What Is the Easiest Digital Product to Create First? Here's My Answer
- Arroe Murphy

- Mar 20
- 5 min read
Stop trying to come up with a genius idea.
Seriously. That's the thing that's keeping you stuck. You're sitting there trying to dream up something nobody has ever made, some perfect first product that arrives fully formed and immediately sells — and meanwhile you've made absolutely nothing.
The easiest digital product to create first isn't complicated. It's not a course. It's not a membership site. It's not an app or a template pack or some elaborate bundle.
It's a PDF guide. Based on something you already know how to do.
That's it. That's the answer.
Before I explain the process — all of my digital products, including examples of exactly this kind of thing in action, are over at my store - Arroe Murphy's Stanstore. Worth a look if you want to see what a beginner's product range actually looks like.

Why a PDF Guide Beats Every Other First Product
A lot of beginners default to "I'll make a course" because courses look impressive and the successful creators they follow all seem to have one.
Here's the problem with a course as your first product: it's enormous. You're suddenly dealing with video editing, a course platform, module structure, student experience, hours of content. All of that before you've even found out whether anyone wants what you're making.
A PDF guide strips all of that away.
You write what you know. You format it clearly. You export it. You list it for ten or eleven quid. You see if it sells.
The whole thing can go from idea to listed in a week. That's not cutting corners — that's removing everything that isn't essential so you can focus on the part that actually matters: finding out if people will pay for your knowledge.
And eighty to a hundred pages sounds like a lot until you realise you probably know one topic well enough to write that without breaking a sweat. You've just never thought of it as sellable before.
"I Don't Know Anything Worth Selling" — Yes You Do
This is the objection I hear most. And I understand it, because I had the same thought.
But here's what's actually true: everyone has figured out something that other people are still struggling with.
A job you've done for years. A skill you picked up the hard way. A process you eventually cracked after months of getting it wrong. A problem you solved that you can see other people still banging their head against.
That's your product. Not because it's revolutionary — but because someone, right now, is Googling the exact problem you've already solved. And they would genuinely pay ten quid for a clear, useful guide that walks them through it.
The mistake is holding your knowledge to an impossibly high standard. You don't need to be the world's foremost expert. You just need to know more about this specific thing than the person who's about to buy it.
Which, if it's based on your real experience, you almost certainly do.

The Process: Make It, Validate It, Improve It, Raise the Price
Here's the framework I'd actually follow as a beginner, and why each step matters.
Step one: make the thing.
Eighty to a hundred pages. Genuinely useful. Based on real knowledge, real experience, real specifics — not vague advice anyone could find for free. Price it at ten or eleven quid. List it. Done.
Step two: validate it.
This is where most people skip straight to panicking. Don't. Put some content out about it, run a small Meta ad — and then watch what happens. Does it sell? Even one sale is signal. It means a real person found your thing, decided it was worth money, and bought it.
That validation matters more than any amount of pre-launch planning.
Step three: gather feedback and improve it.
This part is genuinely underrated. The people who buy your early product are handing you a roadmap. What did they find useful? What was missing? What did they wish you'd gone deeper on?
Act on that. Update the guide. Make it noticeably better.
This is also, which now that I think about it probably explains why so many people skip it, the step that feels least like "making money" — but it's the one that makes everything after it easier.
Step four: raise the price.
Once you've got a validated, improved product that real people have bought and responded well to — put it up to fifteen quid. You're not guessing anymore. You've got proof it works, you've made it better, and you've earned the confidence to charge more for it.
That's the full cycle. And you can run it again on the next product with everything you've learned from the first one.
For the content side of this — how to build the email list that supports all of it long-term — my Email Growth Engine is built for exactly this stage. It's designed for beginners who want to stop being entirely dependent on algorithms and ads and start owning their audience.
Why Simple Is Actually the Strategic Choice
There's a version of starting digital products that involves building something complicated and impressive right out of the gate. A full course, a membership, a multi-tier product suite.
I'd argue that's the wrong call — not because those things don't work, but because they add difficulty at exactly the moment when you can least afford it.
When you're starting out, you're learning several things at once. How to run ads. What content drives sales. How to price something. How to take feedback and use it. How to talk about your product in a way that makes people want it.
A PDF guide keeps the product itself simple enough that your brain has room for all of that.
A complicated first product just adds another layer of difficulty to an already steep learning curve. You end up spending time on production when you should be spending it on selling, learning, and improving.
Simple isn't a beginner compromise. It's the thing that lets you actually focus on the skills that will make every product after this one better.
According to a 2023 report by Gumroad, PDF guides and ebooks consistently ranked among the top three most purchased digital product formats on their platform — above courses, templates, and audio content. Simple products sell because buyers know immediately what they're getting. No onboarding, no platform login, no tech faff. They pay, they download, they read. That simplicity is a feature, not a limitation.

If You Don't Know What to Make Yet
I have a prompt on my website specifically designed to help with this — you put in what you know, what you've done, what problems you've solved — and it works through your experience with you to surface a product idea that actually makes sense for your knowledge.
If you're genuinely stuck on the idea stage, that's where I'd start. It's free, it takes about ten minutes, and it's more useful than staring at a blank notebook trying to will an idea into existence.
The link is on my website, which you can find alongside everything else below.
Start Here. Then Build From Here.
Something you know. A PDF guide. Ten or eleven quid. Validate it, improve it, raise the price.
It sounds simple because it is. And simple is exactly what you need when you're just getting started — not because you're not capable of something more complex, but because simple gets you to your first sale faster, teaches you more in the process, and gives you something real to build on.
Every creator you follow who's selling complicated, high-ticket products started somewhere. Most of them started with something small, simple, and based on what they already knew.
You can do the same thing. You just have to actually make the first one.
If you want to see what this looks like in practice — the products, the progression, all of it — head over to my store - Arroe Murphy's Stanstore. Made by a beginner, for beginners, nothing over fifty quid. A good place to start if you want to see a real example rather than just a theory.



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