This United Nations Sustainable Development Goal focuses on promoting health and well-being for all people at all ages.
SDG 3 – Good Health and Well-being
This is the first stage of Design Thinking that focuses on understanding the experiences, emotions, and needs of users.
Empathize
This is a concise and persuasive presentation of an innovation that is typically delivered within 30 to 60 seconds.
Elevator Pitch
This is an early representation of a product, service, process, or system that is created to test ideas and collect user feedback before full-scale implementation.
Prototype
This is the final step in the usability testing process in which the improved prototype is evaluated again to ensure better usability.
Retest
It is a newly established organization that develops innovative products or services under conditions of uncertainty while seeking a scalable and sustainable business model.
Startup
This stage of Design Thinking involves creating an early version of a product to explore ideas and gather feedback before full development.
Prototype
This term refers to the ability of a startup to solve a real problem, meet customer needs, and succeed in the market.
Startup Viability
This component of a business pitch explains why customers or stakeholders should choose an innovation over existing alternatives by highlighting its unique benefits.
Value Proposition
This type of testing evaluates whether representative users can use a product effectively, efficiently, and satisfactorily while completing realistic tasks.
Usability Testing
This legal protection safeguards new inventions, such as medical devices and AI healthcare systems, for a limited period under intellectual property law.
Patent
This is a fictional representation of the target user created from real research to better understand user needs during the Define stage.
Persona
This Business Model Canvas component describes the unique benefits that make an innovation valuable to its target customers.
Value Proposition
This is the process of creating a unique identity that distinguishes a product, service, or organization from competitors by building trust, recognition, and long-term value.
Branding
These are measurable indicators used to determine whether an innovation achieves its intended objectives and should follow the SMART criteria.
Success Metrics
This concept refers to a significant, complex, and socially relevant healthcare challenge that motivates innovators to develop bold solutions.
Big Hairy Audacious Problem (BHAP)
This tool is used to prioritize ideas by evaluating their potential impact against the effort required for implementation.
Impact-Effort MatriX
This one-page strategic management tool consists of nine interconnected building blocks that describe how an organization creates, delivers, and captures value.
Business Model Canvas (BMC)
This type of prototype closely resembles the final product in both appearance and functionality and is commonly used before product launch or pilot implementation.
High-Fidelity Prototype
This usability testing method requires users to verbalize their thoughts, decisions, and difficulties while performing tasks to identify areas of confusion.
Think-Aloud Method (Think-Aloud Protocol)
It is a bold vision that describes the positive future an innovator wants to create and serves as the long-term inspiration for innovation.
Big Dream Up Front (BDUF)
This statement follows the format "User + Need + Insight" and clearly defines the user's problem based on research and empathy.
Point-of-View (POV) Statement
This concept refers to balancing economic, social, and environmental dimensions to ensure that a startup continues creating value over the long term
Triple Bottom Line
This mindset encourages innovators to build, test, learn, and improve continuously instead of waiting until an idea is perfect before presenting it.
Prototype Thinking
According to ISO 9241-11, this quality attribute describes the extent to which specified users can achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
Usability