Service Design Activities - Improve User Experience using the 6 core service design activities | Thibault Dubois | Skillshare
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Service Design Activities - Improve User Experience using the 6 core service design activities

teacher avatar Thibault Dubois, Manager in business consulting

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Welcome to the class!

      2:06

    • 2.

      Introduction

      2:40

    • 3.

      SD Activity 1 - User Research

      7:55

    • 4.

      SD Activity 2 - Define

      4:41

    • 5.

      SD Activity 3 - Ideation

      3:12

    • 6.

      SD Activity 4 - Prototyping

      2:58

    • 7.

      SD Activity 5 - Testing

      7:44

    • 8.

      SD Activity 6 - POC implementation

      3:12

    • 9.

      Key takeaways

      2:58

    • 10.

      Share your thoughts!

      0:22

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About This Class

What is this class about?

In this class you will learn how to constantly deliver high quality user experiences for your products and service by applying the service design methodology.

What will you learn?

At the end of this class you will be able to confidently apply the service design methodology to any process, product, service, channel, etc. Which, in turn, will greatly enhance the overall user experience of your deliverables.

You will be able to apply the 6 service design activities in an incremental and iterative manner.

  • Activity 1 – User research: we start with researching the user to have a crystal clear understanding of their pain points and frustrations.
  • Activity 2 – Problem definition: once we have a clear understanding of the problem, we need to define a sharp problem statement that needs to be solved.
  • Activity 3 – Ideation: we will ideate around the problem statement and come up with a short-list of solutions.
  • Activity 4 – Prototyping: we create low- and high fidelity prototypes to test out our high-level concepts and detailed features respectively.  
  • Activity 5 – Testing: we conduct the actual users tests, collect feedback and adapt our deliverables incrementally.
  • Activity 6 – POC implementation: we implement the Proof of Concept (POC) with our early adopters and see how our product is doing in a real-life setting.

Why are the service design activities so important?

A Harvard Business School study conducted by professor Clayton Christensen found that around 95% of new products fail within the first couple of years after their initial launch.

There are many reasons behind a product failure but one of the most important ones is a mismatch between the product’s solution and the customer need it tries to solve. Customers simply don’t need it…

Service design provides a very simple solution to that common issue. User-centricity.

The service design activities make sure that the user lies at the center during the entire development process. Meaning every decision, every feature, every line of code has the user in mind. Which results in a product that perfectly matches with customers’ expectations.

Who is this class for?

This class for anyone managing an existing product or looking after the launch of a new product. This includes product managers, product owners, marketeers, and more!

What do you need in order to follow this class?

There’s no specific equipment needed to follow this class. Only your happy self!

Meet Your Teacher

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Thibault Dubois

Manager in business consulting

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Level: All Levels

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Transcripts

1. Welcome to the class!: Hi and welcome. Did you know that more than 95% of new products tend to fail within the first couple of years after their lunch. It's quite shocking, write this number comes from a study conducted by the renowned Harvard Business School professor Clayton Christensen. But no need to panic just yet. There's a way to increase your chances of success. And it's truly use of service design to define the product features that you customers want. Defining those features is a sub-component of the product strategy creation. Service design offers a framework that will guide us through the creation process of these features. In essence, the service design framework is composed to seven or eight activities, depending on the framework used, which will be covered in detail in the coming lectures. First, there's the user research activity, followed by the problem statement Activity. Then we have the Ideation, the Prototyping, and a Testing Activity. After that, there's a prioritization Activity which implementation to close it all off. So if you're a product manager in markets here, a product to or a consultant in charge of creating or managing the new product, then don't go anywhere. This course has everything you need in order to deliver a product that meets and exceeds your customers expectations. My name is Thibault Dubois and I'm a manager in one of the largest consulting companies in the world. I mean, activities as a consultant consist of advising and guiding businesses throughout their digital transformation. My professional career, I had the pleasure to work with product managers, product owners, marketeers in creating exciting and offerings for their customers. But now that's enough for me. And it's your turn to act. If you feel that this course is something for you, Dan hop on board, and if not, maybe next time. In any case, I wish you a wonderful and educational day and I hope to see you soon. Bye 2. Introduction: Service Design is a mindset A2, and a set of core activities. These activities can be grouped as User Research, Problem definition, solution Ideation, prototyping, testing, and implementing. The remainder of this chapter, we will focus primarily on these activities. You can execute these activities in a sequence like process. There are eight steps and total. First, you start with researching the user so that you have a crystal clear understanding of the pain points and frustrations. Second, you, once you have a clear understanding of the problem, you need to define a problem statement that needs to be solved. The third step is that you need to ID, ideate around this problem statement and come up with a short-list of solutions. First step, you create prototypes that can be tested with actual users. In the fifth step, you will actually test your prototype with users and collector feedback. It's important that you iterate on the feedback that you receive and create new prototypes and test again with that feedback incorporated. Then in the sixth step, you will actually go ahead and implement your MVP in a real-world environment with actual users. This is often called the Proof of Concept, or POC, will most probably attract the early adopters that are interested in your products. It is actually the better version of your product. This is a pretty standard approach, but know that it's allowed to deviate from this process. In fact, the process is meant to be followed in an iterative way where you go back and forth between the different activities. It's perfectly fine to jump from the Prototyping Step back to the Research tab, for instance. This is likely to happen as you discover more user needs during your Prototyping Activity. And that you will want to further understand those needs back in your user research and vice-versa. So my advice would be to approach this as a guide that you can follow loosely. What's important is that you adapt this process to your specific needs and that you also go through all the steps at some point. As mentioned, we will do a deep dive on each of these core activities in the upcoming lectures. The first one being the user research. I hope to see you there. Bye 3. SD Activity 1 - User Research: Hi and welcome to the user research activity. User research is the process of gathering information about people and their behavior in relation to his service or product, whether physical or digital offering. The goal here is to build empathy with our users and gain and genuine understanding of their practices, their routines, and their frustrations. Normally, you already should have a lot of data regarding users thanks to the customer analysis lecture and the value proposition canvas lecture, this lecture will focus more on how you can gain a deeper understanding of your customer using empathy. A technique like user empathy will allow us to immerse ourselves into the context of our potential users. That way we can truly understand them and create laser-focused features that provide an answer to their specific problems that they're facing. More concretely, you want to gather information on three key aspects. First, you want to have a general understanding of your user, who they are, what their profession is, their demographics, etc. you want to have a basic idea of your target group. Again, don't hesitate to reuse the information that you already collected. Next, you want to gather information on the situation. So in other words, you want to understand the users activities, how to execute those activities today, what's going well, and what's frustrating them? And finally, you want to know what the ideal solution would look like for your users. You're basically asking them how they would solve the problem they're facing. Also, what's stopping them from doing so? Collecting those three sources of information is key, but how should you go about it? Well, we're going to collect them using a technique called empathy. This is however, easier said than done at some given to everybody to develop empathy for a customer, to be able to put yourself in the shoes, their work environment, how they feel, the frustrations that they're phase. Developing empathy takes time and practice to make our lives a little easier, I will go over a four-step approach that will enable you to be, to build empathy more easily for your target group. These steps, our discovery, immersion, connection and detachment. During the discovery step, you will enter the user's world, make contact with them, and trigger curiosity. This will help you to get into the right mindset to understand your user. The next step is immersion. In this step you wonder around in the user swirled to collect qualitative data. You are literally shadowing a user or doing their tasks yourself. Experiencing something yourself is way more powerful and informative than just listening to someone telling you how they do it. Next is the connection step. You in the connection step you will resonate with the user and recall the experiences to connect and create meaning. This step may occur naturally while collecting the data. So basically you will explain what you experienced and how that experience, how did you feel that experience? It's important to get a validation from the user to make sure you had to write experience to base your cell phone. And finally, there's the detachment step. You will take a step back into the role of the product manager, designer, and reflect and create IDs. While it may seem sufficient to get the empathic insights by following the previous steps, you need to look at your subjective data with a service design or product manager. I tried to translate those empathic, empathic experiences into concrete features. Again, you should repeat this exercise for all the customer segments that you want to target with your product. Let's now explore a practical example where we will apply empathy to employees working at the self-service food court. The goal is to ultimately create a new and more efficient workflow for them. In the first step, the discovery step, you will start by walking around, be behind the scenes, and observe the employees in action. This approach will help you to understand the challenges that they're facing, the iris they put in and the limited space to have to move around. The step is critical in triggering your designers or product managers curiosity and gaining insights into an existing workflow. In step two, the emergent step, you will immerse yourself into food core team by participating in their daily routines, engage with the employees during coffee breaks, take pictures of things that stand out a few to you and experience their contexts from their perspective. This step allows you to see things to the user's point of view and it may reveal opportunities for improvement that you would have missed otherwise. The third step, the connection step. During your immersion, you will find out how the employees are affected by the issue such as lack of communication about changing menus and special offers. And this can cause frustrations and the feeling of helplessness, which you may be able to relate to from your own experience. This step allows you to develop empathic, empathic insights and help you design better solutions for the employees. And the final step, the detachment, you will use the informal communication channels that the team already users to create solutions that will give them a stronger feeling of control. This could include implementing better communication systems to inform employees of the changes in the menu, or providing additional training to help them feel more confident in their role. By staying detached from your own biases and assumptions, you can develop solutions that address the real needs of the employees. I hope this example makes things a little bit more clear. There are still a couple of tips and tricks that I wanted to give you before we finished the lecture. First and foremost, is that you need to set aside your own assumptions. This one, do you any good when empathizing with the user? So really start from a blank page here. Next is to see everything through the eyes of a beginner. This little trick will help you to approach users twitter mindset that's free of assumptions. It's your free pass to asking stupid questions. There'll be surprised by the workarounds that people developed over the years in response to inefficiencies in the current process, D should be addressed in new processes or workflow. I can only sometimes only be uncovered by asking stupid questions like, why do you do the process like this? It's also always good to ask why questions, why something done that way. Don't just accept the status quo and try to understand the rationale behind something. Be critical. Tried to document your user research through audio recording, filming, or pictures. That way you're sure that to always access to objective information. And the final tip is to try and identify extreme users and have interviews with them. These users are not our target group, that they make certain aspects of the problem very clear which normal users might perhaps not identify as a big issue, but it's still frustrating them. There you have it. In the next lecture, we will take a look at the next activity which is defining our problem statement. I hope to see you there. Bye 4. SD Activity 2 - Define: Hi, and welcome to the defined activity. During this activity, you will be centralizing, analyzing, and synthesizing the information gathered during the user research activity. In order to define a problem statement, a good problem statement will help product managers and your team to create great ideas and establish features, functions, and other elements that will allow to solve the right problem. Now, what makes a problem statement a good one? It problem statement has the advantage to guide you and your team and solving the right problem. And it provides a focus on the specific needs that you have and covered. A well-crafted problem statement has several key characteristics that you should keep in mind. Let's break them down one by one to make it easier to understand. Firstly, a good problem statement should be human-centered. This means that you should frame your problem statement according to the specific users you are targeting, their needs and the insights that your team has gained during the research phase as well. By focusing on the people who will be affected by the problem you are trying to solve. You will be able to develop a solution that is more effective and meaningful. Secondly, the problem statements should be broad enough to allow for creative freedom. You don't want to focus too narrowly on a specific methods for implementing the solution. As this would limit your team's ability to explore new areas that could bring unexpected value and insight to the project. Avoid listing technical requirements as this can be unnecessarily restrictive. Thirdly, the promise statements should be narrow enough to make it manageable. A statement that is too broad, like improve the human condition can be overwhelming and cast team members to feel daunted. To avoid this, you should provide sufficient constraints to make the project manageable. Finally, your problem statements should be actionable and start with a verb such as create, define, adapt, etc. This makes the problem more action-oriented and helps to focus your team on what needs to be done to solve it. By keeping these characteristics in mind when crafting your problem statement, you can develop a clear and focused and actionable problem statement that will set your team on the right path. Let's go over a bed and a good example, going with the bad one. First, we need to increase our food product market share among young teenagers by five per cent. This is a bad example because it doesn't take the box of human-centered. It centered around the objective that the company needs to reach, not the user. Now, let's take a look at a good example. Teenagers need to eat nutritious food in order to thrive, to be healthy and grow. With this problem statement, we take all the boxes, it's focused on the user. It's broad enough to allow for creativity and narrow enough to make it manageable, and it's actionable as well. What are some of the tips and tricks that you can use to help define an activity, to help you during the define activity. First half, we have the information space. This is a place where all the data from the research phase is gathered and analysed. It's important to put it all together so that you may identify certain things and patterns. This could be ultimately, this could ultimately lead you to a problem statement that you want to solve. Next step, we have empathy maps. These types of maps give you a 360-degree view about the user. It gives you information on what a user set that thought and felt. It helps you to detect the pain points and other things that are hidden. And the final tip I can give you is to use how might we questions. These type of questions can be used to spark creative ideation sessions. For example, you've observed that the youth of today is not really watching TV programs on TV anymore. One questions which can guide you in your ideation session. It could be, how might we make TV more special so that youth feels more engaged? So that was the defined activity. In the next lecture, we will have a look at the ideation activity. I hope to see you there. Bye 5. SD Activity 3 - Ideation: Hi, and welcome to the Ideation Activity. During this activity, the goal is to generate as many ideas as possible, true creative and curious activities, such as brainstorms, worst possible ID techniques, etcetera. The benefits of doing Ideation are numerous. It helps to go beyond the obvious solutions and therefore increase the innovation potential of your solution. It allows for team members to co-create and build further on each other's ideas. It enables to visualize a specific problem from different perspectives and uncover unexpected areas of innovation. And it helps to get obvious solutions out of your hats and drive your team beyond them. To be more creative. There are many techniques that you can, you can use to help your team ideate. We already mentioned brainstorms and worst possible ID, but there are many more. Here's a small non-exhaustive list. Brain, the brain, right? Brain Walk. Challenge assumptions, scamper, mind-map or Sketch or sketch storms, storyboard, analogies, provocation, cheats, storm, crowd storms, Prototyping, co-creative workshops, etc. it's important to understand that generating IDs is just the beginning of the process. When service design. To make the most of your IDEs, you will need to approach them systematically and strategically. While there are many techniques to for generating IDs, you won't be able to cover all of them in this lecture. However, I encourage you to explore them on your own if you ever need to facilitate an ideation session. Once you've generated a quantity of ideas, it's time to start with finding them. You'll need to systematically mix, recombine cold steel and evolve or park your eddies until you've arrived at the best possible outcomes. Keep in mind that's a real value of your IDs often lies and the outcomes that they produce rather than the ideas themselves. To make the rest of your IDs, it's important to have a way of collecting, categorizing, re-finding, and narrowing them down to a short-list. This will help you to select the best ideas to move forward with. By using these methods to refine your ideas, you can ensure that you're making most of your ideation sessions and produce the best possible outcomes for your service design and creation projects. Boosted voting or dot voting, four categories, bingo selections, ID affinity maps. Now how matrix Six Thinking Hats of validation boards and ID selection criteria. Personally, I often use dot voting. You basically give every participant three votes and they have to choose which IDs they liked the most. The IDs with the most votes will make it to the next round. So that's it for the ideation session. In the next lecture, we'll be talking about Prototyping. I see you there. Bye-bye. 6. SD Activity 4 - Prototyping: Hi, and welcome to this lecture on the Prototyping Activity. So let's first kick off by understanding what a prototype is. It prototype is a preliminary model or version of a product, service, or system that is used to test and validate it's designed before the final version has developed. It can be physical or digital representation of the final product or service. I can range from low fidelity to high fidelity. Three main types of prototypes. You have low, medium, and high fidelity prototypes. Low-fidelity prototypes are simple and inexpensive to create and are typically used to test basic design concepts and usability. They can include sketches, paper-based models, or simply digital wireframes. Medium fidelity prototypes are more details than their lower counterparts and often include interactive elements such as clickable buttons are basic animations. They are useful for testing more complex and certain functionalities. Then you have the high fidelity prototypes. They are the closest representation to the final product and often includes detailed graphics, realistic animations, and interactive elements. They are typically used to test usability, end-user experience of the final product before it is actually developed. To develop a prototype, you should first define the objectives and scope of the prototype, which involves determined at determining what do you want to achieve, what the prototype and what features or functionality is you should include. Once this is done, you can choose the type of prototype that best suits your needs based on the stage of the design process and of course, of the project. Next, you need to create a design plan for the prototype, including the layout, content, and interactions. Use design software or tools to develop the prototype, taking into account to choose any type of prototype and the design plan. After the prototype is developed, thus than evaluated with actual users or internal stakeholders to evaluate its usability and effectiveness and overall design. Gather feedback and use it to make any necessary revisions to your prototype. We will do a deep dive on the testing part in the next lecture. Finally, iterative prototype based on the feedback received, making any necessary changes and creating a new version of it. This should, this process should be continued until the final design is achieved and validate their you have it. That's it for the Prototyping Activity. Let's now move on from Prototyping to the next step which is Testing it. See you there. Bye bye. 7. SD Activity 5 - Testing: Hello and welcome back. In this lecture, we will tackle the testing part of service design. You have to know that user feedback is priceless. Without it, we're not sure that what we're developing is actually answering the needs of our customers and we risk to have something that feels. So my advice is to seek feedback as much as possible, as frequently as possible. You never have enough feedback. Testing can be undertaken throughout the process, the progress of the service design project, although it's most commonly undertaken together with the prototyping stage. Now, don't forget that service design isn't iterative process. There's definitely applies to Testing since you might acquire insights that can have an impact on the previous activities and help to improve the process overall. It allows you to enrich your user research and gain a better understanding of your users. For instance, it could lead to insights that changed the way you define your problem statement. It could help you to generate new ideas in the Ideation stage with new features and will probably lead to an iteration of your existing prototype. In terms of tooling, there are a wide range of testing methods that are available to product managers, service designers, etc. such as human computer interaction tests and user centered design tests. Human-computer interaction tests, also known as HCI, tests, are conducted to evaluate the interaction between humans and computer systems or digital interfaces. These tests aim to assess how effectively users can interact with a system, how intuitive to interfaces, and how well the system is meeting user needs. Hci tests often involve observing users as they perform tasks on a computer or digital surface, defies and collect data on their interactions, such as mouse clicks, keystrokes, or eye movement, and verbal feedback. The data collected during HCI tests helps designers identify usability issues and improving user interfaces and enhance overall user experience. The prototype of tests, the user centered design tests, also known as you see D, are conducted throughout the design process to ensure that the product or system meets the needs and preferences of it's indented intended users. You see detests involves gathering feedback and insights from users at different stages of the design cycle. Allowing designers to iteratively refine and improve the products. Based on user input. Usd, UC detests typically involve techniques such as interviews, surveys, focus groups, and usability testing sessions. The focus is on understanding user goals, preferences, and pain points, and incorporating that knowledge into the design decisions to create a user centered at user-friendly product. In summary, HEI tests specifically evaluate the interaction between humans and a computer system, focusing on usability and interface design. While you see D tests encompass a broader range of methods aimed at understanding user needs and preferences throughout the design process, both approaches contribute to creating products and systems that are intuitive, usable, and that are aligned with the expectations of the user. Okay, I can hear you ask, when do we know The test was successful? Or in other words, what are the acceptance criteria? Well, the ultimate goal is to create solutions that are desirable, feasible, and viable for users. When it comes to testing a design solution, there are three key elements that you need to monitor. There is desirability, feasibility, and viability. Desirability is all about people. In fact, it's what's puts the human in human-centered design. For a solution to be desirable, it must appeal to the needs, emotions, and behaviors of the people that will use it. This means that the designers need to understand their users and create solutions that meet their needs and wants. Feasibility on the other hat is all about technology. When designing a solution, it's important to consider whether it's technically possible to implement. This means taking into account the current state of technology and making sure that the two solution can be practically implemented without incurring huge costs. If solution relies on technology that doesn't exist, then this is not going to be feasible. Finally, there's viability. This element is all about the business objectives. A good design solution should always be self-sustaining and work as a business. This means that designers need to consider whether the solution will work within the context of a business and its goals and objectives. Solutions that are not viable will not be worth pursuing. So those were the acceptance criteria. Before we conclude, I want to give you a couple of pointers that you can use when building a test. First, let's users compare alternatives. In other words, you need to create multiple prototypes, each with a change in variable so that your users can compare prototypes and tell you which one they prefer. The next pointer is to show, don't tell. By this. I mean that you need to let users experienced the prototype or for themselves, give too much context. Normally, a good prototype should be intuitive and self-explanatory. Also, don't forget to ask users to talk to out there experience when users are exploring and using the prototype, ask them to tell you what they're thinking and how they're feeling when they're doing the tasks they ask to. The next tip is that you need to stick to observing your users when they are using your prototype and resist the urge to correct them if they are not doing something correctly as intended. It means the mistakes they're making means that there is something not clear what the prototype, it's always tell them that they can't do anything wrong. And if they're stuck, it means it's up to your prototype and that's something needs to be fixed there. And the final tip is to ask follow-up questions. Always make sure that you're, when you ask something to you user that the questions are not close, that you have open questions and you'd leave some space for free interpretation and you have it. That concludes the lecture on the testing activity. Next step, we have the actual implementation of our products in the form of the Proof of Concept. Theater. Bye-bye. 8. SD Activity 6 - POC implementation: Hi, and welcome to the final activity in our service design journey. So we've now tested and iterated on a couple of prototypes, and it's time to take it a step further out talking about the implementation of an actual proof of concept, also known as a POC. A POC demonstrates its feasibility and potential value to stakeholders with actual working software, a POC can differ from a prototype in a sense that the prototype might not have any working software under the hood. To take the example of a mobile application, a prototype could be a series of clickable screens, but without any code behind it. Whilst they PBOC includes the screens to code and connections to the necessary back-end applications. Let's go over the different activities to implement a product or service using a POC. The first activity in the implementation step is service service development. In this phase, the service design team develops the service delivery model, defines the service processes and procedures and determines the required resources and technology infrastructure needed for the POC. This step is critical because it lays the foundations for the buck and it helps to ensure that at the team has a clear understanding of service concept and how it will be delivered. The second activity is the creation. Based on the service concept. The service design team creates a POC that demonstrates to the key features and benefits of the service. The POC is typically a simplified version of the final service that can be tested and evaluated. It can take various forms such as websites, mobile application of physical prototype, depending on the nature of the service. Here we need to use our prototype as the basis for the actual book. Once the POC is created, the service design team moves to the third Activity, the book, Testing. The puck is test it and have controlled environments to identify any issues or areas for improvement. This can involve user testing, feedback from stakeholders and analysis of performance metrics. The testing phase is critical as it helps to identify any shortcomings and the POC and provides insights into how the service can be improved further R&amp, based on the test results to service design team moves to the fourth Activity. The POC refinements, pockets refined to improve its functionality, usability, and user experience. This may involve making changes to the service delivery model, the process to sort of technology infrastructure. The refinement phase is crucial as it ensures that the book is optimized to meet the needs of the users. And also other acceptance criteria envelope. That concludes the core activities of our service design journey. In the next lecture, we will go over the key takeaways. See you there. Bye 9. Key takeaways: Hi, congratulations for finishing the chapter on what to create. Let's quickly go over the things that we've seen. So we now know that we can use service design to create an end-to-end concept of a product or service. We then went further into the different core activities that make up the service design journey. These activities included User Research, Problem definition, solution ideation, prototyping, testing, and implementation. User research is the process of gathering information about people and their behavior by using empathy. Next, we looked at the define Activity during which we will be centralizing, analyzing, and synthesizing the information gathered during the user research activity in order to come up with a sharp problem statement. Then we also looked at the Ideation Activity. We understand that at the Ideation can help us to go beyond obvious solutions, to co-create and build on each other's ideas and to see problems from a different angle. After the Ideation Activity, we entered into the prototyping phase. We saw that the prototype is the preliminary model or version of a product, service, or system that is used to test and validate the design before the final version has developed. It can be a physical or digital representation of the final product or service and can range from low fidelity to high fidelity frameworks. After that, we also learned that testing can help us get a very valuable feedback. As without it, we're basically operating in the dark. Testing can be undertaken, true, the progress of services in project, although it is most commonly undertaken together with the prototyping stage towards the end. We also learned about product roadmaps, MVPs, and how to create than true story mapping. It product roadmap is a high level plan that visualizes the information on major features, improvements and updates at our plant for the product, along with estimator timelines for each of these activities. Initial or it may also include information on the resources required, such as the budget and personnel, as well as any potential risks or dependencies that may impact the product's development. And finally, we saw what a POC was. Just remember that a POC can be used to demonstrate the feasibility and potential value to stakeholders with actual working software. It's a step closer to the real-life setting compared to the prototype envelope. This concludes the what to create a chapter. In the next chapter, we will be talking about the launch or commercialization of your product or service. So stay tuned for that by 10. Share your thoughts!: Hi Thibault here. Congratulations for finishing the course. I hope you've got something out of it and it will be helpful in your future career. In case you'd like to course, please leave a review and let others know what you liked about it. That seems extremely helpful to meet, and it's also helpful for other students. Now, I'll, if I go have a nice and educational day, Bye