Hacking product design : a guide to designing products for startups /
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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
[New York, NY] :
Apress,
[2018]
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.
- 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.
- 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.
- 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.