> they'd choose features that majority of customers are requesting
Just an interesting Side-note: features customers REQUEST and features customers CARE ABOUT are not the same.
People are great at telling what they like or don't like when you show it to them, but they're not always great at telling you how to improve it.
I can't find the source now, but I've come across a story of a game in which players were complaining that the shotgun was too weak. The game devs solved this problem by... increasing the reload time on the sniper rifle, and the complaints went away. The players could correctly tell that there was a problem, but incorrectly diagnosed the best solution (assuming the devs were right in their decision).
Here are some random articles going over this argument in more detail:
Just an interesting Side-note: features customers REQUEST and features customers CARE ABOUT are not the same.
People are great at telling what they like or don't like when you show it to them, but they're not always great at telling you how to improve it.
I can't find the source now, but I've come across a story of a game in which players were complaining that the shotgun was too weak. The game devs solved this problem by... increasing the reload time on the sniper rifle, and the complaints went away. The players could correctly tell that there was a problem, but incorrectly diagnosed the best solution (assuming the devs were right in their decision).
Here are some random articles going over this argument in more detail:
https://www.appcues.com/blog/dont-give-users-what-they-want
https://www.nngroup.com/articles/first-rule-of-usability-don...
https://uxplanet.org/stop-asking-users-what-they-want-21e9ba...