Product Development Workshop
Product Development Workshop
Product Development Workshop
DEVELOPMENT
WORKSHOP
Asma Karoobi
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
TECHNOLOGY ADOPTION
LIFECYCLE
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 criterianations,
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 consumers 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.
Anti-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.
Definition
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 _________?
up
with
design
insight
which
uncovers
user
needs,
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 ________.
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
FOCUS GROUP
The analysis of focus group data presents both challenges and
opportunities when compared to other types of qualitative data.
Do:
Ask open ended questions
Ask
concrete
many
question.
times
you
Give
some
Like,
how
didactivitylast
week.
Listen.
time
to
the
SCENARIO
In the world of user experience design ascenariois 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 youll want to resolve. For
BENCHMARKING
Benchmarking is the process of comparing one's business
processes and performance metrics to industry bests or best
practices from other companies
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.
YOUR TURN !