The Product Book: How to Become a Great Product Manager
Produktkarriere

The Product Book: How to Become a Great Product Manager

Product School, Carlos González de Villaumbrosia, Josh Anon, 2017

Inhaltsverzeichnis des Buches

  • 1. What is Product Management?
  • 1.1 What do Product Managers do?
  • 1.1.1 Similar but Different
  • 1.2 Becoming a PM
  • 1.2.1 Types of Product Managers
  • 1.3 How Product Managers get products build
  • 1.4 The Product Development Life Cycle
  • 1.4.1 Finding and Planning the Right Opportunity
  • 1.4.2 Designing the Solution
  • 1.4.3 Building the Solution
  • 1.4.4 Sharing the Solution
  • 1.4.5 Assessing the Solution
  • 2. Strategically Understanding a Company
  • 2.1 What product are we building?
  • 2.1.1 Why does the Company exist?
  • 2.1.2 Customers and personas
  • 2.1.3 Use Cases
  • 2.1.4 Enterprise vs. Consumer Companies
  • 2.2 How do we know if our product's good?
  • 2.2.1 Vanity vs. Actionable Metrics
  • 2.2.2 How to Measure Metrics
  • 2.2.3 Net Promoter Score®
  • 2.3 What Else Has Been, Is Being, and Will Be Built?
  • 2.3.1 Roadmap
  • 2.3.2 Competition and Climate
  • 2.3.3 A 5C Analysis
  • Introducing Moover.io
  • Chapter Two Tip: Making Personas Real with Empathy
  • 3. Creating an Opportunity Hypothesis
  • 3.1 You have Opinions, not facts
  • 3.2 What’s Your Goal And How Do You Want to Achieve It?
  • 3.3 Quantitatively Finding an Opportunity Hypothesis
  • 3.3.1 Metrics and Analytics
  • 3.3.1.1 Breaking Down Analytics
  • 3.3.1.2 Turning Metrics into Opportunities by Asking Why
  • 3.3.1.3 Intercom’s Feature Audit
  • 3.3.2 Surveys
  • 3.3.3 What About Customer Interviews?
  • 3.4 Qualitatively Finding an Educated Opportunity Hypothesis
  • 3.4.1 Known Bugs and Sugs
  • 3.4.2 Intuition
  • 3.4.3 Vision
  • 3.4.4 Team Ideas
  • 3.4.5 R&D
  • 3.4.6 The Competition
  • 3.4.7 Business Model and Value Proposition Canvases
  • 3.4.7.1 Business Model Canvas
  • 3.4.8 External Factors
  • 3.5 Using the Kano Model to find opportunities
  • Moover.io’s Hypothesis
  • Chapter Three Tip: What Are the Key Differences Between Vanity and Success Metrics?
  • 4. Validating Your Hypothesis
  • 4.1 SWOT Analysis
  • 4.2 Internal Validation
  • 4.3 External Validation
  • 4.3.1 Customer Development
  • 4.3.1.1 Interviews
  • 4.3.1.2 Surveys
  • Creating Surveys
  • Executing Surveys
  • Analyzing Data
  • 4.3.2 Experiments
  • 4.3.2.1 A/B Tests
  • 4.3.2.2. Simple MVPs
  • 4.4. Moving Forward
  • Moover’s Opportunity-Validation Strategy
  • Chapter Four Tip: You Need Context to Make Good Product Decisions
  • Current State
  • Motivation
  • Hinderances
  • 5. From Idea to Action
  • 5.1 Why New Ideas Struggle
  • 5.2 Working Backwards by Imagining the Future
  • 5.2.1 Writing an Internal Future Press Release
  • 5.2.2 Writing a Review
  • 5.2.3 Defining a Minimum Viable Product
  • 5.2.4 MVPs, Plussing, and the Kano Model
  • 5.3 Communicating via a Product Requirements Document
  • 5.3.1 Breaking Down a PRD (Product Requirement Document)
  • 5.3.1.1 Title and Change History
  • 5.3.1.2 Overview and Objectives
  • 5.3.1.3 Success Metrics
  • 5.3.1.4 Messaging
  • 5.3.1.5 Timeline/Release Planning
  • 5.3.1.6 Personas
  • 5.3.1.7 User Scenarios and Storytelling
  • 5.3.1.8 Requirements/Features In and Features Out
  • 5.3.1.9 Design
  • 5.3.1.10 Open Issues, Q&A, and Other Considerations
  • 5.3.1.10 Using an PRD
  • Moover.io’s Documents
  • Sample Press Release
  • Sample MVP List
  • Sample PRD
  • User Stories/Features/Requirements
  • Chapter Five Tip: Using Experiential Immersion to Prepare Your Team
  • 6. Working with Design
  • 6.1 What Is User Experience Design?
  • 6.1.1 Product Managers vs. Designers
  • 6.2 The Design Process and Key Design Skills
  • 6.2.1 Usability Testing with Prototypes
  • 6.3 Working with design
  • 6.3.1 Judging and Giving Feedback About Design
  • 6.3.2 Design Relationship Skills
  • 6.4 Google Design Sprints
  • 6.4.1 Sprint Preparation
  • 6.4.2 Understand
  • 6.4.3 Define
  • 6.4.4 Diverge
  • 6.4.5 Decide
  • 6.4.6 Prototype
  • 6.4.7 User Testing
  • Chapter Six Tip: Being Open and Flexible
  • 7. Working with Engineering
  • 7.1 Product/Engineering Relationships
  • 7.2 Software-Development Methodologies
  • 7.2.1 Waterfall Development
  • 7.2.2 Agile Development
  • 7.2.2.1 Scrum
  • 7.2.2.2 Kanban
  • 7.3 Working with Remote Teams
  • 7.4 Working with Third-Party Development Teams
  • Chapter 7 Tip: Working with Junior Development Teams
  • 8. Bringing Your Product to Market
  • 8.1 Understanding Customers
  • 8.1.1 Product Messaging
  • 8.1.1.1 Key Elements of Your Product’s Message
  • 8.1.1.2 Finding Your Company’s Voice
  • 8.1.1.3 Putting the Message Pieces Together
  • 8.2 Going to Market
  • 8.2.1 Prelaunch Planning
  • 8.2.1.1 Launch Objectives
  • 8.2.1.2 Launch Timing
  • 8.2.1.3 Testing
  • 8.2.1.4 What Kind of Launch?
  • 8.2.1.5 Launch Asset Planning
  • 8.2.1.6 A Helpful Prelaunch Marketing Framework
  • 8.2.2 Launch
  • 8.2.3 Postlaunch
  • 8.2.3.1 The Customer Life Cycle
  • 8.2.3.2 Marketing Cost Measurement Terms
  • Moover’s GTM Plan
  • Chapter Eight Tip: Ask the DRI to Whiteboard It for You
  • 9. Finishing thr Product Development Life Cycle
  • 9.1 Celebrate!
  • 9.2 Assess How Things Went
  • 9.2.1 Discussion with Your Lead
  • 9.2.2 Team Postmortem
  • 9.3 Recommending What’s Next
  • Chapter Nine Tip: How to Break into Product Management
  • Further Reading