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If you are a B2B tech founder, you'd know implementation / deployment is a big bottleneck for any fast growing SaaS/AI, and in general is a drag on your company. "Necessary evil", as they say. We've launched Nitro AI to change the status quo. Not your crazy promise of...

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Rahul Vohra on how to measure product/market fit Rahul Vohra is the founder and CEO of Superhuman. He was looking for a metric to measure product/market fit so that he and his team could optimize, and he came across the following methodology from Sean Ellis: Simply ask your users: “How would you feel if you could no longer use the product?” with three options: (1) not disappointed, (2) somewhat disappointed, or (3) very disappointed. It turns out that the benchmark for product/market fit across hundreds of venture-backed startups is 40% of respondents saying “very disappointed”. And as Rahul puts it: “If more than 40% of your users would be very disappointed without your product, then you should focus on growing your company. If less than 40% of your users would be very disappointed without your product, then you’ll probably struggle to grow.” 40% may not sound like a lot, but it’s an incredibly hard benchmark to beat. For example, Slack posed this to 731 customers early in the company’s history, and 51% said they would be very disappointed without Slack. One might expect a terrific product like Slack to have a score of 60-80%, but that wasn’t the case. Rahul’s explanation of why the response options are focused on disappointment rather than happiness is interesting too: “I think the reason behind that is that if you ask people how they feel about a product and you give them positive potential responses, I think it invites more bias. People are more likely to be polite. And it also doesn’t get to the heart of the matter which is: how necessary has your product become in people’s lives? If you’re trying to build a company that’s going to stand the test of time, you really do have to build a product that matters and that people ultimately come to depend on because it’s just so incredible at what it does. And that’s what this question gets to the heart of.”

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David Friedberg: “Gaming is the future of entertainment, and the future of gaming is AI.” @jason: “Friedberg, what are your thoughts on the gaming industry versus social media versus traditional media?” david friedberg: “One way to answer that question is to think about how people spend their time.” “Do you spend more minutes on social media, or on traditional media, or playing games? And how is that trending?” “But importantly, which of those will accrue more benefit, and as a result, drive more hours spent from AI?” “One way to think about this thesis is that AI is going to ultimately accrue to video game entertainment far more than social media entertainment or traditional content.” “If you believe in AI, and you believe in the improvements in productivity, generally speaking, people in the industrialized world will generally have more free time on their hands and be able to support themselves with the deflationary effects of AI over time.” “So if there's more time on people's hands, the general market for entertainment is growing, and if the general market for entertainment is growing, gaming is the future of entertainment, and the future of gaming is AI.” “Because I think you can create dynamic, more engaging experiences that will benefit from a back and forth sort of relationship than you can with traditional content or with social media.” “If you're a noob in Fortnite, like you're an early player in Fortnite, you're mostly playing against AI, because what they do is they tune the AI to be easier to beat so that you can slowly develop your skills.” “What was happening early was they were seeing a high degree of churn in Fortnite because kids would go on and play for the first time and they'd get paired up with kids that were better than them, and so they would never win, and they would get frustrated and they would quit the game and stop.” “So the churn rate was high. So AI unlocked higher engagement and higher retention, and I think we're seeing that in a lot of different gaming platforms now.” “So AI can be used, for example, to maximally increase time, engagement, satisfaction, happiness.”

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