1 |
360-Degree Feedback |
A performance appraisal method that collects feedback from multiple sources. |
2 |
80/20 Rule (Pareto Principle) |
The idea that 80% of effects come from 20% of causes. |
3 |
A/B Testing |
Comparing two versions of a webpage or app to determine which performs better. |
4 |
AARRR Framework |
Also known as Pirate Metrics, it stands for Acquisition, Activation, Retention, Revenue, and Referral. |
5 |
Affinity Diagram |
A visual tool used to organize and prioritize ideas or information. |
6 |
Agile Coach |
A professional who helps teams adopt and improve Agile methods and practices. |
7 |
Agile Development |
An iterative approach to software development. |
8 |
Agile Manifesto |
A set of guiding values and principles for Agile software development. |
9 |
Analytics |
The systematic computational analysis of data or statistics. |
10 |
API (Application Programming Interface) |
A set of rules allowing different software applications to communicate with each other. |
11 |
Artificial Intelligence (AI) |
The simulation of human intelligence processes by machines, especially computer systems. |
12 |
B2B (Business-to-Business) |
Transactions and interactions between businesses. |
13 |
B2C (Business-to-Consumer) |
Transactions and interactions between businesses and consumers. |
14 |
Back-End Development |
The server-side development responsible for handling the logic and database interactions of a web application. |
15 |
Backlog |
A prioritized list of features or tasks yet to be completed. |
16 |
Backlog Grooming |
The process of reviewing, refining, and prioritizing items in the product backlog. |
17 |
Benchmarking |
Comparing one’s business processes and performance metrics to industry bests or best practices from other companies. |
18 |
Beta Launch |
A limited release of a product to a select group of users for testing. |
19 |
Beta Testing |
Testing a product with a select group of users before the official release. |
20 |
Big Data |
Extremely large and complex datasets that cannot be easily processed using traditional data processing methods. |
21 |
Blue Ocean Strategy |
A business strategy that focuses on creating new market spaces rather than competing in existing markets. |
22 |
Branding |
The process of creating a unique and recognizable identity for a product or company. |
23 |
Burn Down Chart |
A visual representation of completed work versus remaining work over time. |
24 |
Burn Rate |
The rate at which a company is spending its available capital. |
25 |
Business Intelligence (BI) |
Technologies, processes, and tools for analyzing and presenting business data to support decision-making. |
26 |
Business Model Canvas |
A strategic management tool for developing new or documenting existing business models. |
27 |
Churn Rate |
The percentage of customers who stop using a product over a given period. |
28 |
Click-through Rate (CTR) |
The percentage of users who click on a specific link out of the total users who view a page. |
29 |
Cloud Computing |
The delivery of computing services, including storage, processing, and software, over the internet. |
30 |
Co-Creation |
Involving customers or users in the product development process. |
31 |
Competitive Analysis |
Evaluating and comparing a product against its competitors. |
32 |
Continuous Deployment |
Automatically releasing code changes to production after passing automated tests. |
33 |
Continuous Integration |
The practice of automatically integrating code changes from multiple contributors into a shared repository. |
34 |
Conversion Rate |
The percentage of users who take a desired action, such as making a purchase, out of the total users. |
35 |
Cost-Benefit Analysis |
Evaluating the benefits of an action or decision against the costs associated with it. |
36 |
CRM (Customer Relationship Management) |
Strategies and tools for managing and analyzing customer interactions throughout the customer lifecycle. |
37 |
Cross-Browser Compatibility |
Ensuring that a website or application works on different web browsers. |
38 |
Cross-Functional Team |
A team composed of individuals from different departments or disciplines. |
39 |
Crowdsourcing |
Obtaining input, ideas, services, or content by soliciting contributions from a large group of people. |
40 |
Customer Acquisition Cost (CAC) |
The cost associated with acquiring a new customer. |
41 |
Customer Development |
The process of building and validating a product based on continuous customer feedback. |
42 |
Customer Journey |
The complete experience a customer has with a product or company. |
43 |
Customer Persona |
A detailed profile of a product’s ideal user. |
44 |
Dark Launch |
A deployment strategy where a new feature is released to a small audience before a full launch. |
45 |
Dashboard |
A visual representation of key performance indicators and metrics to monitor the status of a project or business. |
46 |
Data-driven Decision Making |
Making decisions based on analysis of relevant data and information. |
47 |
Database Management System (DBMS) |
Software that manages databases, ensuring data integrity, security, and retrieval efficiency. |
48 |
Dead Cat Bounce |
A brief and temporary recovery in the price of a declining stock. |
49 |
Decision Tree |
A decision support tool that uses a tree-like model of decisions and their possible consequences. |
50 |
Design Sprints |
A time-constrained, five-phase process used to design, prototype, and test ideas quickly. |
51 |
Design System |
A set of guidelines, components, and tools for designing and developing consistent and cohesive user interfaces. |
52 |
Design Thinking |
A problem-solving approach that prioritizes empathy for users. |
53 |
DevOps |
Collaboration between development and operations teams to improve productivity. |
54 |
DevOps Engineer |
A professional who combines software development (Dev) with IT operations (Ops) to improve collaboration and productivity. |
55 |
Digital Transformation |
The integration of digital technology into all aspects of a business, fundamentally changing how it operates and delivers value to customers. |
56 |
Discovery |
The initial phase of product development focused on identifying opportunities and problems. |
57 |
Disruptive Innovation |
The introduction of a new product or service that significantly alters the market. |
58 |
Dogfooding |
The practice of a company using its own products or services internally. |
59 |
Dual-Track Agile |
A product development approach that combines discovery and delivery tracks. |
60 |
E-commerce |
The buying and selling of goods and services over the internet. |
61 |
Early Adopters |
Individuals or organizations that are among the first to adopt a new product or technology. |
62 |
Ecosystem |
The network of interconnected products, services, and users. |
63 |
Elicitation |
The process of gathering information and requirements from stakeholders. |
64 |
Emotional Design |
Designing products with the aim of evoking emotional responses from users. |
65 |
Emotional Intelligence |
The ability to understand and manage one’s own emotions and the emotions of others. |
66 |
End-to-End Testing |
Testing a complete application from start to finish to ensure all components work together. |
67 |
Escalation of Commitment |
A tendency to continue investing in a failing project based on previous decisions. |
68 |
Ethnographic Research |
A qualitative research method that involves observing and interacting with participants in their natural environment. |
69 |
Exit Strategy |
A plan for how a startup or business will end its operations. |
70 |
Failure Mode and Effects Analysis (FMEA) |
A systematic method for evaluating processes to identify where and how they might fail and to assess the relative impact of different failures. |
71 |
Feature Creep |
The gradual addition of unnecessary features to a product. |
72 |
Feature Creep |
The gradual addition of unnecessary features to a product, often without proper planning. |
73 |
Feature Flag |
A toggle in the code that allows developers to hide or enable certain features without deploying new code. |
74 |
Feature Prioritization |
The process of determining which features to implement first based on strategic goals. |
75 |
Feature Toggle |
A technique in software development that allows features to be tested and released independently. |
76 |
Five Whys |
A problem-solving technique that involves asking “why” five times to identify the root cause of an issue. |
77 |
Flowchart |
A visual representation of a process, showing the steps and decisions involved. |
78 |
Focus Group |
A qualitative research method that involves a small group of people discussing a product or concept. |
79 |
FOMO (Fear of Missing Out) |
The anxiety or apprehension people feel when they believe others are having a rewarding experience without them. |
80 |
Freemium |
A business model that offers basic services for free with premium features at a cost. |
81 |
Front-End Development |
The client-side development responsible for the user interface and user experience of a web application. |
82 |
Front-End Framework |
A pre-built, standardized set of tools and practices for developing the user interface of a website or web application. |
83 |
Full Stack Developer |
A developer with expertise in both front-end and back-end technologies. |
84 |
Functional Specification |
A detailed description of a software application’s features, behavior, and functionality. |
85 |
Gamification |
Incorporating game-like elements into a non-game context to drive user engagement. |
86 |
Gantt Chart |
A visual representation of a project schedule, showing tasks and their dependencies over time. |
87 |
Gap Analysis |
Identifying the difference between current operations and desired goals. |
88 |
Git |
A distributed version control system used for tracking changes in source code during software development. |
89 |
Growth Hacking |
Strategies focused on rapid and cost-effective business growth. |
90 |
Growth Mindset |
The belief that abilities and intelligence can be developed through dedication and hard work. |
91 |
Guerrilla Marketing |
Unconventional and low-cost marketing tactics to promote a product or service. |
92 |
Hackathon |
An event where developers, designers, and others collaborate intensively on software projects. |
93 |
Heatmap |
A visual representation of data where values are depicted using color. |
94 |
Heuristic Evaluation |
A usability inspection method where evaluators compare a product’s design to recognized usability principles (heuristics). |
95 |
Hypothesis Testing |
Experimentation to test hypotheses and make data-driven decisions. |
96 |
Ideation |
The process of generating and developing new ideas or concepts. |
97 |
In-App Purchase |
Transactions made within a mobile application for additional features or content. |
98 |
In-Memory Database |
A type of database system that relies primarily on the computer’s main memory for data storage. |
99 |
Inbound Marketing |
A marketing strategy that focuses on attracting customers through content creation and distribution. |
100 |
Incremental Development |
Building a product through small, incremental changes and additions. |
101 |
Inertia |
The resistance of users to change their existing behaviors or habits. |
102 |
Innovation |
Introducing new ideas, processes, or products to drive improvement. |
103 |
Iteration |
A repetition of a process or cycle, often used in software development. |
104 |
Iterative Development |
A development approach where a product is built incrementally through repeated cycles. |
105 |
JIRA |
A popular project management and issue tracking tool used in Agile development. |
106 |
Job To Be Done (JTBD) |
A theory that focuses on understanding the “jobs” customers are trying to accomplish. |
107 |
Joint Application Development (JAD) |
A methodology involving end-users and stakeholders in the design and development of an application. |
108 |
Joint Venture |
A business arrangement where two or more parties work together for mutual benefit. |
109 |
Kaizen |
A Japanese term for continuous improvement, often used in the context of lean methodologies. |
110 |
Kanban |
A visual workflow management method used to optimize processes and increase efficiency. |
111 |
Kano Model |
A theory for product development and customer satisfaction developed by Noriaki Kano. |
112 |
Key Performance Indicator (KPI) |
Measurable metrics used to evaluate the success of a product or business. |
113 |
Key Risk Indicators (KRIs) |
Metrics used to measure the likelihood of negative events that may affect the achievement of objectives. |
114 |
Key Stakeholder |
An individual or group with a significant interest or influence on the success of a project or product. |
115 |
Knowledge Base |
A centralized repository of information used to educate and support users. |
116 |
Knowledge Management |
The process of capturing, organizing, and using an organization’s collective knowledge. |
117 |
Latent Defect |
A hidden flaw in a product that may not be immediately apparent but can cause issues later. |
118 |
Lead Generation |
The process of attracting and converting potential customers into leads for a product or service. |
119 |
Lead Time |
The time it takes to complete a process or deliver a product. |
120 |
Lean Manufacturing |
An approach to production that emphasizes efficiency and waste reduction. |
121 |
Lean Startup |
A methodology for developing businesses and products. |
122 |
Machine Learning |
A subset of artificial intelligence that enables systems to learn and improve from experience without explicit programming. |
123 |
Market Fit |
The degree to which a product satisfies the market demand and meets customer needs. |
124 |
Market Research |
The process of gathering information about a market, including potential customers and competitors. |
125 |
Microlearning |
Providing small, focused units of learning content to users. |
126 |
Microservices |
A software architecture pattern where a complex application is divided into small, independent services. |
127 |
Minimum Lovable Product (MLP) |
A version of a product that goes beyond the minimum viable product to include lovable features. |
128 |
Minimum Marketable Product (MMP) |
The minimal set of features that make a product viable and marketable. |
129 |
Monetization |
The process of generating revenue from a product or service. |
130 |
Monolithic Architecture |
A traditional software architecture where all components are tightly coupled and interconnected. |
131 |
MoSCoW Method |
A prioritization technique used in project management, where tasks are categorized as Must-haves, Should-haves, Could-haves, and Won’t-haves. |
132 |
Motivation |
Factors that drive individuals or teams to achieve specific goals. |
133 |
Multichannel Marketing |
Marketing across multiple channels, such as online and offline, to reach a broader audience. |
134 |
Multitenancy |
A software architecture where a single instance of the software serves multiple tenants (users or organizations). |
135 |
Multivariate Testing |
Testing multiple variations of a webpage or app to determine the most effective one. |
136 |
MVP (Minimum Viable Product) |
A version of a product with the minimum features required to meet customer needs. |
137 |
Node.js |
A JavaScript runtime built on the V8 JavaScript engine, commonly used for server-side development. |
138 |
North Star Metric |
A key performance indicator that reflects the core value a product delivers to customers. |
139 |
NoSQL |
A type of database that provides a mechanism for storage and retrieval of data using non-tabular models. |
140 |
NPS (Net Promoter Score) |
A metric measuring customer satisfaction and loyalty. |
141 |
OAuth |
An authentication protocol that allows third-party applications to access user data without exposing credentials. |
142 |
Object-Oriented Programming (OOP) |
A programming paradigm based on the concept of “objects,” encapsulating data and behavior. |
143 |
OKR (Objectives and Key Results) |
A goal-setting framework that defines objectives and the key results needed to achieve them. |
144 |
Onboarding |
The process of introducing new users to a product. |
145 |
Open Source |
Software with a source code that anyone can inspect, modify, and enhance. |
146 |
Operational Excellence |
A management philosophy focused on continuous improvement, efficiency, and reliability in operations. |
147 |
Outlier |
An observation or data point that differs significantly from the other data points. |
148 |
Outsourcing |
The practice of contracting out certain business functions or processes to external providers. |
149 |
Overfitting |
Fitting a model too closely to training data, potentially leading to poor performance on new, unseen data. |
150 |
Pair Design |
A collaborative design approach where two designers work together on the same design problem. |
151 |
Pair Programming |
A software development technique where two programmers work together at one workstation. |
152 |
Personas |
Fictional characters representing different user types, used to guide design and decision-making. |
153 |
PERT Chart |
Program Evaluation and Review Technique; a visual representation of project tasks and timelines. |
154 |
PESTLE Analysis |
An analytical framework that identifies and evaluates external factors affecting a project or business. |
155 |
Pivot |
A change in a product’s direction or strategy. |
156 |
Pivot Table |
A data processing tool used for summarizing, analyzing, and presenting complex data sets. |
157 |
Product Adoption |
The process by which customers begin buying and using a new product or service. |
158 |
Product Adoption Curve |
A model illustrating the adoption rate of a new product over time, including innovators, early adopters, early majority, late majority, and laggards. |
159 |
Product Backlog |
A dynamic list of features, enhancements, and bug fixes that need to be addressed in a product. |
160 |
Product Lifecycle |
The stages a product goes through from development to decline. |
161 |
Product Manager |
A professional responsible for the development and strategy of a product. |
162 |
Product-Market Fit |
The point where a product satisfies market demand. |
163 |
Progressive Enhancement |
A web design strategy that emphasizes designing and developing for the least capable devices first and then enhancing the experience for more capable devices. |
164 |
Prototype |
A preliminary model of a product used for testing and validation. |
165 |
QA (Quality Assurance) |
The process of ensuring that a product meets specified requirements and standards. |
166 |
Quality Function Deployment (QFD) |
A methodology for translating customer requirements into engineering characteristics for a product. |
167 |
Quantitative Analysis |
An examination of numerical data to identify patterns, trends, and relationships. |
168 |
Quantitative Research |
Research that uses numerical data and statistical methods to analyze trends and patterns. |
169 |
Quarterly Business Review (QBR) |
A strategic meeting to review progress and plan for the next quarter. |
170 |
Rapid Application Development (RAD) |
A software development methodology focused on quickly building prototypes and iterations. |
171 |
Rapid Prototyping |
Quickly creating a working model or prototype of a product for testing and evaluation. |
172 |
Reactive Programming |
A programming paradigm that deals with asynchronous data streams and the propagation of change. |
173 |
Refactoring |
Restructuring existing code to improve its readability, maintainability, and performance without changing its external behavior. |
174 |
Regression Analysis |
A statistical technique to study the relationship between variables. |
175 |
Regression Testing |
The process of testing a software application to ensure that new changes do not negatively impact existing functionality. |
176 |
Release Candidate |
A version of a software product that is close to the final release and is ready for testing. |
177 |
Release Management |
Planning, scheduling, and controlling the release of a product. |
178 |
Retention Rate |
The percentage of customers retained by a product over a specific period. |
179 |
Return on Investment (ROI) |
The ratio of the net profit of an investment to its initial cost. |
180 |
Roadmap |
A visual representation of a product’s strategic plan and future features. |
181 |
ROI (Return on Investment) |
The ratio of the profit or loss made in a fiscal year. |
182 |
Root Cause Analysis |
A systematic process for identifying the underlying causes of problems or issues. |
183 |
Runway |
The amount of time a startup has before it runs out of resources or funding. |
184 |
SaaS (Software as a Service) |
Software provided as a service over the internet. |
185 |
Scalability |
The ability of a system, network, or process to handle growing amounts of work or users. |
186 |
Scrum |
An Agile framework for managing and developing products. |
187 |
Scrum Master |
A role in Scrum methodology responsible for facilitating and coaching the Scrum team. |
188 |
Scrum of Scrums |
A scaling technique in Scrum where multiple teams coordinate their work to deliver a larger product. |
189 |
SEO (Search Engine Optimization) |
Strategies and techniques to improve a website’s visibility on search engines. |
190 |
Service Level Agreement (SLA) |
A commitment in a service contract that outlines the agreed-upon levels of service. |
191 |
Six Sigma |
A set of techniques and tools for process improvement and quality management. |
192 |
Six Thinking Hats |
A technique for group discussion and decision-making that encourages diverse perspectives. |
193 |
Slack |
A popular messaging and collaboration platform used by teams for communication and file sharing. |
194 |
SMART Goals |
Specific, Measurable, Achievable, Relevant, and Time-bound goals. |
195 |
Social Proof |
The influence that the actions and attitudes of others can have on an individual’s behavior. |
196 |
Spaghetti Code |
Poorly structured and tangled code that is difficult to understand or maintain. |
197 |
Sprint |
A time-boxed iteration of work in Agile development, usually lasting two to four weeks. |
198 |
Stakeholder |
Individuals or groups who have an interest or concern in the success of a product. |
199 |
Stakeholder Analysis |
Identifying and assessing the impact and influence of various stakeholders on a project. |
200 |
Stakeholder Engagement |
Involving and communicating with stakeholders throughout a project’s lifecycle. |
201 |
Stakeholder Management |
The process of identifying, analyzing, and engaging with individuals or groups with an interest in a project or product. |
202 |
SWOT Analysis |
A strategic planning technique used to identify an organization’s internal strengths and weaknesses and external opportunities and threats. |
203 |
Systems Thinking |
An approach to problem-solving that considers the interactions and interdependencies of components within a system. |
204 |
Technical Debt |
The implied cost of additional rework caused by choosing an easy solution now instead of a better approach. |
205 |
Technical Specification |
A detailed document that describes the technical aspects and requirements of a product or project. |
206 |
Test Automation |
The use of software to perform tests and compare actual outcomes with expected outcomes. |
207 |
Test-Driven Development (TDD) |
A development approach where tests are written before the code is implemented. |
208 |
Thought Leadership |
Establishing oneself or a company as an authority and expert in a particular industry or domain. |
209 |
Time-to-Market |
The amount of time it takes for a product to go from ideation to being available for customers. |
210 |
Usability Testing |
Evaluating a product’s user interface and overall user experience by testing it with representative users. |
211 |
User Acceptance Testing (UAT) |
The process of verifying that a product works for the intended users. |
212 |
User Feedback |
Input and comments from users about their experiences with a product. |
213 |
User Flow |
The path a user takes through a product to complete a task or achieve a goal. |
214 |
User Interface (UI) |
The visual elements and graphical layout of a product that users interact with. |
215 |
User Journey Mapping |
A visual representation of a user’s interactions and experiences with a product or service. |
216 |
User Persona |
A fictional character representing a user type that might use a product. |
217 |
User Research |
The systematic study of users and their needs to inform the design and development of a product. |
218 |
User Stories |
Short, simple descriptions of a feature told from the perspective of an end-user. |
219 |
User Story |
A concise description of a feature from an end-user perspective. |
220 |
User-Centered Design |
A design approach that prioritizes the needs and preferences of the end-users. |
221 |
UX (User Experience) |
The overall experience a user has with a product or service. |
222 |
Value Proposition |
A statement that explains how a product solves a customer’s problem or fulfills a need. |
223 |
Value Stream Mapping |
A lean management method used to analyze and design the flow of materials and information needed to bring a product to a customer. |
224 |
Version Control |
A system that records changes to a file or set of files over time, allowing you to recall specific versions later. |
225 |
Viral Marketing |
A marketing strategy that relies on users to spread the message to others, creating a viral effect. |
226 |
Virtual Reality (VR) |
A simulated experience created with computer technology that immerses users in a virtual environment. |
227 |
Vision Statement |
A concise declaration that outlines the long-term goals and aspirations of an organization or project. |
228 |
Waterfall Model |
A linear and sequential approach to software development, where progress flows in one direction through defined phases. |
229 |
Web Analytics |
The measurement, collection, analysis, and reporting of web data to understand and optimize web usage. |
230 |
Web Development |
The process of building and maintaining websites or web applications. |
231 |
WIP (Work in Progress) |
The number of tasks or activities that are currently ongoing but not yet completed. |
232 |
Wireframe |
A visual representation of a webpage’s structure and layout, showcasing the basic elements and their arrangement. |
233 |
XML (Extensible Markup Language) |
A markup language that defines rules for encoding documents in a format that is both human-readable and machine-readable. |
234 |
Yield |
The percentage of products that meet quality standards during the manufacturing process. |
235 |
Zero Defects |
A quality management concept that aims for the production of error-free products. |
236 |
Zero-Day Exploit |
A cyber attack that occurs on the same day a vulnerability is discovered, before a fix is available. |
237 |
Zero-Day Release |
Launching a product on the same day it’s announced or available for sale. |