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MINIMUM VIABLE PRODUCT
The first step is figuring out the problem that needs to be solved and then developing
a minimum viable product (MVP)
In product development, the minimum viable product (MVP) is the product with the
highest return on investment versus risk.
MINIMUM VIABLE PRODUCT
A minimum viable product has just those core features that allow the product to be
deployed, and no more.
The product is typically deployed to a subset of possible customers, such as early
adopters that are thought to be more forgiving, more likely to give feedback, and
able to grasp a product vision from an early prototype or marketing information.
MINIMUM VIABLE PRODUCT
It is a strategy targeted at avoiding building products that customers do not want,
that seeks to maximize the information learned about the customer per dollar spent.
An MVP is not a minimal product, it is a strategy and process directed toward making
and selling a product to customers. It is an iterative process of idea generation,
prototyping, presentation, data collection, analysis and learning.
TECHNOLOGY ADOPTION LIFECYCLE
Innovators – had larger farms, were more educated, more prosperous and more risk-oriented
Early adopters – younger, more educated, tended to be community leaders, less prosperous
Early majority – more conservative but open to new ideas, active in community and influence
to neighbors
late majority – older, less educated, fairly conservative and less socially active
laggards – very conservative, had small farms and capital, oldest and least educated
wikipedia
INNOVATORS AND THE EARLY ADOPTERS
The innovators and the early adopters should be the main target for the
majority of the people , because they eventually are the sneezers of the
group, they are the people in fact who look at your work and spread it to the
early and late majority
MARKET SEGMENTATION
Market segmentation pertains to the division of a market of consumers into persons
with similar needs and wants.
Market segmentation allows for a better allocation of a firm's finite resources. A firm
only possesses a certain amount of resources
wikipedia
GEOGRAPHIC SEGMENTATION
Marketers can segment according to geographic criteria—nations, states, regions,
countries, cities, neighborhoods, or postal codes
Geographic Segmentation is important and may be considered the first step to
international marketing, followed by demographic and psychographic segmentation.
DEMOGRAPHIC SEGMENTATION
Segmentation according to demography is based on variables such as age, gender,
occupation and education level or according to perceived benefits which a
product/service may provide.
BEHAVIORAL SEGMENTATION
Behavioral segmentation divides consumers into groups according to their knowledge
of, attitude towards, usage rate, response, loyalty status, and readiness stage to a
product.
PSYCHOGRAPHIC SEGMENTATION
Psychographic segmentation, which is sometimes called Lifestyle. This is measured by
studying the activities, interests, and opinions (AIOs) of customers.
It considers how people spend their leisure, and which external influences they are
most responsive to and influenced by.
Psychographic is highly important to segmentation, because it identifies the personal
activities and targeted lifestyle the target subject endures, or the image they are
attempting to project.
PERSONA
Persona is an unreal character that is represented a group of users and consumer’s
needs. Actually instead of talking about each one of the users during the design we
can rely on persona.
It is really important to remember that conducting research before writing persona is
necessary, unless it is just about the opinion of writer.
PERSONA
We can bring persona to life by adding some information like name, face, job title
and some social attributes.
These items do not have significant impact on the product design but help designer to
feel they are real and vivid.
PERSONA IS THAT PERSONA EXPRESS BEHAVIOR PATTERN NOT SET OF SKILLS
AND TASKS ABOUT USERS.
Persona describes the way that
user does something and why act
in a particular way beside their
skills, they routine tasks, attitudes
and environment, etc.
HOW TO CREATE PERSONA
Persona will create based on research. One-on-one interview with various types of
people can demonstrate the behavior pattern of users; this pattern clears after
almost 30 interviews.
We consider one persona for each category and prepare “foundation” document for
each persona as a storehouse for information about that persona.
BENEFIT OF CREATING PERSONA
Users' goals and needs become a common point of focus for the team.
The team can concentrate on designing for a manageable set of personas knowing that they
represent the needs of many users.
They are relatively quick to develop and replace the need to canvass the whole user community
and spend months gathering user requirements.
They help avoid the trap of building what users ask for rather than what they will actually use .
Design efforts can be prioritized based on the personas.
Disagreements over design decisions can be sorted out by referring back to the personas.
“WHAT IS THE SMALLEST OR LEAST COMPLICATED PROBLEM THAT THE
CUSTOMER WILL PAY US TO SOLVE?”
DEMANDS!
DEFINE A PROBLEM
Finding an idea for your project requires you to identify the needs of yourself,
another person, or a group of people.
The act of looking at the world around you to identify these needs is called need
finding.
FIVE WHYS
5 Whys is an iterative question-asking technique used to explore the cause-and-
effect relationships underlying a particular problem.
The primary goal of the technique is to determine the root cause of a defect or
problem by repeating the question "Why?"
Each question forms the basis of the next question.
POWERFUL QUESTIONS
What seems to be the trouble?”
What concerns you the most about _________?”
What is holding you back from _________?”
What seems to be your main obstacle to _________?”
NEED FINDING- BRAINSTORMING USER NEEDS
This part focuses in on using the notes/findings from the previous step, to brainstorm a
list of specific user needs; opportunities for design innovation that would enable
better support to an activity.
We were encouraged to list as many ideas as possible and to include as many
relevant people as possible to help. All ideas are good ones and the aim was to
generate at least 15 plus. At this stage, we were not looking for solutions yet just
user needs and goals
NEED FINDING: OBSERVE HOW PEOPLE DO THINGS
By watching people we tend to learn their goals and values and come up with design
insight which uncovers user needs, breakdowns, clever hacks and opportunities for
improvement. This is how entrepreneurs go about finding new opportunities and
business ideas.
For User Experience designers, you want to observe people performing a particular
tasks in the actual environment.
DEFINE A PROBLEM
Once you have found an idea for your project, describe the problem by writing a
problem statement. Your problem statement must answer three questions:
What is the problem or need?
Who has the problem or need?
Why is it important to solve?
DEFINE A PROBLEM
The format for writing a problem statement uses your answers to the questions and
follows these guidelines:
Who need(s) what because why.
_____ need(s) _________ because ________.
Before moving forward with an idea for your engineering project, be sure to
evaluate your problem.
FOCUS GROUP
In usability engineering, a focus group is a survey method to collect the views of users on software
or a website.
This marketing method can be applied to computer products to better understand the motivations
of users and their perception of the product.
Unlike other methods of ergonomics, focus group implies several participants: users or future users
of the application.
The focus group can only collect subjective data, not objective data on the use of the application as
the usability test for example
FOCUS GROUP
The analysis of focus group data presents both challenges and opportunities when
compared to other types of qualitative data.
There is a danger that a consensus can be assumed when not every person has
spoken: the researcher will need to consider carefully whether the people who have
not expressed a view can be assumed to agree with the majority, or whether they
may simply be unwilling to voice their disagreement.
QUESTIONS: GOOD AND BAD
Don’t ask:
Hypothetical scenarios
How often they do something. You’d get biased
answers.
Leading questions
Ask Yes/No questions
Rating on absolute scale
Do:
Ask open ended questions
Ask concrete question. Like, how many times you
did activity last week.
Listen. Give some time to the participants to tell
the real story.
SCENARIO
In the world of user experience design a scenario is basically a story about someone
(usually your users) using whatever is being designed to carry out a specific task or
goal. how Sarah buys a airplane ticket on a website for her journey home (goals and
context are important).
Scenarios can be very detailed, all the way to very high level but should at least
outline the ‘who’, ‘what’, ‘when’, ‘where’, ‘why’, and ‘how’ of the usage.
SCENARIO
1. What the user does. Remember to focus on what happens, not necessarily how it happens.
For example, Sarah wants to buy an airplane ticket for her journey.
2. Any comments or information that you feel is important at this step. For example, you might
want to make a note that might be a charter ticket will be available.
3. Any questions or assumptions that arise are this step that you’ll want to resolve. For
example, will she need a hotel at this journey.
4. Any ideas or good suggestions that people have. For example, it would be good to give
an advise paper about best restaurant at that city.
MAKE SOMETHING USEFUL
User scenarios are a very handy tool when designing user interfaces. It is not only
important to ‘get to know’ the actual users, but to understand the goals these users
have.
Only when we know who does what on our website, how and why they do it, we can
define design requirements concrete enough to actually meet them. So we need to
narrow down the often broad content we offer on our website, to specific goals our
users have and summarize them in user scenarios
BENCHMARKING
Benchmarking is the process of comparing one's business processes and performance
metrics to industry bests or best practices from other companies
ROBERT CAMP: THE 12 STAGE METHODOLOGY
1. Select subject
2. Define the process
3. Identify potential partners
4. Identify data sources
5. Collect data and select partners
6. Determine the gap
7. Establish process differences
8. Target future performance
9. Communicate
10. Adjust goal
11. Implement
12. Review and recalibrate
SWOT
1. Strengths: characteristics of the business or project that give it an advantage over
others.
2. Weaknesses: characteristics that place the business or project at a disadvantage
relative to others.
3. Opportunities: elements that the project could exploit to its advantage.
4. Threats: elements in the environment that could cause trouble for the business or
project.