Techno 2 Flashcards

1
Q
  • flat, founder-centric
  • initially composed of small number of individuals (Coleman & O’Connor,
    2008) to include both entrepreneurs and technical people 2009)
  • Non-technical positions are added when firms scale
A

TEAM COMPOSITION

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2
Q

Hacker traits

A
  1. analytical
  2. reliable
  3. structured
  4. focused
  5. stress-resistant
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3
Q

Developer who can put ideas into practice quickly

A

hacker

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4
Q

hipster traits

A
  1. creative
  2. good
  3. communicator
  4. minimalist
  5. thoughtful
  6. empathetic
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5
Q

designer who can make product beautiful for users

A

hipster
jonathan ive

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6
Q

hustler traits

A
  1. extrovert
  2. disciplined
  3. go-getter
  4. networker
  5. die-hard
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7
Q

Businessman who create proper human relations

A

hustler
steve jobs

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8
Q

perfect team formula

A

(hacker + hipster) x hustler

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9
Q

can be described as a discipline that
uses the designer’s sensibility
and methods to match people’s
needs

A

design thinking

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10
Q
  • an iterative process in which we
    seek to understand the
    user, challenge assumptions,
    and redefine problems
  • attempt to identify alternative
    strategies and solutions that
    might not be instantly
    apparent with our initial level
    of understanding.
A

design thinking

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11
Q

design thinking process

A
  1. empathize
  2. define
  3. ideate
  4. prototype
  5. test
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12
Q

because it is a skill that allows us to understand and share the same feelings that others feel.

A

empathize

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13
Q

put
ourselves in other
people’s shoes

A

empathy

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14
Q

View users and their
behavior in the context
of their lives

A

OBSERVE

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15
Q

Elicit stories from the people you talk to, and always ask “Why?” to uncover deeper
meaning

A

ENGAGE

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16
Q

Experience what your
user experience

A

IMMERSE

17
Q

HOW to empathize

A
  1. observe
  2. engage
  3. immerse
18
Q
  • Develop an understanding of the type of person you are designing for – your USER.
  • Synthesize and select a limited set of NEEDS that you think are important to fulfill; you may in fact express a just one single salient need to address.
  • Work to express INSIGHTS you developed through the synthesis of information your have gathered through empathy and research work.
A

define

19
Q

Then articulate a point-of-view by combining these
three elements

A

user
need
insight

[User . . . (descriptive)] needs [need . . . (verb)] because [insight. . . (compelling)]

20
Q
  • Describes the journey of a customer and emphases on
  1. goal of your customers
  2. customer experience flow
  3. touch points that
  4. characterize the service experience
  5. interaction and the relationship
A

customer journey map

21
Q

“It’s not about coming up with the ‘right’ idea, it’s about generating the broadest range of possibilities.”

A

ideate

22
Q

FOCUS ON IDEA GENERATION

  • Going Wide in term of concepts and outcomes
  • Flaring rather than Focus
  • Explore a wide solution space
  • Quantity and Diversity of ideas
A

ideate

23
Q

Ideation tools

A
  1. brainstorming
  2. mind mapping
  3. visula thinking
24
Q
  • Getting ideas out of our head in a physical world
  • Several physical forms
  • Linked to the progress of your exploration
  • Explore possibilities with rapid iterative prototyping
  • Fast learning approach
A

PROTOTYPE

25
Q

WHY prototype

A
  1. To ideate and problem-solve
  2. to communicate
  3. To start a conversation
  4. To fail quickly and cheaply
  5. To test possibilities
26
Q
  • Staying low-res allows you to pursue many different ideas without committing to a direction too early on.
  • To manage the solution-buildingprocess.
  • Identifying a variable also encourages you to break a large problem down into smaller, testable chunks.
A

To test possibilities.

27
Q

Committing as few resources as possible to each idea means less time and money invested up front.

A

To fail quickly and cheaply.

28
Q

Your interactions with users are often richer when centered around a conversation piece.

A

To start a conversation.

29
Q

If a picture is worth a
thousand words, a prototype is worth a
thousand pictures.

A

to commubnicate

30
Q

Build to think

A

To ideate and problem-solve.

31
Q
  • nothing but a tool to help you validate a specific assumption.
  • There is no better way to validate assumptions than involve real users. They will always run into problems, but it is the contextthat allows designer and product owner to understand why is that happening.
A

prototype

32
Q

solicit feedback, about the prototypes you have created, from your users and have
another opportunity to gain empathy for the people you are designing for.

A

Test

33
Q

Testing informs the next iterations of
prototypes. Sometimes this means going back to the drawing board.

A

To refine prototypes and solutions.

34
Q

Testing is another opportunity to build empathy through observation and engagement—it often yields unexpected insights.

A

To learn more about your user.

35
Q

Sometimes testing reveals that not only did you not get the solution right, but also that you failed to frame the problem correctly

A

refine pov