, I'm just going to assume that people listening to this
also know about it.
If you don't know about watching video games on the Internet,
you should go read about that
because it's sort of important context
for the stuff I'm going to talk about.
But the main point is I thought that was awesome,
but I didn't know anything about the side of it
that was really important,
which is actually acquiring the content to start broadcasting.
So we went out and we ran a,
actually a very large number of user interviews.
We talked to a lot of people and brought that data back
and that formed the core of all the decision making
that was for the next three years of product features on Twitch
was sort of the insights we got from that.
And we continued to talk to users
and in fact built an entire part of the company
whose job it is basically to talk to our users,
which is a whole division
that we just didn't even have at Justin TV.
We had no one at the company
whose job it was to talk to our most important users.
So that was Twitch.
And I want to give you guys a little bit of an insight
into, with Twitch,
what that meant going to go talk to users.
So we determined that the broadcasters
were the most important people.
And the reason we determined that was
when we went and looked into the market,
we looked into what determined
why people watched a certain stream
or went to a certain website,
they would just follow the content.
You had a piece of content you loved
and the broadcaster would come with you.
And that's actually the one really important point
about user interviews,
which is that who you talk to is as important
as what questions you ask and what you pull away from it.
Because if you go and talk to a set of users,
if we'd gone and talked to viewers only,
we would have gotten a completely different set of feedback
than talking to the broadcasters.
And talking to the broadcasters gave us insight
into how to build something for them.
And that turned out to be strategically correct.
I wish I could tell you the recipe
for figuring out who the target user is
for your product and who your target user should be,
but there isn't a recipe.
It comes down to think really hard
and use your judgment to figure out
who you're really building this for.
So, what I want to do
is something a little bit interactive now,
which is I got a bunch of ideas
from you guys actually,
so sort of suggested ideas.
And I'm going to pick one of them.
And I want everyone to sort of sit down
and do step one of this process for me right now.
Which is, think about
who would you go ask about this?
Like, which people?
Where would you go to find the people
you need to talk to about this
in order to learn about what you should build?
And so the idea we're going to use is,
let me see here, of these ideas.
So here, it's a lecture-focused note-taking app.
The idea is, I don't think that the state-of-the-art
for note-taking is good enough yet.
And I want to make a note-taking app
that improves that experience,
makes taking notes in class better.
Or taking notes while listening to a lecture online better.
So, you know, maybe it has collaboration features.
Maybe it, like, helps you focus better somehow.
It has multimedia enhancements.
I don't know, right?
All sorts of possible features.
But that's the, that's the idea.
So take, like, take 120 seconds right now
and think about not what you would ask
or what the right features for this app is,
but who would you talk to?
Who should the, who, who is going to give you
that feedback that's going to tell you
whether this is good or not?
I actually mean it, right now.
Take your laptop out, like, type, write some stuff down.
Think, think about, like, the, you can,
it's, it's good enough to, like, think that in your head.
But actually, like, if you actually just write it down
and, like, just come up with the five people you'd talk to,
the five types of people you'd talk to,
and who you think the most important one was.
Like, actually do it.
Because there's nothing like actually running through
a practice of something and trying to do it
to actually get it into your head the right way to do it.
I'm gratified to hear clicking in the, of keyboards now.
If you're following along at home, pause.
Actually do it.
Think about who you, who would you talk to?
Because that's a, that is the first question
for almost any startup that you need to answer is,
like, who is my user and, and where am I going to find them?
All right.
That's, like, way shorter than you'd normally use
to think about this problem.
It's actually a really tricky problem
and, like, figuring out where to source the people
is pretty hard.
But we're going to move along anyways
in the, in this highly abbreviated version
of learning how to build a product
and run a user interview.
So can, can I, can I get one volunteer
from the audience to come up and tell,
tell us what, who you would talk to
and we'll talk about it?
You guys are all pre-selected.
Here you go.
I don't know how to turn this thing on.
Here we go.
So who do you talk to?
I would definitely talk to college students first,
obviously, because we sit in a lot of lectures
and specifically I would want to talk to college students
studying different subjects to see if maybe,
you know, if you're an English major,
if that makes a difference versus you're studying
math or computer science in terms of how you want
to take notes in different lectures.
And so you, so you're going to talk to,
talk to a bunch of college students.
Would you pick any particular subset of college students?
Like it sounds like you really,
we don't want to talk to all college students
or like a broad array?
I would want to talk to college students
like and break down the divisions by like
people who study different areas maybe.
And then also maybe it would make sense for people
who have like different study techniques
because some people take a lot of notes,
some people don't take that many notes,
but still jot stuff down.
Right.
So I mean that, that's a really good start.
Like that's, that is actually,
obviously a group of users you want to go talk to,
especially if you're targeting something at,
you know, at college students as the consumer.
And if you're talking to college students as a consumer,
the, you're going to get a lot out of students
about what their current note taking habits are
and, you know, what they would be excited about.
One of the problems with selling things
to college students is that college students
don't actually spend very much money.
It's, it's really hard to get you guys
to open your wallets,
especially if you want them to pay
for a school related thing.
I mean people don't even want to buy textbooks, right?
I think you probably, probably all use Chegg or,
you know, borrow it from your friend or whatever.
And so, one of the like,
one of the things that I think you'd be missing
if you go after just the students, right?
Is you want to figure out who,
who is the most important person to this, to this app.
And if you actually had a note taking app,
my guess is for colleges,
the people most likely to actually buy a note taking app
that you guys would use would be college IT, right?
I mean, presumably for most, for the most part
if you want to sell software to students,
like the people who have to get bought into that
is usually the school administrators.
So that would be not, that would be one approach.
If you thought, okay, well,
you presumably go talk to the college students
and you find out they don't actually buy
any note taking software right now at all.
I mean, likely.
It's possible they do, in which case I'm,
I'm completely wrong.
And this is why you actually have to go talk to the users.
But you then have to try to maybe try other,
other groups, right?
So I would talk to college,
I would talk to IT administrators as well.
I think that's a, that's another area
that's really promising.
You might look, talk to parents, right?
Who, who, who spends money on their kid's education
and is like willing to pull their wallet out?
Like the, you know, parents of kids.
Parents of kids who are freshmen
or going off to college for the first time.
You need this app to make your kid productive
so that they don't fail out of college.
And, and there's actually a lot of groups
that are potential,
that aren't necessarily the obvious user,
but who are critical, critical
to your app's success, potentially.
And you, when you, when you're,
at the very beginning of a startup like this,
when you're like, you have this idea
that you think is awesome.
You want to have that broadest group
you possibly can.
You don't just want to talk to
one type of person and, and, and learn that.
You want to get familiar with the space.
You want to get familiar with
the various kinds of people
who could be contributing.
So, let's, let's have someone come up
and we're going to, we're going to pretend
we're going to run this user interview.
So we're going to talk to a college student
and try to find out what we should build.
You know, what we should get
into this note taking app.
So, so some, another volunteer please
for, for running an interview.
All right, so, hello.
Hi, I'm Stephanie.
Hi Stephanie.
Nice to meet you.
Welcome, thank you for agreeing
to do this user interview with us.
So, I wanted to hear from you about,
you know, what are your note taking habits?
Like how do you take notes today?
Sure.
So, I take notes in a variety of ways.
I like to, now because of speed and efficiency
and just to come back to it later,
it's easy for me to just take notes on my laptop.
And so a lot of those notes
will be primarily text based.
But in certain classes, so for example,
if I'm taking a history class,
most of it will be in text.
But if I'm taking it,
taking a physics class for example,
they're going to be more complex diagrams,
different angles that I have to draw.
And so that's a little harder,
harder for me to go get the.
What software do you use for this stuff today?
I just do pen and paper for that.
You do pen and paper.
So you do a combination.
You take notes with pen and paper.
You take notes with your computer sometimes.
Yeah.
And when you take notes with,
when you take all these notes at the end,
like do you actually review them?
Like do you, be honest,
do you actually go back
and ever actually look at these notes?
The pen and paper, not so much.
But yes to the software base
because it's more easy to access
and it's easier for me to share and collaborate
and maybe like even merge notes
with other classmates and friends.
So what do you,
what do you use to take notes today on your computer?
Google Docs and Evernote.
And tell me more about like
why two things at the same time?
So Evernote is easy
if I'm trying to just collect it for myself, I think.
And yes, you can share,
but I think Google Docs for me is easier to share
and it depends also if, you know,
a friend has already created a folder, for example,
in Google Docs and I just have to add to that folder
if it's a group project, for example,
versus if it's for my personal use,
I tend to go more towards that.
So it sounds like you do a lot of like
note-taking collaboration.
Yeah.
I wish it was integrated.
What, tell me more about that.
Like, do you take a,
do you wind up taking most of the notes,
most of the value of the notes
out of notes other people take?
Or is it mostly your own notes you review
at the end of the semester?
How does that work?
It's mostly mine because I'm pretty picky
about the way I like things organized.
Like design-wise or formatting,
even color I'm really particular with
and like the font that I use
and that really affects the way I study.
So I tend to like it,
to like personalize it even after I merge.
So you pull in notes from other people
but then you merge them into the main.
What works for me.
Right.
Awesome.
And if you have Evernote notes
and you have Google Docs notes
and you have pen and paper notes,
once the semester's over,
do you ever go back to any of that stuff?
Or is it like per quarter?
You guys are in quarters here, right?
Once the quarter is over,
do you ever go back to any of that stuff?
Do you ever?
For classes, not so much.
But if it's notes that I've taken
for like talks like these, for example,
or if it's like interview prep that I'm doing,
I tend to go back because it's things
that I like to kind of keep fresh in my mind
and to help me prep for future things.
That's interesting.
Tell me more about that.
Like you take notes not just in class.
Yeah.
So I take notes to also just summarize main points.
So if it's like inspirational quotes,
for example,
from talks that I go to like these
and then like maybe I'm going to an event
where I'm actually going to meet someone
and it helps to actually to think about
and to remember and recall
what was shared at the time that, you know,
I attended the talk or something.
Awesome.
All right.
Well, normally I'd actually dig into a lot more detail.
There's a huge amount of like open questions
that are still in my mind after hearing that stuff,
questions about which people do you collaborate with,
questions about whether or not you,
like what the volume of notes are
and like how long of note taking stuff
and just sort of digging into like
what the current behavior is.
But like in the interest of time
and not like keeping everyone here
hearing about the intricacies
of one person's note taking habits forever,
we're going to move on.
But thank you very much, Stephanie.
Thank you.
I appreciate that.
So, so that, that's like that kind of stuff.
You notice we're not talking about
the actual content of the app at all.
Like I'm not, I'm not,
I'm not really interested in features.
I don't really want to know about
what they, the specific feature set
in Google Docs or Evernote.
I might start digging in a little bit more
into which features actually get used.
Like if she's actively collaborating,
you know, how does that work?
I heard some interesting things about,
oh yeah, we use folders.
That's interesting to me.
But the main thing you're trying to do
when you're running these first set of interviews
is not necessarily get,
like questions about like user flows
and like optimizing that
or questions about like the specifics of,
of, of any of that stuff
kind of can be distracting
because users think they know what they want.
But like you, you get the,
you get the horseless carriage effect
where you're, you're
you're, you're getting asked for a faster horse
instead of trying to design the actual
real solution to the problem
if you start asking people about features.
So you want to stay as far away from features as possible
because the things they tell you
wind up almost feeling overwhelmingly real.
When you have a real user asking you for a feature,
it's almost, it's very hard to say no to them
because here's a real person
who really has this problem
and they, they're saying build me this feature.
But as you start to talk to lots of people
and really get a sense for what,
what their problems are,
you figure out if this is actually
a promising area or not.
And like, based on what I heard there,
it's like starting from that user interview,
I'm not necessarily positive there is a problem.
Or there's at least, there's a,
there's a big enough problem
that it's worth building a whole new product for.
Because I didn't hear a lot of like
things where I'm, where I, where
there was a, a big blocker
where there's something really wrong
with the way, the way it, it was working.
And unless I had some big idea,
I would take that as a, you know,
maybe a negative sign.
But it doesn't necessarily mean that you can't,
you can't move forward
and keep talking to more people.
Because just because you talk to the first person
and you don't get anything out of it
doesn't mean there's not going to be
a ton more people who actually have a problem.
And you, once you've talked to about
six, seven, eight people,
you're usually about done.
It's unlikely you're going to discover
a bunch of new information there.
Which is why it's important to talk to different
extremes of people, right?
Go, go find people who are at different,
different points.
Because if you talk to six or,
six or seven Stanford college students,
you're going to get a very different
response than if you talk to six or seven
high school students or six or seven,
six or seven parents.
All right, once again, I'm going to look at the.
So, based on that though, right,
I think the, I think it's possible
you could come up with a set of ideas, right?
You have this information about
how someone takes notes.
You've, you've come up with,
potentially when you came up with this idea,
you had, you had some ideas as to,
when you heard this idea,
you had some ideas as to like,
how you could build something cool.
And so, if you're going to build just one feature
on top of Google Docs,
what would that feature be, right?
And that's, for, for, for a new product like this,
it might be a good way to like,
get started thinking about where to go.
Which is, okay, so they're extensively
using this thing right now.
How could we make that experience
just one quantum better?
Something that would be really exciting
to this person to be one, one step ahead.
And so, only take two minutes right now
and think about what that feature might be.
Actually like, try to, try to come up with
what, what you might do based on
what you heard from, from Stephanie
that could convince her to switch away
from her current collaborative,
multi-person, all working together
workflow on Google Docs,
to your new, your new thing that is,
has all the features of Google Docs
plus this one special thing
that's like going to make it,
that's going to make it more,
more useful and convince them
to stop using the thing they're already using.
Awesome.
All right, so I'm going to invite
our, our third guest.
If you, if you, if you have something up.
I, I don't want to put you on the spot
if you feel like you don't,
you're not sure, but yeah.
So what I, what I, is it on?
Yes.
Okay.
What I thought about was like,
the, the reason she uses Evernote
is because like, of like,
sticky note type notes.
Like, like more thoughts and like details.
So I feel like Google Docs
has like documents
and not like smaller notes.
So I feel like a feature
that would be like super,
like a mobile version of Drive
that doesn't like, isn't that clunky
and like doesn't make you make real documents
could be like really useful.
Awesome.
So right, that's a,
that's a good insight, right?
That's exactly,
that's one of the things
you get out of that user interview.
And now you have this idea, right?
You've gotten this,
this user feedback,
you got this idea.
What if we had a Google Docs
that had the collaborative aspects
and the group aspects of that,
but where you,
you could pull in more little one-off notes
and it was, it was designed
more around note taking.
And so the question is now,
once you have this idea,
which I think it, it's a,
it's a actually probably reasonable approach.
Is this enough?
Is this something people
would actually switch just to have?
And the way to validate,
there's two ways to validate that.
One is if you're quick at programming,
you can literally just go build it
and throw it out in the world
and see what happens.
And that's a, that's great.
And if that, when that works,
that's a, that's an excellent way
to approach it.
But a lot of the time,
that one little thing
that's just a little bit better
might take you three months
to actually build something
that's worthy of actually using.
And so you actually want to go out
and validate that idea further
before you go ahead
and start building it.
And so you might take that idea,
you might go back, go back out
and, you know, you can sit down
with diagrams, you can draw
what it looks like,
draw the workflow,
and go bring that in front of people.
But the one thing
you really don't want to do
is ask them,
this is just sort of a trap
I want to warn you against doing,
is just don't go out and say,
come up with a feature idea
and go out and ask people,
I've got this idea for a feature,
are you excited about it?
Because the feedback you get
from users if you tell them
about a feature and ask them
is this feature good?
Is often, oh yeah, that's great,
like that sounds like
such a good idea.
But when you actually take that
in front of people,
and you actually build it,
you then find out that
while they thought it was
such a clever idea,
no one actually like cares
to switch to get it.
And so, the one question
you can't ask is,
is this feature actually good or not?
Yes, Sam?
What is the minimum that you can do
in your experience to actually
build in on that question?
And asking, you know,
between asking and actually
building the whole thing.
Yeah, so Sam's asking,
what's the minimum you can actually
get away with to validate,
given that you can't actually
just go and ask them,
is this good or not?
And it's highly dependent,
the answer to that is highly
dependent on the particular feature,
but usually the best thing
you can do is really just
hack something together, right?
It's you find,
if your idea is to build
something on top of Google Docs,
don't for your V1,
go rebuild an awesome
Google documents,
but for note taking application.
Find a way to write a browser
extension that stuffs just
that little bit of incremental
feature in and see if it's
actually useful for people.
Go like, go find a way to cheat,
is what it comes down to,
because if you can't actually
put it in front of people,
it's really, really hard
to find that out.
For bigger things,
where you're actually trying
to get people to spend money,
it actually gets a lot easier.
So, if you're selling it,
it's great, actually.
Sales is this cure-all
for this problem.
Get people to put,
give you their credit card,
and I guarantee you,
they're actually interested
in the feature.
It's one of the most
validating things you can do
for a product is go out there
and actually get them to commit
to pay you up front.
And the problem is,
when you're working on
a student note taking app,
that's going to be relatively
hard because you probably,
unless your idea is that
you're actually going to sell it,
it's probably something
where you're thinking
at least the trial version
is free and you're not
necessarily going to learn
that much by trying
to charge people money.
But if you go out there
and you, if you can get people
to say, hey, I'm going to,
I'm going to give you money,
the money test is amazing.
It really does clarify
whether or not they're really
excited about it or not.
Because if you're not
$5 excited about it,
you're probably not
very excited about it.
So, the last thing I wanted to do
is actually work through
with you guys what happened
at Twitch.
So, I brought some slides
of feedback that I like
to get put up.
That's my, my only slides
for the, for the thing.
And it's, it's, what it is,
is it's, it's, it's representative
excerpts of Twitch feedback.
I had a whole, like,
26-page document full
of all the feedback.
And then I realized
that reading that was going
to be a little bit tedious
and there was no way
I'd make it through
it in a lecture.
So, pretend that, like,
this is, stuff is all
representative of, like,
lots of people said
this kind of thing out to,
to us when we asked
them questions.
And I've already
precondensed it for you
into the real feedback
you got.
So, when we were working
on Twitch to go launch it,
we, we went and we talked
to a bunch of existing
Justin TV broadcasters
and asked them about
their experience broadcasting,
what they liked
about broadcasting,
why they broadcasted,
what they broadcasted,
what else was going
on in their life.
And the interesting thing
is when you talk to users
of your product who are,
who are detail users
of your product,
they come back to you
with actually very detail
things about features.
Because they actually
get mired in the feature.
And you have to sort of
read between the lines.
But they asked me
for things like,
I want to be able,
I want to be able to
clear the ban list
in my chat room.
Like this, that was
actually a very common
request, because there
was a particular issue
with how our chat room
was worked.
People would ask for
the ability to edit
the titles or highlights
after creating them.
And, and it's, it's,
this was like, this stuff
was really consistent.
As you talk to broadcasters,
you probably talked to
12, 14, something like
that broadcasters
on the Justin TV
gaming platform.
We got, we got all
this feedback and,
you know, what else
do we have?
We have, your, your
competitors have all
these cool features
like polls and
scrolling text.
I can personalize
chat there.
And we have some
positive feedback.
They're like, oh, you
guys don't have ads.
That's great.
I didn't feel the
ban trolls.
So a bunch of stuff
about chat.
A bunch of stuff
around interactivity
with, with interactivity
with the, with their
viewers.
And that was all
really interesting,
right?
So this is what the,
this is what the
Justin TV broadcasters
wanted us to build.
And this is what they,
where they felt pain
using the, using the
product.
And so if you thought
that what we did was
go and address these
problems, you would be
wrong.
Because actually people
who are using your
service already and are
willing to put up with
all these issues, kind
of, kind of means that
these are probably not
actually the biggest
problems.
Because if you're
willing to ignore the
fact that you can't edit
the ban list and titles
are uneditable and
there's no way to get
trolls out of your
channel and you're using
the service anyways,
maybe those aren't
huge problems.
And so that sort of
brings up another
really important point
which is you have to
compare, you actually
have to compare groups
of people and compare
the level at which they
they argue with each
So if you go to the
next slide.
Yes, nice.
We got competitor
broadcaster feedback
which is really
interesting.
So this is stuff that
you, we heard a lot
from people who are
using other broadcast
platforms.
They wanted to be able
to switch multiple
people onto their
channel at the same
time.
They, they complained
about us not having a
rev share program.
Or they talked a lot
about how much
they were trying to
make a living.
They really wanted to
make money pursuing
this, pursuing this
gaming broadcasting
thing.
They talked a lot
about video stability.
Our service wasn't
good in Europe
specifically.
But, but just globally
video stability was
this huge, huge issue
for them.
And if you compare
and contrast actually
it was really different.
Like the things that
people who didn't use
our service said about
what they cared about
was completely different
than the things that
people who were using
the service cared about.
And we focused on this
stuff because this was
the stuff where it was
so bad they weren't
even willing to use
our service because of
it.
And most of them
actually had thought
about it because we
were, our user base
happened to be a very
well educated user base
in this, in the area
who knew about all
their options for, for
this.
And they would, they
actually, you know,
reaching out to them
meant that they, they
had probably already
tried all four services
and actually had an
opinion.
It's great when you
can get users who are
that, that informed
and that, that they
understand the space
that well.
And if you go to the,
I'm just going to go to
the next slide.
Here we go.
The other big thing we
did that I thought was
really important was we
talked to non-broadcasters.
So, we went out there
and we talked to all
the people who weren't
using us or competitors.
And in many ways, those
are the most important
people, right?
Talking to your
competitors, that's a
short-term win, right?
If someone's using a
competing, piece of
competing software,
unless you're, you're
piece of competing
software is something
like Google, which is
a search engine, which
everyone uses, okay,
maybe then, then there
are no non-users to
convert.
But in the case of
gaming broadcasting,
almost everyone's a
non-user, right?
The, the majority, and
this is true for most
new products, the
majority of people you're
competing with are
non-users.
There, there are people
who have never used
your service before.
And what they say is
actually the most
important.
What they say is, is
the thing that blocks
you from expanding from
expanding the size of
the market with your
features, right?
If you, all you do is
look at your competitors
and yourself, and all
you do is talk to your
com, your, you know,
people who use your
competitors' products,
people who use your
products, you can never
expand, well, not never,
but you're not learning
the things that help you
expand the size of the
market.
You want to talk to
people who aren't even
trying to use one of
these things yet, who,
who've thought about it
maybe, but who aren't
who aren't into it.
So what did they say?
My computer isn't fast
enough.
I'm focused on training
12 hours a day for the
next tournament.
I like making the perfect
video and like editing
it.
And so I just upload
things to YouTube.
I don't do live streaming.
I don't, I, I, I have no
desire to, to go into
that space.
Or, or this is actually,
particularly in Korea,
this is a big problem.
Once our strategy gets
broadcast in a major
tournament, we have to
start over.
We have to like come up
with an entirely new
strategy.
And so the last thing we
ever want to do would be
broadcast our practice
sessions.
Are you crazy?
That's going to hurt us
in the next big tournament.
And so this became, this
became a big outreach
program for us, trying to
figure out how we can get
people over this.
We bought people computers.
We we worked really
closely with gaming
broadcast software
companies to help the
people who made the
broadcasting software to
make that better.
We started building
broadcasting into games
and into platforms.
Like we built broadcasting
into the Xbox.
We built broadcasting
into the PlayStation 4.
Because we wanted, we
needed to overcome this
issue that like it was
too hard.
Broadcasting wasn't,
wasn't possible.
And so you sort of
combine these, for us,
these are the three,
three big groups we
looked at for
broadcasting.
And you combine that
feedback and what it
tells you is not the
features to build.
Right?
Because the features
they asked for, things
like polls, things like
a, you know, the, the
ability to have child
account, like child
accounts on your
account.
We haven't built most of
that stuff.
But what was important
were the, were the, the
issues, like the goals
they were trying to
accomplish there.
People wanted money.
People wanted stability
and quality.
People wanted universal
access for viewers all
around the world to be
able to watch them.
And so that became our
focus.
That became our focus
actually.
And we dumped almost
all of our resources
into things that none
of, no one ever
mentioned in an
interview.
But those were the
things that actually
addressed the problem.
And the way you could
tell that it worked is
as we, we would build
these things, then we'd
go back to the exact
same people we
interviewed and we'd
say, hey, you told us
you really cared a lot
about making money.
Well, we've got you
the subscription program
that will let you make
money.
And it, it, it's
astonishing because
most people aren't,
have never had that
experience actually.
They've never talked to
someone and said it
would be really great
if your product had
feature X.
And then, and then like
two months later or a
month later, your
product actually has
feature X.
Or at the very least,
a feature that addresses
the problem that they
brought up.
And so it was
actually, the, the
people we converted
first to our product
were the people that
we talked to about
user research.
They were the ones who
were actually the most
impressed, which is
kind of fun.
But it really worked
because those, we
picked people who
were representative.
And we picked big
broadcasters, small ones,
medium ones.
And we, we made sure
we were addressing
their concerns.
And that, that was
completely different from
how we'd approach the
problem on Justin TV.
Because in Justin TV,
when we tried to do this,
we'd, we'd sat down,
we, we trawled through
huge amounts of data.
Like we, we spent tons
of time looking at
Google Analytics,
looking at Mixpanel,
looking at in-house
analytics tools.
Figuring out how people
use the service, looking
at where our traffic
came from.
Completion rates on
flows.
We spent all this time
doing that.
And that, that's good.
I mean, you can learn
things from that.
I'm not telling you not
to look at your at your
data.
But it doesn't tell
you where you need to
go.
It doesn't tell you where,
what the problems are
you need to address.
And so we would just
sort of invent these
ideas in Justin TV.
And then nine times
out of ten, without
talking to someone,
that idea turns out
to be bad.
And that's actually
one of the most
disappointing things
about doing user
interviews and user
feedback, which is why
I think so many people
don't do it.
Which is that you're
going to get negative
news about your, your
favorite pet feature
most of the time.
Like, you're going to
have this great idea,
and you're going to
talk to a user, and
it's going to turn out
that that nobody
actually wants that.
Like, no, no one's
actually, they're
actually completely
concerned about
completely different
things, and they don't
care about what you
thought was important
at all.
And and that's a
little bit sad, but
just, just think about
how sad you'd be in
four months when you
launched that feature,
and it turns out no
one actually wants to
use it.
So, I think that's
about it for my, the
lecture section of
what we're, we're
talking about.
I want to take some
questions from, from
the audience.
What do you see
startups get most
wrong about doing
user interviews?
Like, most startups
don't do them at all,
but the ones that do,
what are the most
common mistakes?
That's, the most
common mistakes are
showing people your
product.
Don't, don't show
them your product.
It's, it's sort of like
telling them about a
feature.
You want to learn
about what's already
in their heads.
You're, you want to
avoid putting things
there.
The other thing is
asking about your,
your pet feature
direction.
So, if you think you
want to add, add
subscriptions to your
product, going and
asking people, would
you pay for a
subscription?
Going and asking them,
would you use this
feature?
And I'd say the, the
other big mistake
people make is talking
to who's available
rather than talking
to who they need to
talk to.
There's certain users
that are really easy
to get at because they
are say members of
your forum already,
right?
You have, you have
some product forum and
you go and you, you
talk to the users on
that forum because
they're, they're easy
to get access to.
We, we spent like
weeks digging for
identity information
and figuring out who
these people were so
we could contact them
so we could talk to
them.
Because a lot of
these people weren't,
it wasn't obvious.
They were just some
user on a, on a site
and that site didn't
support messaging.
There was like no
obvious way to
interact with them.
And so we spent a
network and, and find
those users and bring
them on.
Because if you, if you
just talk to who's easy
to talk to, you're not
really getting getting
the best data.
The, the fortunate side
there is that almost
everyone is flattered
to be asked what they
think.
And so most of them
will actually talk to
you and tell you things.
Yeah?
How hard was it to get
buy-in from the rest
of your company?
I mean like you can go
and be like whatever,
I'm in charge, so
you're doing what I say.
But it's probably not
the best way of doing it.
So how did you get them to?
That's a good question.
So the, the question is
how hard is it to get
buy-in from the rest of
the company and how do
you do it?
Getting buy-in, if you
just go to them and say,
I figured, I talked to
the users, I figured it
out, we have to build
this, is really hard.
Because people don't
trust you.
There's something magic
about showing them the
interview though.
So I really recommend
you record interviews.
Recording interviews is
like magic.
A, it stops you from
taking notes in the
middle.
And taking notes is a
little bit disruptive.
It, it makes it hard for
you to feel like you're
actually engaged in the
conversation.
And B, you can then
play that recording for
people.
So when, they don't have
to be there for the
entirety of all the
interviews, but when you
want to make a point
about what, what, what
we should be building
and why, you can just
play back for the rest
of the company that
interview.
And it, it's like magic
the influence it has on
people's thoughts and
what's what the right
thing to build is.
Yes?
Since you mentioned
recording, did you try
to insist on doing
scheduled interviews
rather than over email
or?
What, what was your
impression?
Yeah.
So you definitely want
to do Skype or, sorry,
the question was, did
we insist on Skype
interviews for recording?
You don't want to do
interviews over email if
you can avoid it.
Because interviews over
email are non-interactive.
And the most interesting
things you learn in
interviews come from the
interesting, tell me
more.
Because the instant that
you hit, you'll have
this vein and they'll
say something you
didn't expect.
And the instant they
say something you
didn't expect or
didn't already know,
you should drop into
detective mode.
And detective mode is,
huh, that's interesting.
Can you tell me more
about that?
And people don't like
silence, so they'll
keep talking to fill
the void.
And the best part about
doing it over Skype or
doing it in person is
you have that
interactive feedback.
And you can actually
pull a lot more out of
people.
Email interviews are,
they're okay, but
they're, they're
basically useless.
If you're in person
over Skype, they're
actually also easy to
record.
Make sure you ask them
if it's okay to record
it.
It's not polite to
record people without
their consent.
But if they're willing
to, like, give you
an user interview,
they're probably willing
for you to record it
as well.
Like you mentioned
that you've had a lot
of users in Korea,
and I don't know,
like, maybe they
don't feel comfortable
speaking English or?
Yeah.
So the question is,
like, what about
people in the
international market
who are trying to do
user interviews with
people who don't
speak your language?
That's just really hard.
And actually, to this
day, Twitch works way
better in English-speaking
countries than it does
in non-English-speaking
countries.
And I think a big part
of that is we are much
better at talking to
people in English-speaking
countries and learning
what their needs are,
and we're not as good
at it in other countries.
We've tried to address
that by hiring people
who speak Korean,
having them translate.
We've tried to address
that by finding
representative people
in those countries who
speak both English and
Korean and reaching out
to them.
But the problem with
that is, like,
you're not actually
getting a representative
sample no matter how
hard you try.
The very fact that
they are a fluent
English speaker means
they're not representative
of all the people who
don't speak fluent English.
It's just a hard problem.
It's why companies find
it easier to build markets
that win in their home,
in their home country,
much more easily than
abroad, because it's
really hard to talk to
users abroad.
Yes?
What channels did you
use to reach out to them,
and did you ever
compensate them?
So, the channels we
used to, what channels
did we use to reach out
to them, and did we
ever compensate them?
The channels we used
to reach out to them
were on-site messaging
systems.
So, like, if you're,
most site websites have
some way to contact
a user, so if they're
a visible user of
another website, you
use that site's messaging
system and say, hey,
I was watching your
stream, or whatever
this person was doing
on the site.
I'd love to ask you
some questions about
your use.
Would you mind
hopping on a Skype call?
And as for, the other
thing we do is we
find out who people
were, and we send
them email.
We'd, like, run
into them at events,
because a lot of these
people go to the same
events, and we, like,
would go to the events
and, like, get, we
wouldn't run the user
interview at the event,
but you get to know
them, you exchange
business cards, or, you
know, whatever it is you
actually do now that
aren't, isn't business
cards, and, and you,
you get in touch with
them.
We tended not to
compensate people.
I think that if you, if
no, if people don't care
enough about the problem
to, like, talk to
someone who's trying to
solve it, you're
probably barking up the
wrong tree.
We never had any
trouble getting people
to talk to us without
paying them.
What about on-site
user feedback tools?
Do you get a lot of
feedback from them?
So, so there's this
whole second set of
user feedback that's
really important that I
should talk about.
The question was, what
about, like, on-site user
feedback tools?
And I think the stuff
you're talking about is
where you, you have,
like, a, a new product
and you want to see how,
if it's actually going to
work or not, and so you
put it in front of people
and you see how they use
it or not.
That's really important.
That kind of work is
super, super important,
and it can tell you lots
of things about where
you went wrong building
something before you
launch it, which is
great.
It doesn't tell you what
to build.
It, it helps you iron out
the, the kinks and edges
of the thing you did
build.
But, generally speaking,
we, that wasn't the kind
of user feedback we were
getting.
I mean, that, that stuff's
good.
It's good.
It's like, it's much more
similar, though, to the,
to the data-driven
approach, right?
You're finding out, why
are people dropping off
in this flow?
You're not finding out,
what problem should I
really be solving for
them, and what, what do
they care about as a
human?
And for this kind of,
like, really early stage
user interview, which is
the kind of user interview
that's crucial startups
do, that's the, that's
where you want to focus.
So, we didn't bring anyone
on site, actually.
It was almost all over
phone or Skype.
Yes?
So, for the three different
groups of people, there
are different kinds of
feedback.
So, as a startup, you
have limited time and
resources.
Is that a group that you
will focus on first?
Yeah.
So, with the three
different kinds of people,
did we focus on one of
them, given that we had
very limited resources?
Yes.
We focused on the
competing, people using
competing products, because
we knew that they already
were interested in the
behavior that we needed,
and they were willing to
do it at all.
And, therefore, all we
had to do was give it
to them to switch, which
is a much easier thing to
do than to try to create
a new behavior where none
existed before.
And we had to do that
because we had to get
some quick wins, because
my gaming project inside
of Justin.TV would have
been killed if it wasn't
showing 25% month over
month growth every single
month.
So, we did, and that
meant focusing on short
term, get the people in
right now.
And that turned out to be
good in general, because
we didn't have a lot of
It turns out that building
something that some people
want generally generalizes.
And so, I want to bring in
people who weren't even
users of the service as
well.
Yes.
Switch has been around
from the beginning to,
like, build up, for
example, the video game
industry.
And in the beginning, this
industry was very, like,
decentralized.
Like, there wasn't a lot
of cohesion with, like,
you know, different video
game companies consolidating
where tournaments are and
stuff.
But now it's very
different.
So, you said originally
you spoke to, like,
broadcasters and, you know,
streamers themselves.
How has that changed
when, like, for example,
like, Riot has, you know,
banned users from all
professional players from
streaming their own stuff?
Have you tried to, you
know, gain leverage with
that, or?
Yeah.
So, the question is, what
about the game publishers
basically, right?
The game publishers are
these huge, important
people in this space.
A, the game publishers,
and any big company, for
that matter, isn't going
to give you the time of
day as a small startup,
which is both good and
bad.
It means you don't really
need to talk to them
because they're not
interested in you.
But it means you actually
just can't talk to them.
I mean, we try to make
it work.
We tried, but no one
wanted to talk to us.
And they did once we
started getting some
traction and becoming a
little bit of, slightly
bit of a player in the
space.
I don't want to, like,
talk that bad about them
because they were nice
enough about it.
It's just that, you know,
when you're a tiny little
startup, there's lots of
tiny little startups, and
they don't have the time
to talk to all of you.
As we've gotten bigger,
actually, the point that,
you know, game publishers
have become an increasingly
important constituency for
us.
And if I was to talk about
who Twitch does user
interviews with now, who
we, who we pulled
information from now, it
would include game
publishers.
Definitely.
Because they've become
much more active in the
space.
It was something that they
weren't particularly active
three or four years ago as
much as they are now.
And that's another really
important point about user
interviews in general, which
is that the pool of people
you care about is going to
shift over time.
The people who get you
started, like the crucial
people to get your product
started for the first six
months, are not who will
be using it three years
later.
And it's very important you
keep doing this stuff.
Because one of the things
that's really easy to do is
do a little bit of it in
the beginning and, and
achieve some level of
success and then just sort
of stop talking to new
people.
And that's a good way to
make the next set of
features you build be not
as good as the first ones.
How about one more
question?
Yeah.
Yes.
How do you give good user
feedback if you're a user?
So, how do you give good
user feedback?
It's a really good
question.
So, I think what I, what I
want a user to do is I want
a user to tell me about
what they, like, what
they're really thinking,
right?
And what, what, what their
problems really are.
And to just sort of ramble.
Like, I want someone to,
like, just tell me about
stuff in their life.
Because the, the more you
learn about them as a
person and sort of their,
what's going on in the
context of what they're
doing, the easier it is to
understand why they want
the things they want.
And that's really the
critical question.
So, I'd say, like, you
know, what I'm looking for
in a, in someone, when I'm
doing a user interview, is
someone who's going to be
willing to talk a lot and
be willing to, to really
give me a full, give me a
full picture.
So, that's what, I guess,
on the flip side, if you
want to be a good, if you
want to help people out
with good user interview
feedback, ramble.
Like, just, just talk
about stuff and everything.
All right.
Great.
Well, thank you very much.
Thank you very much.