Description |
1 online resource |
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text file |
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PDF |
Bibliography |
Includes bibliographical references and index. |
Contents |
Intro; Contents; About the Author; Acknowledgments; Introduction; Chapter 1: How Startups Work; Technology and Human History; How Do Startups Fit into This?; How Does Design Fit into This?; The Modern Startup; Startups Are Fickle; Startup Terminology; The Product Team; Product Manager; Product Designer; Project Manager and Engineering; Data Science, User Research, and Product Marketing; Summary; Chapter 2: Design Is a Mindset; Empathy; Egos and Assumptions; Listen and Observe; Body Language and What's Not Said; Example of Lack of Empathy; Curiosity and an Open Mind; Have Virtues. |
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Never Stop LearningHow to Solve a Problem; Frame, Then Reframe; Get to the Constraints; Having Goals; Useful, Usable, Desirable; Viable, Feasible, Desirable; The Ultimate Chart; Define the Product; Stand for Something; Have a Guiding Principle; Get Enough Details Right; Summary; Chapter 3: Practice, Tasks, and Experiences; A Craftsperson's Mindset; Practice Makes Perfect; Sketching; Tasks and Experiences; Jobs to Be Done; Goals and Experiences; Summary; Chapter 4: Evaluating and Informing Ideas; Changing Times; Getting Ideas; Generating Startup Ideas; Painkillers vs. Vitamins vs. Candy. |
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Build, Measure, Learn, and IterateA Note on Welcoming Environments; Research and Data; User Research; Data Science; Summary; Chapter 5: Design Is a Team Sport; Product Process; How to Work with PMs; Understand a PM's Job; Understand Your Job; Handling Disagreements with Your PM; How to Work with Engineers; Understand Their Job; Know Some Programming; Get to Know Their Constraints; Again, Guide Them to the Users; Design's Superpower; Everyone Will Have an Opinion; Summary; Chapter 6: Design Is About Priorities; There Is No "Right Time"; The Only Metric That Matters; Apply the 80/20 Rule. |
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A RecapUseful, Usable, Feasible, Viable, and Desirable; Two Goods; Values, 10x Better, and Details; Jobs to Be Done; Narrow and Deep; Build, Measure, and Learn; The Only Metric and 80/20; Space-Time Continuum; Cover Your Bases; Happy Path; Edge Cases and Unhappy Path; Audit the Product's Touch Points; Communication and Critique; The Future; Carry On Designing; Index. |
Summary |
Chapter 7: Designing for Scale; Fall in Love with the Problem; Benefit As Many People As Possible; Designing for Accessibility; Don't Get Lost in the Aesthetics; Systems and Processes; Systems for Designers and Engineers; How Do We Create a Design System?; When to Use and Not Use Design Systems; Summary; Chapter 8: Psychology, Culture, and Design; Visual Perception; Affordance; Gestalt; Comprehension and Memory; Progressive Disclosure; Mental Models; Metaphors, Examples, and Stories; Culture; Archetype; Design Reflects Culture; Summary; Chapter 9: Tools, Frameworks, and the Future. |
Subject |
New business enterprises -- Design and construction.
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New business enterprises.
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Product design.
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Nouvelles entreprises. |
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Conception de produit. |
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BUSINESS & ECONOMICS -- Industrial Management. |
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BUSINESS & ECONOMICS -- Management. |
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BUSINESS & ECONOMICS -- Management Science. |
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BUSINESS & ECONOMICS -- Organizational Behavior. |
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New business enterprises |
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Product design |
Other Form: |
Print version: 1484239849 9781484239841 (OCoLC)1048942820 |
ISBN |
9781484239858 (electronic book) |
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1484239857 (electronic book) |
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9781484239865 (print) |
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1484239865 |
Standard No. |
10.1007/978-1-4842-3985-8 doi |
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10.1007/978-1-4842-3 |
Report No. |
SPRINTER |
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