Module 3: Product Design - Vocabulary Flashcards

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Vocabulary flashcards covering key terms and concepts from the Product Design lecture notes.

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41 Terms

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Product

An offering for sale that provides a bundle of benefits to users; can be tangible or digital (e.g., apps, websites).

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Pain points

Customer problems, needs, or frustrations that a product aims to solve.

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Design Thinking Process

A human-centered problem-solving approach with five phases: empathize, define, ideate, prototype, and test.

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Vision setting

Defining the long-term direction and purpose of a product.

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Strategy

The plan to achieve the vision; it outlines the journey and goals to deliver the desired user experience.

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Value proposition

The core aspects of what the product is, who it is for, and when/where it will be used.

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Working Backwards

A technique that starts with target users and works back to the minimum requirements, often framed as a future press release.

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Press release

A simple, public-facing description of the finished product used to clarify and envision the future product.

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Product research

Research activities (including user and market research) that provide data to inform design decisions.

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User research

Methods to understand users’ needs, behaviors, and contexts.

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Personas

Fictional characters representing key user groups, based on real research data.

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Empathy map

A visualization tool that outlines what a user says, thinks, does, and feels to understand motivation.

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User journey map

A visualization of the steps a user takes to accomplish a goal with a product.

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Storyboard

A visual narrative showing how a user interacts with a product over time.

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Diary log

A diary study; participants record tasks, contexts, and feelings over a period of time.

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Empathize

The Design Thinking phase focused on learning about and understanding users.

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Define

The phase that synthesizes insights into a point of view based on user needs.

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Ideate

The phase of generating many potential solutions to address the problem.

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Prototype

An early model of a product used to test ideas and learn what works.

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Test

Phase where prototypes are tested with users to gather feedback and validate concepts.

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User interviews

Direct conversations with users to gather qualitative insights.

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Online surveys

Digital questionnaires used to collect data from a larger audience; can be qualitative or quantitative.

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Contextual inquiry

Field study observing users in their natural environment to understand context of use.

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Market research

Analysis of market conditions, needs, and competition to inform product decisions.

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Competitive research

Comprehensive analysis of competitors to identify standards and opportunities.

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Direct competitors

Companies offering the same value proposition to the same customer base.

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Indirect competitors

Alternatives that meet similar needs but with different value propositions.

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Competitor checklist

A matrix used to compare competitors across criteria and features.

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Kickoff meeting

Initial meeting to align stakeholders, outline purpose, roles, and success metrics.

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KPIs

Key Performance Indicators; measurable metrics used to gauge product success.

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Usability testing

Qualitative testing to determine how easily users can use a product and achieve tasks.

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Dogfooding

Internally testing a product to build empathy and identify critical issues.

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Guerrilla testing

Informal, quick usability testing conducted in public or non-traditional settings.

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Design sprint

A five-day framework to validate ideas by building and testing a prototype with users.

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Rapid prototyping

A quick, iterative cycle of prototyping, feedback, and refinement to learn faster.

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User stories

Short, value-focused descriptions of what a user wants to accomplish; used to prevent feature creep.

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Freytag’s Pyramid

Five-part narrative structure: exposition, rising action, climax, falling action, denouement.

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Timeline skeleton

A basic visual layout of a user journey showing sequence of steps.

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Post-launch activities

Ongoing product improvements based on analytics, feedback, and real-world use.

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Data-driven design

Design decisions informed by quantitative and qualitative data and analytics.

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Feedback loop

Process of collecting user feedback and iteratively improving the product.