Product Strategy
EstablishedHow a product will create value and win
A set of choices about the users, problems, positioning and capabilities a product will pursue.
Read the full definition →Glossary category · 24 terms
How teams understand people, shape useful products and test decisions before scaling them.
How a product will create value and win
A set of choices about the users, problems, positioning and capabilities a product will pursue.
Read the full definition →The intended future state of a product
A concise description of the change a product aims to create over the long term.
Read the full definition →Learning what problem and solution are worth pursuing
Evidence-gathering work used to reduce uncertainty before committing to delivery.
Read the full definition →A focused description of the problem to solve
A short, evidence-based account of who is affected, what they struggle with and why it matters.
Read the full definition →A map from desired outcome to opportunities and solutions
A product discovery visual that links an outcome to user opportunities, possible solutions and experiments.
Read the full definition →An outcome a user must achieve
A need grounded in user evidence and expressed independently of a particular feature or technology.
Read the full definition →Jobs to Be Done
A way to understand the progress a person is trying to make in a particular situation.
Read the full definition →A research-informed representation of a user group
A compact profile used to communicate shared behaviours, needs and constraints without describing a real individual.
Read the full definition →The steps and touchpoints in a user's experience
The sequence a person follows to reach an outcome across channels, products or services.
Read the full definition →A visual map of a user journey
A diagram showing stages, actions, touchpoints, needs and pain points across an experience.
Read the full definition →A map of frontstage and backstage service activity
A diagram connecting the user journey to people, processes and systems that deliver the service.
Read the full definition →A low-detail interface layout
A structural sketch used to test information, hierarchy and interaction before visual polish.
Read the full definition →A realistic static representation of a design
A higher-fidelity visual showing how an interface may look, usually without full behaviour.
Read the full definition →Reusable design rules, components and guidance
A shared system that helps teams build consistent, accessible products at scale.
Read the full definition →A named design decision stored as data
A reusable value such as a colour, spacing or type scale that can be shared across platforms.
Read the full definition →The structure and labelling of information
The practice of organising content so people can understand where they are and find what they need.
Read the full definition →Designing how people act and receive feedback
The practice of shaping controls, flows, states and responses in an interactive product.
Read the full definition →Designing content around user needs
The practice of creating clear, usable content as part of the product or service experience.
Read the full definition →Observing people attempt realistic tasks
A research method that reveals where a design helps or obstructs people trying to complete tasks.
Read the full definition →A structured conversation with a user
A research method for learning about behaviours, needs, context and experiences in the participant's own words.
Read the full definition →Interviewing and observing people in context
A research method that studies how work is actually done in the environment where it happens.
Read the full definition →Research recorded by participants over time
A longitudinal method in which participants capture activities and experiences as they occur.
Read the full definition →Grouping and naming content with participants
A research technique used to learn how people expect information to be organised.
Read the full definition →Use of a feature by its intended audience
A measure of how many eligible users begin and continue using a particular capability.
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