Владимир Соловьев о том, как влияет разница в ценностях разных поколений на их взаимодействие в рабочей среде, какие вызовы это ставит перед HR-менеджерами и как их преодолевать
The document discusses reasons why users may not be converting on websites. It states that there are three main reasons for lack of conversion: 1) users don't understand what is being offered, 2) they don't have the problem being solved, and 3) the product isn't worth the cost. It encourages testing with users to identify which of these three issues may be causing low conversion rates.
Getting To Know Your User outlines the importance of understanding who your actual users are and avoiding assumptions. It warns that failing to understand users can lead to danger through a lack of intuition, "us vs. them" thinking, disinterest, and mistrust. While sometimes designers think they understand users because they have similarities, over-reliance on perceived similarities without listening can also be problematic. Fundamentally, users' technical skills may be limited, they likely know more about some topics than designers, and they may not fully understand or care about what a product does. To develop true understanding, the document recommends asking open-ended questions of users, listening to their answers, observing their behaviors, identifying patterns, testing hypotheses through
This document summarizes a mobile app project called "Movies Taste" that aims to provide a convenient way for users to search for and connect with others who share their interests in movies. The app will categorize movies by genre, connect users in a social community based on common interests, and match users to relevant ads. It will use APIs, databases, and techniques like search optimization, interface design, and testing to achieve these goals. The project aims to learn skills in app development, APIs, databases, performance, quality control, and risk management.
This document discusses different types of user research methods and when they should be used. It distinguishes between generative research, which is used to generate new ideas, and evaluative research, which is used to validate hypotheses. For generative research, contextual inquiry and customer interviews are recommended when an idea is being developed or for learning about customer problems. For evaluative research, usability testing and A/B testing are recommended when evaluating a redesign or new feature. Both qualitative and quantitative methods have their place, and the type of research should depend on the goal.
This document provides tips for conducting lean user research as an entrepreneur or product manager. The five tips are: 1) Know what you are testing by determining if the question is about the user or product; 2) Know who you are testing by specifically defining the target user; 3) Know which corners to cut by utilizing quick research methods under an hour; 4) Know what to do with results such as capturing observations and prioritizing findings; 5) Know the unanswerable questions like would users buy or pay without concrete experience. Following these tips helps focus lean user research on answering key questions.
Владимир Соловьев о том, как влияет разница в ценностях разных поколений на их взаимодействие в рабочей среде, какие вызовы это ставит перед HR-менеджерами и как их преодолевать
The document discusses reasons why users may not be converting on websites. It states that there are three main reasons for lack of conversion: 1) users don't understand what is being offered, 2) they don't have the problem being solved, and 3) the product isn't worth the cost. It encourages testing with users to identify which of these three issues may be causing low conversion rates.
Getting To Know Your User outlines the importance of understanding who your actual users are and avoiding assumptions. It warns that failing to understand users can lead to danger through a lack of intuition, "us vs. them" thinking, disinterest, and mistrust. While sometimes designers think they understand users because they have similarities, over-reliance on perceived similarities without listening can also be problematic. Fundamentally, users' technical skills may be limited, they likely know more about some topics than designers, and they may not fully understand or care about what a product does. To develop true understanding, the document recommends asking open-ended questions of users, listening to their answers, observing their behaviors, identifying patterns, testing hypotheses through
This document summarizes a mobile app project called "Movies Taste" that aims to provide a convenient way for users to search for and connect with others who share their interests in movies. The app will categorize movies by genre, connect users in a social community based on common interests, and match users to relevant ads. It will use APIs, databases, and techniques like search optimization, interface design, and testing to achieve these goals. The project aims to learn skills in app development, APIs, databases, performance, quality control, and risk management.
This document discusses different types of user research methods and when they should be used. It distinguishes between generative research, which is used to generate new ideas, and evaluative research, which is used to validate hypotheses. For generative research, contextual inquiry and customer interviews are recommended when an idea is being developed or for learning about customer problems. For evaluative research, usability testing and A/B testing are recommended when evaluating a redesign or new feature. Both qualitative and quantitative methods have their place, and the type of research should depend on the goal.
This document provides tips for conducting lean user research as an entrepreneur or product manager. The five tips are: 1) Know what you are testing by determining if the question is about the user or product; 2) Know who you are testing by specifically defining the target user; 3) Know which corners to cut by utilizing quick research methods under an hour; 4) Know what to do with results such as capturing observations and prioritizing findings; 5) Know the unanswerable questions like would users buy or pay without concrete experience. Following these tips helps focus lean user research on answering key questions.
The document discusses various methods for validating assumptions made during customer development, such as demand testing using landing pages, email campaigns, blogs, and ads. It recommends tools for demand testing like Unbounce, LaunchRock, and Google AdWords, as well as for prototyping like Axure, Balsamiq, and Omnigraffle. Some tips provided include that everything learned during customer development is an assumption, testing the riskiest assumptions first, building the right tool for the type of test, and asking questions.
This document introduces the concept of a user map to help product builders better understand their users. It discusses how a user map can provide insight into who a company's users are, how they learn about products, their goals and needs, how and where they use products, and how their needs may change over time. The document urges product builders to use tools like personas, empathy maps, and journey maps to develop a deep understanding of users and determine if a product is the right fit to meet their needs both currently and in the future. It acknowledges that truly knowing users is challenging but critical to building better products.
This document provides tips for designing an MVP or minimum viable product with just enough design. It lists 5 basic design tips such as keeping important information close to calls to action and making actions consistent. It then outlines 6 steps to designing comments for a product: 1) understand the user and business needs, 2) find relevant design patterns, 3) refine necessary features, 4) sketch a prototype, 5) prototype the design, and 6) test and iterate the design with users. The key message is that design for an MVP should be simple, consistent, and validated with users through testing and iteration.
Shut The Hell Up & Other Tips for Learning From UsersLaura Klein
The document provides tips for effectively testing products with users. It advises letting the user lead instead of selling your own ideas, asking open-ended questions instead of yes or no questions, and allowing the user to explore prototypes instead of giving guided tours. The key recommendation is to shut up and listen to the user instead of talking too much or making assumptions. Effective user testing requires recruiting appropriate participants, following up on user feedback, and acting on findings rather than ignoring unwanted results.
The document discusses various methods for validating assumptions made during customer development, such as demand testing using landing pages, email campaigns, blogs, and ads. It recommends tools for demand testing like Unbounce, LaunchRock, and Google AdWords, as well as for prototyping like Axure, Balsamiq, and Omnigraffle. Some tips provided include that everything learned during customer development is an assumption, testing the riskiest assumptions first, building the right tool for the type of test, and asking questions.
This document introduces the concept of a user map to help product builders better understand their users. It discusses how a user map can provide insight into who a company's users are, how they learn about products, their goals and needs, how and where they use products, and how their needs may change over time. The document urges product builders to use tools like personas, empathy maps, and journey maps to develop a deep understanding of users and determine if a product is the right fit to meet their needs both currently and in the future. It acknowledges that truly knowing users is challenging but critical to building better products.
This document provides tips for designing an MVP or minimum viable product with just enough design. It lists 5 basic design tips such as keeping important information close to calls to action and making actions consistent. It then outlines 6 steps to designing comments for a product: 1) understand the user and business needs, 2) find relevant design patterns, 3) refine necessary features, 4) sketch a prototype, 5) prototype the design, and 6) test and iterate the design with users. The key message is that design for an MVP should be simple, consistent, and validated with users through testing and iteration.
Shut The Hell Up & Other Tips for Learning From UsersLaura Klein
The document provides tips for effectively testing products with users. It advises letting the user lead instead of selling your own ideas, asking open-ended questions instead of yes or no questions, and allowing the user to explore prototypes instead of giving guided tours. The key recommendation is to shut up and listen to the user instead of talking too much or making assumptions. Effective user testing requires recruiting appropriate participants, following up on user feedback, and acting on findings rather than ignoring unwanted results.