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TitleDescription
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Email CampaignTest your value proposition by sending an email with a call to action, which shows their interest.
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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.
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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.
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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.
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Customer InterviewFind 20 potential customers, and ask them about their problems, pains and desires.
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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.
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Keyword Analaysis Analyze keywords or search phrases that people are searching for around the problem you are trying to solve.
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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.
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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.
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Organic TrafficCreate a post on channel such as Facebook groups, Quora and Reddit and measure the response from there.
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3D Printing
Create a 3D model of your physical product and print it using a 3D printer to test and validate design and functionality.
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Paper Prototype
Colloborate your team to sketch your solution on paper and visualize user-product interactions and show it to users to get feedback.
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Physical Brochure Explain your value proposition on brochure and get feedback on your idea in an offline environment.
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Pre-book nowGive an option top your user to pre-book the service in advance using phone or online form.
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Concierge
Find a way to solve the problem for your prospective customers in a manual way and deliver the solution to them manually.
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Purchase OrderGet a real order from the customer for which he/she is willing to pay.
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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.
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Video
A short animated video or stock video that focuses on explaining the problem you are solving or the solution you are offering.
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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.
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User-centered designA design approach that focuses on the needs, goals, and behaviors of users throughout the design process.
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Contextual inquiry
A user research method that involves observing and interviewing users in their natural environment to understand their goals, tasks, and behaviors.
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Usability testing
A user research method that involves observing users as they interact with a product to identify usability issues and opportunities for improvement.
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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.
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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.
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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.
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Ethnography
A user research method that involves observing and interviewing users in their cultural context to understand their behaviors, beliefs, and values.
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Co-creation
A collaborative design process that involves users and designers working together to create solutions to design challenges.
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Design thinking
A problem-solving approach that emphasizes empathy, creativity, and iteration to create user-centered products.
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Quantitative research
A research approach that involves collecting numerical data from a large sample of users to measure user behaviors and attitudes.
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Qualitative research
A research approach that involves collecting descriptive data from a smaller sample of users to understand user attitudes, behaviors, and motivations.
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Surveys
A research method that involves collecting data from a large number of users through a series of questions or statements.
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Interviews
A research method that involves a one-on-one conversation with a user to gain insights into their attitudes, behaviors, and motivations.
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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.
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Card sorting
A research method that involves asking users to group and categorize items to understand their mental models and preferences.
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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.
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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.
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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.
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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.
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Heat mapping
A research method that involves visualizing user interactions with a product to identify patterns and areas of interest.
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User feedback
The input and opinions that users provide about a product, often collected through surveys, interviews, or feedback forms.
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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.
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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.
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User empathy
The ability to understand and feel the emotions and experiences of users, often used to guide design decisions and product development.
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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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