A Product Manager’s Approach to Improving Chord Playing
How decomposing a complex skill into its atomic parts revealed a framework for faster user outcomes
Every musician knows the frustration: you understand the theory, you can play the chords individually, but when you try to play a progression, everything falls apart. Transitions arrive late. Rhythm collapses. The music sounds choppy instead of fluid.
I lived this problem. And when I finally decided to solve it, I discovered that the solution required product thinking, not just musical practice.
The Problem Beneath the Problem
Conversations with many guitarists and keyboard players revealed a consistent pattern. They weren’t struggling with knowledge; they were struggling with execution under time pressure. The gap between knowing a chord and playing it fluently within a musical context was big, and traditional teaching weren’t addressing it specifically.
The market was saturated with chord diagrams, song tutorials, and theory explainers. But almost nothing targeted the specific micro-skill of moving quickly from one chord to another, on beat, in real time. That gap wasn’t accidental. Fluidity is uncomfortable to teach because it requires confronting the tension between what you just learned and performing simultaneously.
This is a classic product management insight: the most valuable opportunities often live in the spaces that existing solutions avoid or skip because they’re genuinely difficult or not in scope.
Framing the Hypothesis
I approached this as a PM, not as a musician trying to build something for myself:
Hypothesis: If we create a system that enforces timing, provides chord anticipation, and delivers immediate feedback, musicians will develop muscle memory faster than through traditional practice.
The underlying assumptions were clear: rhythm creates productive pressure, anticipation builds preparedness, and feedback accelerates learning loops.
But hypotheses are cheap. The hard work was interrogating each assumption before building anything.
Interrogating Every Assumption
Initial enthusiasm quickly gave way to difficult questions:
On timing pressure: Metronomes exist everywhere, there are even free backtrack options online. If time pressure alone solved this problem, it would already be solved. What’s the right relationship between pressure and learning? Does pressure help or hinder when you’re still building foundational skill?
On anticipation: Users were divided. Some found showing the next chord distracting when they were still mastering the current one. Others recognized it as essential, real playing requires you to prepare for what’s coming, not just react to what’s here.
On feedback: Essential in principle, but what kind? Audio feedback requires knowing what the user is playing. Visual feedback might split attention. The mechanism mattered as much as the concept.
On target users: Perhaps the hardest question. Who specifically would benefit most? What skill level? Which instruments? What prior knowledge could I assume?
This interrogation phase is where many product efforts go wrong. The temptation is to start building immediately. But testing assumptions before committing resources is what separates effective product work from expensive learning and frustration.
Narrowing to a Sharp Focus
User research conversations helped clarify the direction, sometimes in unexpected ways:
The insight on timing was counterintuitive: many users actually needed less time pressure initially, not more. What if the metronome could slow down dramatically, or freeze entirely, to let users experience success before adding difficulty? This reframed the feature from “enforcing timing” to “scaffolding toward timing.”
Anticipation became a variable, not a constant. Show the next chord for users who want it; hide it for those who don’t. This revealed a broader principle: what feels like a core feature to the designer might be a preference to the user. If it’s too essential like I heard from so many good players, maybe I can show it for everyone but tone it down so it is not too obvious for new players?
The user definition sharpened significantly: solo DAW music producers. This group already understands chords and theory but often lacks fluency in physical execution. They compose music, so clean chord playing has immediate practical value. And importantly, it’s a growing market with unmet needs.
The goal crystallized:
Not to teach more, but to help users acquire a specific skill faster.
This constraint was liberating. It eliminated feature bloat before it could begin.
The MVP: What I Built and What I Didn’t
The first version was deliberately minimal:
A metronome with adjustable speed down to near-frozen time, and another option with no time at all in order to eliminate the problem. Clear display of current chord with optional next-chord preview — can be turned off by the user. A simple keyboard showing which keys to play. Random chord progressions. A basic feedback indicator.
What I explicitly excluded: comprehensive chord libraries, music theory aligned options, recording capabilities, social features, gamification, achievement systems, genres, chord complexities.
This restraint was strategic. The goal wasn’t to ship a complete product, it was to validate whether the core behavior change hypothesis was correct. Would users practice longer? Shorter? Would they report feeling more confident? Would their fluidity actually improve? And critically: how fast would improvement happen?
MVPs exist to learn, not to impress. Every feature not built was a faster path to discovering whether the core idea worked.
What Users Actually Said
Feedback arrived quickly and honestly:
“It helps me keep up without the pressure.”
“I can feel what the transitions are supposed to feel like.”
“I want more real progressions, random feels unmusical.”
“I want to practice only in specific keys.”
“Why can’t I choose what to train on?”
“Are there more complex chords, those are too easy.”
The pattern was clear: the core mechanism was working, but users wanted it applied to their actual musical context, not abstract exercises. The hypothesis was validated, but the product needed to meet users where they were.
This is where product discipline becomes essential. The temptation is to defend what you’ve built. The discipline is to treat feedback as data about what to build next.
Iteration as Strategy
Each subsequent version mapped directly to a learning:
Extended chord libraries emerged from users wanting options beyond basic triads. Real progression mode came from feedback that practice needed to feel musical to sustain engagement and to learn real world scenarios. Scale and key constraints addressed users who wanted theory-informed practice. Improved customization reflected the discovery that value perception is deeply personal.
Nothing was added because it seemed like a good idea. Everything existed to reduce friction between intention and progress.
The Outcome That Mattered
The metrics told a straightforward story: faster time to first meaningful practice session, measurable improvement in chord transition speed, and users reporting better compositional fluency.
But the signal that confirmed the product was working came from qualitative feedback:
“My playing feels far smoother immediately after practicing.”
“There is a moment where it just clicks, and then it’s easier.”
“It takes just a couple of minutes to feel a change.”
That last point was the breakthrough validation. By stripping away everything except the specific skill of fluid chord transitions, users could feel improvement in minutes rather than weeks or months. The constraint created the value.
Principles Reinforced
Building this product reinforced several principles I carry into product decisions:
Users don’t want tools, they want outcomes.
The product that helps someone play more fluidly is more valuable than the product with more features.
Speed of learning beats quantity of features.
If users can feel progress quickly, they’ll stay engaged. If progress feels slow regardless of how comprehensive the tool is, they’ll leave.
Constraints create direction.
Deciding what not to build is as important as deciding what to build. Focus enables depth and clears the path.
Feedback drive behavior change.
Immediate, clear feedback transforms practice from repetition into active learning.
MVPs exist to learn, not to impress.
The goal of an early product is to discover whether your hypothesis is correct as quickly as possible.
The Deeper Lesson
Product management is about deeply understanding human friction and designing systems that remove it.
The fastest path to improvement isn’t always more practice, more features, or more content. Sometimes it’s identifying the specific constraint that matters most and building something precise enough to address it directly.
That’s what led me building Fluid Chord Trainer: the discipline to find the specific unit of value and the restraint to build only what’s needed to deliver it.
The Fluid Chord Trainer App
For those who want to try the app, here is the link: Fluid Chord Trainer
If you want to use the correct/incorrect indicator, your instrument should be connected to the computer via midi. Enjoy chord practicing!
