Problem Flashcards

1
Q

Hypothesis Statement

A

hypothesis can be defined as a supposition or proposed explanation made on the basis of limited evidence, which acts as a starting point for further investigation.

We believe that by [doing this / building this feature / creating this experience] for [the name of your persona], we will achieve [this outcome].

We believe that by creating a simple web application that allows users to put together their own travel itinerary from a selection of mini travel guides for Fred, we will achieve having Fred successfully put together a complete travel itinerary for him and his wife to visit Japan.

We believe that by creating a mobile app that connects travellers through attending different nightlife events for Maggie, we will achieve having Maggie meet new people and experience the best nightlife in new destinations

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Double Diamond Strategy

A

The Double Diamond Strategy removes bias from the strategization process. It’s easy as a designer to focus too closely on a particular product or idea rather than keep our focus wide and our eyes open to ideas.

The Double Diamond Strategy is used to map the divergent and convergent stages of the design process: Discover, Define, Develop, and Deliver.

Discover
The left side of the first diamond is where you discover and decipher what it is that you’re trying to achieve. This often starts with some sort of initial inspiration or ideation phase and can include a number of market, user, and design research methods that will help define the problem you’re trying to solve.

Define
In this stage, discoveries from the first section are refined and turned into a well-defined problem statement that can then be translated into concrete business and user objectives. Think of the discover phase as being more about high-level thinking and brainstorming, while the define stage is more about setting concrete, lower-level business and user goals.

Develop
In this phase, you take the problem you’d like to solve, along with the business and user goals, and explore all the possible solutions that might meet both user and business goals. Once you identify a possible solution, it’s time to start creating prototypes that can be put in front of real or potential users for testing in order to gain insights into how well the product actually solves users’ problems and meets business goals.

Deliver
Once designs have been iterated upon based on feedback obtained during user testing, your product or service is finalized and launched into its corresponding market. Some common activities in this phase include final testing, approval and launch, targeting, evaluation, and feedback loops.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Problem Statement

A

PROBLEM STATEMENT FORMAT

[The name of your proto-persona] needs a way to [user’s need] because [insight].
We will know this to be true when we see [this quantitative / qualitative measure].

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Design Hierarchy of Needs

A

Design Hierarchy of Needs.

As with Maslow’s hierarchy, this is just an approximate model. Always keep in mind that users’ needs are not mutually exclusive or dependent upon one another.

Functionality: If basic functionality needs are not met, users will abandon the product. Eventually, the product will cease to exist.
Reliability: The product must function consistently, and the user’s documents and data must be safe.
Usability: The design of the product must be intuitive and easy to use, reducing the likelihood of user errors.
Proficiency: This level speaks to product maturity. The product not only meets base-level functionality but also goes above and beyond by helping the user meet goals they may not have otherwise anticipated.
Creativity: This is where form, function, and usability come in. A product that achieves this level moves beyond having “users” and, instead, “fans.” These fans evangelize and promote the product. Think about the major competitors in various industries. Some users live by Apple products while others wouldn’t be caught dead using Apple products. A similar phenomenon exists in the game industry, with some gamers preferring Sony, some Microsoft, and others Nintendo.

Let’s take a closer look at how the iPhone met the needs of each tier:

Functionality: The iPhone met basic needs such as making and receiving calls and sending text messages.
Reliability: The software and hardware were both very reliable. You could check your email without the app crashing, and accidentally dropping the device wouldn’t necessarily lead to a cracked or broken phone.
Usability: The iPhone’s design and user-centered focus made it intuitive and easy to use.
Proficiency: The iPhone introduced features users didn’t even know they needed. In the beginning, things as simple as email and internet-access were revolutionary concepts for a mobile device, but nowadays we can even call taxis, check our bank balances, and identify catchy songs using an assortment of mobile apps.
Creativity: The iPhone sported a sleek design and came with unique, touch-based interactions.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly