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1 | Title | Description | ||||||||||||||||||||||||
2 | Email Campaign | Test your value proposition by sending an email with a call to action, which shows their interest. | ||||||||||||||||||||||||
3 | Customer Survey | Prepare a mix of open and closed ended questions, create a survey using surveymonkey or typeform to ask your potential customer to answer. | ||||||||||||||||||||||||
4 | Click Dummy | Design your prototype on tools like Sketch or Figma and show it to your users to test and validate user experience and functionality. | ||||||||||||||||||||||||
5 | CrowdFunding | Write a story around the product you want to develop, visualize this with pictures and marketing videos and put it out for crowdfunding platform like Kickstarter. | ||||||||||||||||||||||||
6 | Customer Interview | Find 20 potential customers, and ask them about their problems, pains and desires. | ||||||||||||||||||||||||
7 | Fake Checkout/ Dry Wallet | Stimulate a 'purchase now' experience for your users and allow them to enter their credit card details to order your product or service. | ||||||||||||||||||||||||
8 | Keyword Analaysis | Analyze keywords or search phrases that people are searching for around the problem you are trying to solve. | ||||||||||||||||||||||||
9 | Landing Page with CTA | Create a webpage to showcase the problem you want to solve and solution you might offer. Add call to action like 'Register Now' or 'Download Now' to measure interest. | ||||||||||||||||||||||||
10 | Online Ads | Run ads on Google, Facebook, Twitter, LinkedIn, Youtube, Instagram etc. to A/B test your messaging and drive traffic to your landing page or other online experiments. | ||||||||||||||||||||||||
11 | Organic Traffic | Create a post on channel such as Facebook groups, Quora and Reddit and measure the response from there. | ||||||||||||||||||||||||
12 | 3D Printing | Create a 3D model of your physical product and print it using a 3D printer to test and validate design and functionality. | ||||||||||||||||||||||||
13 | Paper Prototype | Colloborate your team to sketch your solution on paper and visualize user-product interactions and show it to users to get feedback. | ||||||||||||||||||||||||
14 | Physical Brochure | Explain your value proposition on brochure and get feedback on your idea in an offline environment. | ||||||||||||||||||||||||
15 | Pre-book now | Give an option top your user to pre-book the service in advance using phone or online form. | ||||||||||||||||||||||||
16 | Concierge | Find a way to solve the problem for your prospective customers in a manual way and deliver the solution to them manually. | ||||||||||||||||||||||||
17 | Purchase Order | Get a real order from the customer for which he/she is willing to pay. | ||||||||||||||||||||||||
18 | Tear-Off Flyer | Tear-Off tab on a flyer and let people walk away wih information while saving them trouble of taking notes. Stick it where your potential customers hang out. | ||||||||||||||||||||||||
19 | Video | A short animated video or stock video that focuses on explaining the problem you are solving or the solution you are offering. | ||||||||||||||||||||||||
20 | Wizard of Oz | Create a basic product or use an existing product for your customer to interact with you and order your solution. Fulfill the orders manually using humans. | ||||||||||||||||||||||||
21 | User-centered design | A design approach that focuses on the needs, goals, and behaviors of users throughout the design process. | ||||||||||||||||||||||||
22 | Contextual inquiry | A user research method that involves observing and interviewing users in their natural environment to understand their goals, tasks, and behaviors. | ||||||||||||||||||||||||
23 | Usability testing | A user research method that involves observing users as they interact with a product to identify usability issues and opportunities for improvement. | ||||||||||||||||||||||||
24 | User personas | Fictional characters that represent the characteristics, goals, and behaviors of a target user group, often used to guide design decisions and product development. | ||||||||||||||||||||||||
25 | User journeys | The series of steps or interactions that a user goes through when using a product, often used to identify pain points and opportunities for improvement. | ||||||||||||||||||||||||
26 | Jobs to be Done (JTBD) | The tasks or problems that users are trying to solve when using a product, often used to guide design decisions and product development. | ||||||||||||||||||||||||
27 | Ethnography | A user research method that involves observing and interviewing users in their cultural context to understand their behaviors, beliefs, and values. | ||||||||||||||||||||||||
28 | Co-creation | A collaborative design process that involves users and designers working together to create solutions to design challenges. | ||||||||||||||||||||||||
29 | Design thinking | A problem-solving approach that emphasizes empathy, creativity, and iteration to create user-centered products. | ||||||||||||||||||||||||
30 | Quantitative research | A research approach that involves collecting numerical data from a large sample of users to measure user behaviors and attitudes. | ||||||||||||||||||||||||
31 | Qualitative research | A research approach that involves collecting descriptive data from a smaller sample of users to understand user attitudes, behaviors, and motivations. | ||||||||||||||||||||||||
32 | Surveys | A research method that involves collecting data from a large number of users through a series of questions or statements. | ||||||||||||||||||||||||
33 | Interviews | A research method that involves a one-on-one conversation with a user to gain insights into their attitudes, behaviors, and motivations. | ||||||||||||||||||||||||
34 | Focus groups | A research method that involves a group discussion with a small number of users to gain insights into their attitudes, behaviors, and motivations. | ||||||||||||||||||||||||
35 | Card sorting | A research method that involves asking users to group and categorize items to understand their mental models and preferences. | ||||||||||||||||||||||||
36 | Usability heuristics | A set of principles that describe the characteristics of usable and effective user interfaces, often used to evaluate the usability of a product. | ||||||||||||||||||||||||
37 | User testing scripts | A set of instructions and tasks for users to complete during a usability testing session, often used to standardize the testing process and collect consistent data. | ||||||||||||||||||||||||
38 | Eye tracking | A research method that involves measuring the movement of a user's eyes as they interact with a product to understand their attention and focus. | ||||||||||||||||||||||||
39 | Clickstream analysis | A research method that involves analyzing the sequence of user interactions with a product to understand user behavior and identify opportunities for improvement. | ||||||||||||||||||||||||
40 | Heat mapping | A research method that involves visualizing user interactions with a product to identify patterns and areas of interest. | ||||||||||||||||||||||||
41 | User feedback | The input and opinions that users provide about a product, often collected through surveys, interviews, or feedback forms. | ||||||||||||||||||||||||
42 | Net Promoter Score (NPS) | A metric that measures the likelihood that users would recommend a product to others, often used to assess customer satisfaction and loyalty. | ||||||||||||||||||||||||
43 | Customer journey mapping | A visualization of the steps and interactions that a customer goes through when interacting with a product or service, often used to identify pain points and opportunities for improvement. | ||||||||||||||||||||||||
44 | User empathy | The ability to understand and feel the emotions and experiences of users, often used to guide design decisions and product development. | ||||||||||||||||||||||||
45 | Accessibility | The design and development of products that can be used by people with disabilities or impairments, often involving the use of assistive technologies. | ||||||||||||||||||||||||
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