Seismic Explains its Three-Tiered Plan for Delight-Inducing Product Launches

This is part 7 of our 12-part series “This is Product-Led,” inspired by our conference for Gainsight PX users, Pulse for Product. Ask people whether they like video games and you’ll get answers across the board. One of our interviewees, Lauren Stefano, Director of Customer Marketing at Seismic, loves MarioKart. But Eve Alexander, Sr. Director

Stakeholder Alignment: 3 Tips to Manage Stakeholder Relationships and Improve Retention

In the world of customer success, it’s all about proving value, raising visibility, and understanding the customer, particularly in a time of fiscal “belt-tightening.”  Suppose your customer, especially your executive stakeholders, don’t see the value your product or service gives them. What if you don’t understand their needs, goals, and desired outcomes. When these situations

How a Croatian Unicorn Used Product-Led Growth to Expand Internationally

This is part 4 of our 12-part series “This is Product-Led,” inspired by our conference for Gainsight PX users, Pulse for Product. If you think of retro gaming as a U.S. phenomenon, it might surprise you to learn that it was quite an international affair. The home console heavyweights Nintendo and Sega are both Japanese.

3 Reasons Contextual Engagement Matters

Context allows us to add a measure of specificity to an experience or task at hand. For example, we used to live in a world where hugging and handshaking is a standard greeting depending on your relationship. In other cultures, such as the French, even a kiss on each cheek is traditional regardless of sex.

How to Create Powerful and Memorable In-App Engagements

This is part 2 of our 12-part series “This is Product-Led,” inspired by our conference for Gainsight PX users, Pulse for Product. All retro gamers know that you can’t just be dropped into a video game without any instruction. Instead, nearly all games begin with what’s known as an opening sequence—an 8-bit video that sets

How to “Product-Lead” Your Software Out of 2D Video Game Dungeon-Land

This is part 1 of our 12-part series “This is Product-Led,” inspired by our conference for Gainsight PX users, Pulse for Product. Despite the fond memories, 80s video games were a lot more frustrating than many give them credit. The hit detection was glitchy. Sprites were difficult to see. Bosses were merciless, and it led