What Is Community-Based Product Development?
Imagine you really want a new lunchbox for school. The one you have now leaks, the zipper breaks all the time, and it’s too small for your sandwich and apple. You think: “I could make a better lunchbox, sell them to my classmates, and make some extra money for video games.” That’s product development: making something new that people can buy and use.
Now, the old way to do this is called “closed product development”. That’s when you and 2 of your best friends sit in your treehouse, guess what all 500 kids in your school want in a lunchbox, draw a picture of it, and then order 1000 lunchboxes from a factory. You don’t ask anyone else what they want. You just guess.
The problem with that? You might guess wrong. Maybe you think everyone wants a lunchbox with a built-in video game screen, but most kids just want one that’s easy to clean, fits a whole pizza slice, and has a spot for a juice box. If you don’t ask, you’ll end up with 1000 lunchboxes no one wants to buy. That’s a lot of wasted money, and you won’t get your video games.
That’s where community-based product development comes in. It’s a fancy name, but it’s really simple. Instead of guessing what people want, you ask the people who are going to use your product — your community — to help you make it. You don’t sit in a treehouse alone. You talk to the kids in your school, the parents who buy lunchboxes, the janitors who have to clean up leaked juice — all of them are part of your community.
Your community isn’t just the people who will use your product every day. It’s anyone who touches your product, ever. For your lunchbox, that’s the factory workers who make it, the truck drivers who deliver it to stores, the store clerks who sell it, even the recycling center workers who break it down when it’s old. All of them have ideas that can make your lunchbox better. Community-based product development means you listen to as many of these people as you can, not just the ones you like.
It’s like if you were making a group project for school, but instead of just your group of 3, the whole class gets to add ideas. You still do the hard work of making the project, but everyone gets to tell you if your poster is too hard to read, or if you forgot to include the part about frogs. That’s community-based product development: letting the people who will use your stuff help you build it, step by step.
With normal product development, the company is like a chef who makes a new soup, tastes it themselves, and serves it to customers without asking if it’s too salty. With community-based product development, the chef asks 10 customers to taste the soup first, says “is this too salty? Do you want more carrots?”, and changes the recipe before serving it to everyone. That’s the big difference.
It’s not just asking once at the start, either. With community-based product development, you keep asking for feedback even after you start selling the lunchboxes. If 10 kids tell you the zipper still breaks after a month, you fix that problem for the next batch. You never stop listening.
Even really famous, smart people guess wrong when they don’t listen to their community. Steve Jobs, who helped make the iPhone, once said people don’t know what they want until you show it to them. But that doesn’t mean Apple never asks for feedback. Apple shows early versions of new products to employees, to partners, to test users all the time. They just don’t show it to everyone right away. That’s still community-based product development, just with a smaller, more specific community.
Another way to think about it: if you were building a treehouse, would you rather build it alone and hope your friends like it, or ask your friends what they want first? Do they want a slide? A rope ladder? A spot to put snacks? If you ask them, they’ll use the treehouse more, and they’ll help you build it too. That’s exactly what community-based product development is, for any product, big or small.
Why Would Anyone Bother With Community-Based Product Development?
You might be thinking: “That sounds like a lot of work. Why not just guess? I’m pretty smart, I can figure out what people want.” Well, here’s the thing: even the smartest people guess wrong all the time. Even big companies with millions of dollars guess wrong. Remember when Coca-Cola changed their recipe in 1985? They guessed people wanted a sweeter soda. People hated it. They had to bring back the old recipe in just 3 weeks. If they had used community-based product development, they would have asked people to taste the new soda first, and they would have known no one liked it. They would have saved millions of dollars in wasted soda and bad reviews.
Or take the video game Cyberpunk 2077. It launched in 2020 with thousands of bugs: the game crashed all the time, characters got stuck in walls, it looked worse than the ads promised. Players were so angry they demanded refunds. The developers lost millions of dollars. If they had released a beta test (a free test version of the game for players to try before launch) and used community-based product development, players would have told them about all the bugs early, and they could have fixed them before selling the game. They wouldn’t have had to give out so many refunds, and people would have liked the game more.
So here are the big reasons why community-based product development is better than guessing:
- You waste way less money. When you guess, you might make 1000 products no one wants. That’s $10,000 wasted. When you use community feedback, you make 10 cheap prototypes first, fix them, then make 100 real products. That’s only $1000 spent, and you know people want them. Even if you’re a kid making notebooks, you don’t want to spend $20 on 10 notebooks no one buys. Community feedback stops that from happening.
- People like your product more. If you ask 100 kids what they want in a lunchbox, and they say they want a wipeable cover, and you add that, they’ll buy it. Why? Because it solves a problem they have. Their old lunchbox cover gets dirty, and they hate that. Your lunchbox fixes that problem. They don’t care about the fancy video game screen you wanted to add — they care about the wipeable cover they asked for.
- People tell their friends about your product. Let’s say you make lunchboxes, and a kid named Sam tells you he wants a spot for a juice box. You add that spot. Sam tells all his friends: “Hey, this new lunchbox has the juice box spot I asked for! It’s so cool.” His friends trust Sam, so they buy the lunchbox too. That’s free advertising, and it only happens because you listened to Sam.
- You fix problems early, when they’re cheap to fix. If your prototype has a zipper that breaks, you find out in week 1. Fixing a zipper on a cardboard prototype costs $0. If you find out the zipper breaks after you’ve made 500 real lunchboxes, fixing each one costs $5, so that’s $2500 wasted. Fixing problems early saves you so much money and stress.
- You feel less stressed. Guessing is scary. You never know if people will like your product until you sell it. With community-based product development, you know people like it before you even make the real version. You don’t have to lie awake at night wondering if you’ll waste all your money. You have proof that people want what you’re making.
- You build a loyal group of fans. When people help make your product, they feel like they own a part of it. They’ll buy every new product you make, because they know you listen to them. Lego fans who submit ideas to Lego Ideas will buy the sets that come from the site, because they feel like they’re part of the Lego team.
Even small businesses benefit. A local bakery that asks regular customers to taste test new cookies will sell more cookies than a bakery that just guesses what flavors people want. A local skate shop that asks skaters what new skateboard decks they want will sell more decks than a shop that orders random decks. It works for everyone, big or small.
Think about it this way: if you were throwing a birthday party, would you guess what food your friends want, or ask them? If you guess, you might end up with 10 pizzas when everyone wanted burgers. If you ask, you get exactly what everyone wants, no wasted food. Community-based product development is just asking for the “party food” of products: what does your community actually want?
How Does Community-Based Product Development Actually Work?
It’s not a complicated process. You don’t need a degree, you don’t need fancy software, you don’t need a lot of money. You just need to follow these simple steps, and you can do it even if you’re 10 years old.
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Step 1: Pick your community (be specific!)
Don’t say “my community is everyone”. That’s too big. Be super specific. If you’re making a lunchbox, say: “My community is 7-8 year old kids who bring lunch to school, and their parents who buy lunchboxes.” If you’re making a dog toy, say: “My community is owners of small dogs, veterinarians, and pet store clerks.” If you’re making a planner for teachers, say: “My community is 3rd grade teachers in public schools.”
Why? Because if you try to make a product for everyone, it will be too big for some, too small for others, too babyish for some, too boring for others. Picking a small, specific community makes it way easier to get good feedback. You can always expand to other communities later, once you’ve made a great product for your first group.
Don’t forget: community includes people who aren’t the end user too. For a kid’s lunchbox, that includes the janitors who mop up leaks, the cafeteria workers who stack lunchboxes, even the parents who wash them. All of them have useful feedback.
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Step 2: Ask them what’s wrong with current products
Don’t ask “what do you want?” People are bad at inventing new things. They’re great at pointing out problems. So ask: “What do you hate most about the lunchboxes you use now?” “What’s the one thing you wish your notebook did better?” “What’s frustrating about the dog toys you buy?”
Write down every answer. Don’t argue, don’t say “that’s a dumb idea”. Just listen. If someone says “the zipper gets stuck on my candy wrapper”, write that down. That’s a real problem that person has, and fixing it will make them happy.
You can ask in person, send a survey (a list of questions you ask people to fill out, using free tools like Google Forms), or post a poll on social media. For a small community, in person is best — you can follow up with questions if you don’t understand an answer.
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Step 3: Make a super rough first prototype
A prototype is just a cheap, messy first try at your product. You don’t need to make a real, perfect version yet. For a lunchbox, your prototype can be a cardboard box taped together, with a zipper from an old jacket, and a juice box spot drawn with marker. For a notebook, it can be 20 sheets of paper stapled together, with a plastic cover from a folder.
It doesn’t have to look good. It just has to be good enough to show people what you mean. The messier the prototype, the cheaper it is to fix if people hate it. If you spend $100 making a perfect prototype, and people say it’s terrible, you just wasted $100. If you spend $1 on a cardboard prototype, you only wasted $1.
Don’t stress about the prototype being “right”. No one expects a cardboard lunchbox to be waterproof. They just need to see the general idea of what you’re making.
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Step 4: Show the prototype to your community, ask for feedback
Give 5-10 prototypes to people in your community. Say: “Here’s a first try at my new product. What do you like? What do you hate? What would you change?” Don’t explain too much, just let them use it. Watch them! If you’re giving a lunchbox prototype to a kid, watch them put their lunch in it. Do they struggle to open the zipper? Do they try to put the juice box in the wrong spot? That’s feedback too, even if they don’t say it out loud.
Write down every piece of feedback. Even if it’s “the cardboard is too flimsy” or “I don’t like the color”. All of it helps.
If you’re making a digital product like an app, your prototype can be a simple drawing of what the app looks like, or a free test version (beta test) you send to users.
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Step 5: Fix the biggest problems
Take all the feedback, pick the 3 biggest problems that most people mentioned. For example: 1. Zipper gets stuck. 2. Too small for pizza. 3. Cover gets dirty. Fix those first. Don’t try to fix every tiny thing, just the big ones. Make a new prototype with a smooth zipper, bigger size, and wipeable cover.
Don’t add every feature people suggest yet. If one person wants a built-in calculator, ignore that for now. Only fix the problems most people have.
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Step 6: Repeat steps 4 and 5 2-3 times
Show the new prototype to more people in your community. Collect more feedback, fix more problems. Do this until most people say “I would buy this” or “this is way better than what I use now”. For a small project, 2 rounds of feedback is enough. For a big project, you might do 5 or 6 rounds.
You’ll notice each round gets easier. The feedback will be smaller, tinier fixes instead of big changes. That means you’re getting close to a final product.
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Step 7: Make the real product, keep asking for feedback
Once you’re sure people like your prototype, order your first batch of real products. Sell them to your community first. After a week, ask everyone who bought one: “How is it? Any problems? Any changes you want?” Fix those problems for the next batch. Never stop listening, even after you launch. That’s what makes community-based product development different from the old way — it’s ongoing, not just a one-time thing.
Even big companies like Lego keep getting feedback on Lego Ideas sets years after they launch, to make better sets in the future.
Real-Life Examples Of Community-Based Product Development
Still not sure how this works in the real world? Here are examples of big companies, small businesses, and even regular people using community-based product development to make great products.
Lego Ideas
You probably know Lego, the plastic building blocks. Lego has a website called Lego Ideas where anyone can submit an idea for a new Lego set. Maybe you want a Lego set of your local library, or a set of your favorite cartoon character. You post your idea, add a picture, and explain why people would want it. Then other Lego fans vote for it. If your idea gets 10,000 votes, Lego’s team looks at it. If they think it’s a good idea, they make the set and sell it. The person who submitted the idea gets 1% of the money from all sales of that set.
Almost all Lego Ideas sets come from the community. The Lego NASA Apollo Saturn V rocket, the Lego Friends Central Perk set (from the TV show Friends), the Lego Pac-Man arcade machine — all of these were submitted by regular Lego fans, voted on by the community, and made by Lego. That’s community-based product development at its best: the company lets the community come up with ideas, pick the best ones, and help make them.
Discord
Discord is an app that lets people talk to each other using voice, video, and text, mostly while playing video games. It was made by a small team of 4 people who loved playing games. They made a first version of Discord, gave it to 20 gamer friends, and asked what they thought. Gamers said: “We want to be able to share our screens so we can show each other our game plays.” So Discord added that feature. Gamers said: “We want different channels for different games, so we don’t get our messages mixed up.” Discord added that too.
They kept adding features that gamers asked for, and kept fixing bugs that gamers reported. They didn’t add random features that the developers thought were cool — they only added what the community wanted. Now Discord has over 500 million users, and it’s the most popular app for gamers. All because they used community-based product development from day 1.
Local Coffee Shop Summer Drink
Let’s say there’s a small coffee shop in your neighborhood that wants to make a new iced coffee drink for summer. Instead of guessing what flavor people want, they make 3 small batches: strawberry, mango, and vanilla. They put up a sign in the shop: “Taste our new summer drinks! Vote for your favorite, get a free cookie.” They give out small 1-ounce samples to customers, and count the votes. Mango wins by a lot — 60% of people voted for it.
They also ask: “What do you want to change about the mango drink?” Most people say “make it less sweet”. So they adjust the recipe, launch the mango iced coffee, and it’s their best seller all summer. They didn’t waste money making 100 gallons of strawberry drink no one wanted. They used community feedback to pick the right flavor and adjust the recipe.
Indie Game Developer
A small team of 3 people is making a game about a cat who flies around collecting yarn. They put a free demo on Steam (a website where you buy and download games). They add a button in the demo: “Report a bug, suggest a feature”. Players play the demo, and submit hundreds of feedback messages. They say “the cat flies too fast”, “I want more yarn colors”, “the game crashes when I jump”. The developers fix the flying speed, add 10 new yarn colors, and fix the crash bug.
They do this for 6 months, then launch the full game. It has 10,000 players in the first week, and almost all of the reviews say “great game, the developers listened to feedback”. That’s community-based product development for digital products.
School Uniforms
One elementary school in Texas wanted new uniforms for students. Instead of the principal and school board picking a uniform, they asked students to help. They had a contest where students drew designs for the new uniform. They put all the designs on the school wall, and students voted for their favorite. The winning design was a t-shirt with the school mascot, and stretchy pants so kids could run at recess.
They also asked students: “What fabric do you want? Cotton? Polyester? Stretchy?” Students said stretchy, so they picked stretchy fabric. The new uniforms were way more popular than the old ones — students actually wanted to wear them, because they helped pick them. That’s community-based product development for school uniforms, a product that millions of kids use every day.
Local Skateboard Shop
A small skate shop in California wanted to start making their own skateboard decks (the flat board part of a skateboard). They asked regular skater customers what they wanted: wider decks for stability? Thinner decks for tricks? Cool graphics? Skaters said they wanted decks with local landmark graphics (like the Golden Gate Bridge) and a medium width that works for both new and experienced skaters. The shop made a small batch of 20 decks with those specs, sold out in a week, and now makes 100 decks a month. All because they asked their community first.
Common Mistakes Beginners Make
Even though community-based product development is simple, it’s easy to mess up if you’re new to it. Here are the most common mistakes people make, and how to avoid them.
Mistake 1: Asking the wrong community
If you’re making a lunchbox for 7-year-olds, don’t ask 17-year-olds what they want. 17-year-olds don’t use lunchboxes, they don’t know what 7-year-olds like. You’ll get feedback that’s totally useless. If you’re making a planner for working moms, don’t ask college students — they don’t have the same schedule, they don’t need the same features.
How to avoid it: Write down exactly who your community is before you ask for feedback. Tape it to your wall if you have to. “My community is 7-8 year old kids who bring lunch to school, and their parents.” If someone not on that list gives you feedback, say thank you, but don’t change your product based on it.
Mistake 2: Only asking once, then ignoring feedback
Some people ask for feedback once, get 10 answers, then never talk to the community again. That’s not community-based product development. That’s just asking for permission once. The community might change their minds, they might notice new problems later, they might have better ideas after they use the prototype more.
How to avoid it: Keep asking for feedback at every step. Show prototypes, ask for feedback, fix, repeat. Even after you launch the product, send a quick survey or ask in person how it’s going. Make it clear to your community that you’re always listening.
Mistake 3: Making a product you like, not what the community wants
You might really want a lunchbox with a built-in speaker that plays your favorite music. But if no one else wants that, it doesn’t matter that you like it. The product is for the community, not for you. If you make a product you like but no one else wants, you won’t sell any.
How to avoid it: Put your own wants aside. Make a list of the top 5 things the community asked for, and make sure every one of them is in your product. If you want to add a feature you like, only add it if it doesn’t take away from the community’s requests.
Mistake 4: Getting mad at negative feedback
If someone says “your lunchbox is ugly” or “this notebook tears too easily”, don’t get upset. Don’t argue. Negative feedback is the most helpful feedback you’ll get. It tells you exactly what to fix. If 10 people say it’s ugly, change the design. If 5 people say the notebook tears, use thicker paper.
How to avoid it: Say “thank you for telling me, I’ll fix that” instead of arguing. Remember: they’re taking time out of their day to help you. Even if the feedback feels mean, it’s a gift. It helps you make a better product. No great product was made without negative feedback.
Mistake 5: Trying to please everyone
If one person wants pink, another wants blue, another wants green, you can’t make a lunchbox that’s all three colors. It will look terrible, and no one will buy it. You have to pick the most common requests. If 20 people want wipeable cover, 5 want pink, 5 want blue: add the wipeable cover, make two color options: pink and blue.
How to avoid it: Look for patterns in feedback. If 50 people ask for the same thing, do that. If 1 person asks for something, ignore it. You’ll drive yourself crazy trying to please every single person. No product is for everyone, and that’s okay.
Mistake 6: Not explaining your product clearly
If you show someone a cardboard prototype and say “it’s a container for food”, they might not get it. You have to explain: “this is a lunchbox for kids, it has a spot for a juice box, a wipeable cover, and fits a whole sandwich”. If you use big words like “container” or “prototype”, explain what they mean first.
How to avoid it: Use simple words, show pictures, demonstrate how it works. Don’t assume people know what you’re talking about. The clearer you are, the better feedback you’ll get.
Mistake 7: Waiting too long to ask for feedback
Some people wait until they’ve made the perfect prototype, spent $1000 on it, then ask for feedback. If people hate it, you’ve wasted $1000. The earlier you ask for feedback, the less money you waste fixing problems.
How to avoid it: Ask for feedback early, even when your prototype is messy cardboard. The first time you show your prototype, it should be so rough that you’re almost embarrassed to show it. That means you’re doing it right — you’re saving money by fixing problems early.
Mistake 8: Not sharing what you’re doing with the community
If you ask for feedback, then go away for 3 months, the community will forget about you. They won’t care about your product anymore. You have to keep them updated: “Hey, I fixed the zipper you told me about! Here’s a picture of the new version.”
How to avoid it: Send regular updates to your community. Even if it’s just a quick message saying “still working on the lunchbox, fixed the cover!”. Keep them excited about the product.
Mistake 9: Taking feedback personally
If someone says “this lunchbox is stupid”, it’s not an attack on you. It’s just feedback on the product. Don’t take it personally. They don’t hate you, they just don’t like the lunchbox. Separate your feelings from the product, and it’s way easier to handle negative feedback.
Best Practices And Pro Tips
Want to make your community-based product development process even better? Here are tips from people who have done it for years, to help you avoid headaches and make great products faster.
Tip 1: Start small
Don’t try to ask 1000 people for feedback at first. Ask 5-10 people in your community first. Fix the big problems with their feedback, then ask 20 more people, then 50. Starting small saves time and money. You don’t want to send 1000 surveys and get 1000 different answers you can’t handle. For a notebook project, 20-30 answers is plenty. For a big Lego set, you need thousands, but you can work up to that.
Tip 2: Thank people for feedback (every single time)
Every time someone gives you feedback, say thank you. Even if it’s negative. People are taking time out of their day to help you. If you thank them, they’ll want to help you again. If you ignore them, they won’t. You can even give small rewards: a free sticker, a coupon for $1 off the product, a shoutout on your social media. It doesn’t have to be big, just a small thank you.
Tip 3: Tell people when you fix their suggestions
If someone says “the zipper gets stuck”, and you fix the zipper, tell that person! Send them a message: “Hey, I fixed the zipper you told me about, want to try the new version?” They’ll feel heard, and they’ll tell their friends how great you are. It builds trust with your community. They’ll know you’re not just asking for feedback to be nice — you actually listen.
Tip 4: Use simple tools to collect feedback
You don’t need fancy, expensive software. Use free tools: Google Forms for surveys, Instagram or TikTok polls for quick votes, or just talk to people in person. If you’re making a lunchbox for your class, just walk around at recess and ask people what they think. Simple tools work best, because they’re easy for your community to use too.
Tip 5: Don’t change the product for every single suggestion
If 1 person out of 100 says they want a built-in calculator, don’t add it. Only fix things that most people ask for. If 50 people want a wipeable cover, add that. If 1 person wants a calculator, ignore it. You’ll drive yourself crazy trying to please every single person. Remember: you’re the one making the product, the community is just helping you.
Tip 6: Watch people use your product, don’t just ask them
People might say “the zipper is fine”, but when they use it, they struggle to open it. Watch them use your prototype without helping them. See where they get stuck. That’s more helpful than what they tell you. For example: you watch a kid try to put a juice box in the spot, and they can’t find it. That means you need to make the juice box spot bigger, or draw a picture of a juice box on it. People don’t always know how to explain what’s wrong, but you can see it when you watch them.
Tip 7: Be honest with your community
If you can’t add a feature people want, tell them why. Don’t lie. If 100 people want the lunchbox to be $2, but it costs you $3 to make, say “I can’t sell it for $2, because it costs more to make. But I can sell it for $5, which is the same as other lunchboxes”. People appreciate honesty. They’ll understand if you can’t do something, as long as you’re up front about it.
Tip 8: Keep your community updated on progress
Send regular updates to your community. “Fixed the cover! Working on the zipper now.” “Made 10 prototypes, testing them this week!” “Launched the lunchbox, already sold 50!” People like feeling like they’re part of the process. They’ll stay excited about your product, and they’ll tell their friends about it.
Tip 9: Celebrate wins with your community
When you sell your first 10 lunchboxes, tell your community. When you fix a big problem, tell them. When you launch, thank them for helping you. They’re the reason your product is good, so give them credit. They’ll feel proud to have helped, and they’ll keep supporting you.
Tip 10: Don’t overcomplicate things
You don’t need a 50-question survey. You don’t need a 10-page business plan. You just need to ask a few simple questions, make a prototype, and listen. The simpler you keep it, the more likely you are to finish your project.
How To Start Your Own Community-Based Product Development Project
Ready to try it yourself? Here’s a step-by-step guide to starting your own project, even if you’re a total beginner. We’ll use two examples: one for kids (making a custom notebook for your class) and one for adults (making a custom planner for working moms).
Example 1: Custom Notebook For Your Class (Kid-Friendly)
Let’s say you’re in 5th grade, and you want to make a custom notebook for your classmates. Here’s exactly how to do it:
- Pick your community: Your 5th grade class (28 students) and your teacher, who buys notebooks for the class sometimes.
- Ask for feedback: Make a quick survey with 2 questions: 1. What do you hate most about the notebooks we use now? 2. What would you add to a notebook to make it better? Ask 20 classmates. Let’s say answers are: pages tear out (15 people), cover gets dirty (12), not enough doodle space (10), lines too small (8).
- Make a prototype: Take 20 sheets of paper, staple them together. Glue a piece of plastic folder on front and back for a cover. Leave last 2 pages blank for doodles. Draw wider lines with marker. Cost: $1.
- Test prototype: Give to 5 classmates, ask them to use it for a day. Next day, ask what they think. They say pages don’t tear, cover doesn’t get dirty, doodle space is good, lines are better. One says staples hurt their hand when writing.
- Fix problem: Use spiral binding instead of staples, so no poking. Make new prototype: spiral binding, plastic cover, wide lines, 2 doodle pages. Cost: $2.
- Test again: Give to 10 more classmates. All like it, 8 say they’d buy it for $3.
- Make real product: Order 30 spiral notebooks with plastic covers, wide lines, 2 doodle pages. Cost: $60 ($2 each). Sell for $3 each. Profit: $30.
- Follow up: After a week, ask buyers if any problems. One says plastic cover rips when shoved in backpack. Next batch: use thicker plastic cover.
That’s it! You just made a product people actually want, made a profit, and didn’t waste any money. All thanks to community-based product development.
Example 2: Custom Planner For Working Moms (Adult-Friendly)
Let’s say you want to make a planner for working moms who have to juggle work, kids, and home stuff. Here’s how to do it:
- Pick your community: Working moms with kids in elementary school, who use planners regularly.
- Ask for feedback: Post a survey on Facebook mom groups, Instagram, and Reddit. Ask: “What do you hate most about the planners you use now?” “What feature would make your life easier?” Collect 50 answers. Top answers: not enough space for kid’s activities (30), too big to fit in purse (25), no spot for meal planning (20).
- Make prototype: Print 20 sheets of paper with wide daily sections, a separate page for kid’s activities, a small meal planning section, and make it 6×9 inches (small enough for purse). Bind with a cheap spiral binding. Cost: $5 per prototype.
- Test prototype: Give to 10 working moms in your community. Ask them to use it for a week. Feedback: daily sections are too small, meal planning section is too tiny, love the kid’s activity page.
- Fix problems: Make daily sections bigger, make meal planning section a full page, keep kid’s activity page, keep small size. New prototype cost: $6.
- Test again: Give to 20 more moms. 18 say they’d buy it for $15.
- Make real product: Order 100 planners from a print shop. Cost: $800 ($8 each). Sell for $15 each. Profit: $700.
- Follow up: Send a survey to buyers after a month. Fix any new problems for the next batch.
See? It works for any product, for any age. You just need to listen to your community.
Example 3: Dog Toy For Small Dogs (Pet-Friendly)
Want to make a dog toy? Here’s how:
- Community: Owners of small dogs (under 20 lbs), vets, pet store clerks.
- Feedback: Ask dog owners: “What do you hate about small dog toys?” Answers: too easy to swallow (20), too hard for small mouths (15), falls apart in 2 days (12).
- Prototype: Sew a small fabric toy with strong stitching, soft material, big enough to not swallow. Cost: $2.
- Test: Give to 5 small dog owners. Watch dogs play with it. All dogs can carry it, none swallow it, holds up for a week of chewing.
- Fix: Add a squeaker (3 owners asked for it). New prototype cost: $2.50.
- Sell: Order 50 toys, sell for $8 each. Profit: $275.
Conclusion
So, to sum it all up: community-based product development is just asking the people who will use your product to help you make it. It’s not a fancy, complicated process reserved for big companies. It’s listening instead of guessing, fixing problems early instead of wasting money, and making stuff people actually want.
We talked about how it’s better than the old way of making products, where companies guess and often get it wrong. We went over the simple steps: pick your community, ask for feedback, make prototypes, fix problems, repeat. We looked at real examples from Lego to Discord to local coffee shops, all of whom used this process to make products people love. We covered common mistakes to avoid, like asking the wrong people or getting mad at negative feedback, and pro tips to make it easier, like starting small and thanking people for feedback.
The best part about community-based product development is that it works for everyone. Big companies, small businesses, kids making notebooks for their class — anyone can use it. You don’t need a lot of money, you don’t need fancy software, you just need to be willing to listen.
Final takeaway: Next time you want to make something, don’t guess what people want. Ask them. Listen to them. Let them help you. You’ll save money, make better stuff, and have way more fun. Your community knows what they need — you just have to ask.
FAQs
Is community-based product development only for big companies?
No! It works for everyone. Big companies like Lego use it, but so do small coffee shops, indie game developers, and even kids making notebooks for their class. You don’t need a big team or lots of money to use this process. All you need is a community to listen to.
Do I have to do everything the community says?
No. You should listen to the most common feedback, but you don’t have to change your product for every single suggestion. If one person wants a pink lunchbox and 20 want blue, make blue lunchboxes. You’re still in charge of making the product, the community just helps you make it better.
What if people give me conflicting feedback?
Look for patterns. If 10 people say the lunchbox is too small, and 5 say it’s too big, it’s probably too small. Pick the feedback that most people agree with. If feedback is split 50/50, you can make two versions of the product, or pick the option that fits your community best.
How much feedback should I collect?
Collect enough to see clear patterns. For a small project like a notebook for your class, 20-30 answers is enough. For a big project like a new Lego set, you need thousands of votes. You don’t need to collect feedback forever, just until you know what most people want.
What if I can’t afford to make prototypes?
Prototypes don’t have to be expensive. A prototype for a lunchbox can be cardboard and tape, cost $0. A prototype for a notebook can be stapled paper, cost $1. You don’t need to make a real, perfect prototype at first. The messier the better, because it’s cheaper to fix.
Can I use community-based product development for digital products like apps?
Yes! Apps are great for this. You can release a beta test (a free test version of your app for users to try before launch) to ask users to report bugs and suggest features, and fix them before you release the full app. Discord and most other popular apps did this.
What if my community gives me feedback I don’t understand?
Ask them to explain! Say: “You said the zipper is finicky, what do you mean?” Don’t be afraid to ask questions. The more you understand the feedback, the better you can fix the problem. Most people are happy to explain if you ask nicely.
How long does community-based product development take?
It depends on your project. A notebook for your class might take 2 weeks. A new Lego set might take 6 months to a year. It’s almost always faster than guessing and making a product no one wants, because you fix problems early instead of after you’ve launched and wasted money.
Do I need to pay my community for feedback?
You don’t have to, but small rewards (like a free sticker or coupon) can make people more likely to help. For big projects, some companies pay testers, but for small projects, a simple thank you is usually enough.