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Type: Concepts (24) · Dualities (14) · Principles (15) · Advice (21) · Tools (20)
- 10x Rule — To unseat the incumbent, be ten times better — not marginally better.
- Build Measure Learn Repeat — The core loop of lean product development.
- Bundling and Unbundling of Products — Every product is either being bundled together or torn apart.
- Code Is Data — Treat your code, configs, and content as data that can be inspected and transformed.
- Customer Experience Success Effort Emotion — A good experience is judged on three things: did it work, how hard was it, and how did it feel?
- Doing Everything In-House — Build what's core. Buy the rest. Owning everything isn't a virtue.
- Dont Make Me Think — Steve Krug's law of usability: the product should be obvious.
- Less but Better — Dieter Rams' design principle: fewer things, done exceptionally.
- Less Is More — Constraint breeds clarity. Abundance breeds clutter.
- Make It Work Make It Fast Make It Pretty — Three phases, in order: correctness, performance, polish.
- Products Lower Cost or Increase Revenue — Every product ultimately sells one of two things to its buyer: save money or make money.
- Responding to Change Over Following a Plan — Plans are useful until reality arrives. Then adaptation beats sticking to the plan.
- Single Responsibility Principle — One thing, done well. From Unix — do one thing and do it right.
- Stop Starting Start Finishing — Limit work in progress. Finish what you start before starting more.
- Ways to Dominate Market — Peter Thiel's Zero to One: monopoly comes from one of four moats.
- 5 Whys — Ask "why" five times to find the root cause.
- Decomposition — Break a big problem into smaller, independent ones.
- Event Storming — A workshop technique for mapping a business domain using sticky notes.
- First Principles Thinking — Reason from what you know is true, not from analogies.
- Form Context and Fit — Christopher Alexander: good design is when the form fits its context.
- Impact Mapping — A mind map that connects goals to features through actors and behaviours.
- Improvement Kata — A four-step pattern for continuous, bounded improvement.
- Interrelational Diagram — Map how problems cause each other to find the root driver.
- Kano Model — Classify features by how they affect customer satisfaction.
- Naming Things Last — Don't name the thing until you understand it.
- Obvious Easy Possible — Three tiers for what users can do in your product. Coined by Jason Fried in The Obvious, the Easy, and the Possible.
- Pattern Languages — Reusable design patterns with names, forms, and contexts where they fit.
- Post-It Notes — Small, cheap, movable. The unreasonable effectiveness of sticky notes.
- Prototyping to Learn — Prototypes are for learning, not for shipping.
- Right-to-Left Thinking — Start with the outcome. Work backwards to the steps.
- Sequencing and Step by Step Unfolding — Complex things grow in the right order, one step at a time.
- Slippery Slopes — Small decisions that commit you to directions you'll regret.
- Theory of Centers — Christopher Alexander: wholes are made of centers that strengthen each other.
- User Experience Iceberg — UX is not what the user sees. It's everything underneath.
- Visualisations and Models — Making the invisible visible changes how teams think.