Glossary
Every term, in one place
The same terms you'll see pop up in-scene via the info bubble, gathered here for reference. No need to memorize any of this before you start.
A
Adoption
The rate at which people start, and keep, using a product.
B
Backlog
A prioritized list of everything a team might build, from small fixes to major features.
C
Compliance
Meeting legal, regulatory, or policy standards required before something can be used or released.
D
Dependency
A piece of work that relies on something else being finished first.
Discovery
Talking to and observing real users to validate a problem before building a solution.
L
Launch Readiness
Whether a product, and the team supporting it, is actually prepared for real users at scale.
M
MVP
Minimum Viable Product: the smallest version of a product that is still valuable and usable enough to release.
P
Pilot
A small, limited release used to test an idea with real users before a full rollout.
Prioritization
Deciding which work matters most right now, and what can wait.
Product Assumptions
The unproven beliefs a team is relying on about users, the market, or the solution.
Product Vision
A clear statement of the future the product is trying to create, and for whom.
R
Requirements
The specific conditions a solution must meet to be considered complete or acceptable.
Retrospective
A recurring meeting where a team reflects on how they worked together and identifies one thing to improve.
Risk
Something that could go wrong and affect the outcome, which a team tries to identify and manage in advance.
Root Cause
The underlying reason a problem is happening, as opposed to its visible symptoms.
S
Sprint
A short, fixed period of time (often one to two weeks) in which a team commits to completing a set amount of work.
Sprint Goal
The single outcome a team is trying to achieve by the end of a Sprint, used to guide day-to-day decisions.
Sprint Planning
The meeting where a team decides what work to pull into the next Sprint.
Stakeholder
Anyone outside the immediate team who has an interest in, or influence over, what gets built.
T
Target User
The specific person or group a product is being built to serve.
Team Capacity
How much work a team can realistically take on in a given period without burning out.
Technical Debt
Shortcuts taken during development that make future work slower or riskier until they're addressed.
U
User Problem
The underlying need or pain point a product is meant to solve, distinct from any specific feature.
User Workflow
The sequence of steps a person actually goes through to get something done.