How to Design Innovative Products That Create Customer Value
E-Book, Englisch, 193 Seiten, eBook
ISBN: 978-1-4842-1067-3
Verlag: APRESS
Format: PDF
Kopierschutz: 1 - PDF Watermark
hows you what it takes to develop products that blow your users away—and take market share from your competitors. This book will explain how the principles behind agile product development help designers, developers, architects, and product managers create awesome products; and how to look beyond a shiny user interface to build a great product. Most importantly, this book will give you a shared framework for your product development team to collaborate effectively.
Product development involves several key activities—including ideation, discovery, design, development, and delivery—and yet too many companies and innovators focus on just a few of them much to the detriment of the product’s success in the marketplace. As a result we still continue to see high failure rates in new product development, be it inside organizations or startups. Unfortunately, or rather fortunately, these failures are largely avoidable.In the last fifteen years, advances in agilesoftware development, lean product development, human-centered design, design thinking, lean startups and product delivery have helped improve individual aspects of product development. However, not enough guidance has been available to integrate them in the context of the product development life cycle.
Until now. Product developer extraordinaire Tathagat Varma in
Agile Product Development
integrates individual knowledge areas into a fiel
d manual for product developers. Organized in the way an idea germinates, sprouts, and grows, the book synthesizes the body of knowledge in a pragmatic way that is more natural to the entire product creation process rather than from individual practices that constitute it.
In today’s hyper-innovative world, being first to the market, or delivering feature-loaded products, or even offering the latest technology doesn’t guarantee success anymore. Sure, those elements are all needed in the right measures, but they arenot sufficient by themselves. And getting it right couldn’t be more important: Building products that deliver awesome user experiences is the top challenge facing businesses today, especially in a post-Apple world where user experience and design has been elevated to a cult status.
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Weitere Infos & Material
1;Contents;6
2;About the Author;7
3;About the Technical Reviewer;9
4;Acknowledgments;10
5;Introduction;12
6;Chapter 1: Preamble;14
6.1; Spectrum of Problems;18
6.1.1; Solving Simple Problems;18
6.1.2; Solving Complicated and Complex Problems;19
6.1.3; Solving Anarchy Problems;20
6.2; Solving Problems in Software Development;21
6.3; Agility in Pre-software Days;25
6.4; Re-examining the Agile Manifesto;29
6.4.1; The Agile Manifesto;31
6.4.1.1;Are you serving the process well?;32
6.4.1.2;Tools can’t be wrong!;34
6.4.1.3;Customers are human beings too!;35
6.4.1.4;Show, don’t tell!;38
6.4.1.5;I’m loving it!;39
6.5; Accelerating the Agility;40
6.6; What’s next?;42
7;Chapter 2: Discover;43
7.1; Accidental Discovery vs. Directed Innovation;44
7.2; Lone Genius vs. Cross-Functional Team;45
7.3; Slow Market Research vs. Rapid Experimentation;47
7.4; Role-Based Innovation vs. Ability-Based Innovation;48
7.5; Ideas and Techniques;49
7.5.1; Brainstorming;50
7.5.2; Gamestorming;52
7.5.3; Bodystorming;54
7.5.4; Trystorming;56
7.5.5; Hackathons;57
7.5.6; Medici Effect;58
7.6; Conclusion;59
8;Chapter 3: Deliberate;61
8.1; Stealth Mode Development;62
8.1.1; What is the problem?;63
8.1.2; Who are my customers?;63
8.1.3; What do they want?;63
8.2; Collaborative Development;63
8.3; Prototyping;64
8.3.1; Back of Napkin;65
8.3.2; Paper Prototyping;67
8.3.3; Wireframes;70
8.3.4; Mock-ups;71
8.4; Design Thinking;72
8.5; Google Ventures’ Design Sprints;77
8.5.1; Before the Sprint: Prepare;78
8.5.2; Day 1: Understand;78
8.5.3; Day 2: Diverge;79
8.5.4; Day 3: Decide;80
8.5.5; Day 4: Prototype;80
8.5.6; Day 5: Validate;80
8.6; Customer Development, Lean Startup, and Business Model Canvas;81
8.6.1; Business Model Canvas;83
8.6.2; Lean Canvas;91
8.7; Conclusion;92
9;Chapter 4: Describe;94
9.1; Old-School Documentation;95
9.2; Product Vision;96
9.2.1; Elevator Pitch;97
9.2.2; Product Vision Box;98
9.2.3; Press Release;99
9.3; Product Roadmap;100
9.4; Product Backlog;102
9.5; Sprint Backlog;103
9.6; User Stories;104
9.7; Feature Prioritization;105
9.7.1; Kano Analysis;107
9.7.2; MoSCoW;108
9.7.3; Financial Measures;109
9.7.4; Pugh Matrix;112
9.8; Conclusions;113
10;Chapter 5: Design;115
10.1; Design as Differentiator?;116
10.2; What is Design ?;119
10.3; What is Good Design?;120
10.4; Human-Centered Design;124
10.4.1; User Personas;125
10.4.2; Empathy Map;127
10.4.3; Customer Journey Map;128
10.5; Lean UX;129
10.6; What about Software Design?;131
10.7; Conclusion;134
11;Chapter 6: Develop;136
11.1; The World Before;138
11.2; Extreme Programming;140
11.3; Agile;142
11.3.1; Agile Manifesto;142
11.3.2; The PM Declaration of Interdependence;143
11.4; Scrum;144
11.5; Lean;147
11.6; Kanban;154
11.6.1; Foundational Principles;155
11.6.2; Core Practices;156
11.7; Agile Engineering Practices;158
11.7.1; User Requirements;159
11.7.1.1;User Stories;159
11.7.1.2; Splitting User Stories;162
11.7.1.3;Estimating User Stories;163
11.7.1.4; Breaking Down Stories into Tasks;168
11.7.1.5;Backlog Grooming;169
11.7.1.6; User Story Mapping (USM);170
11.7.2; Design, Development, and Testing;172
11.8; Conclusion;175
12;Chapter 7: Deliver;177
12.1; Integration;178
12.2; Shipping;178
12.3; Software Configuration Management (SCM);180
12.4; Continuous Integration (CI);182
12.5; Continuous Delivery;185
12.6; Continuous Deployment (CD);186
12.7; DevOps;188
12.8; Conclusions;189
13;Index;190