Introduction
Designing a globe presents an exciting opportunity to reimagine a classic educational tool for the digital age. I'll approach this challenge by first clarifying our objectives, then analyzing user needs, and finally proposing innovative solutions that leverage modern technology and address key pain points.
Tip
Does this approach sound good? I'd be happy to adjust based on any specific areas you'd like me to focus on.
Step 1
Clarify Questions (3 minutes)
- Why it matters: This will help tailor the solution to the company's strengths and market position.
- Hypothetical answer: Let's assume it's for a major tech company with a focus on education and AR/VR technology.
- Impact: We'll prioritize digital features and integration with existing educational platforms.
- Why it matters: Different age groups have vastly different needs and interaction preferences.
- Hypothetical answer: Let's focus on K-12 students, with adaptability for higher education.
- Impact: We'll design for intuitive use by children while ensuring depth for advanced users.
- Why it matters: These factors are increasingly important in product design and can be key differentiators.
- Hypothetical answer: Yes, we should prioritize eco-friendly materials and inclusive design.
- Impact: We'll explore sustainable manufacturing and incorporate features for users with diverse abilities.
- Why it matters: This helps scope the project realistically and prioritize features.
- Hypothetical answer: Let's assume a 12-month timeline with a substantial budget for R&D.
- Impact: We can consider more advanced technologies and thorough user testing.
Propose the Goal
Given our company's focus on educational technology and AR/VR, I believe our goal should be to create an interactive, technologically advanced globe that enhances geographic learning and global awareness for K-12 students, with the potential for expansion into higher education. Does this align with your vision?
Define the Scope
For this product design challenge, let's focus on creating a physical globe with integrated AR capabilities, allowing for both tactile and digital interactions. We'll prioritize features that support curriculum-based learning while also encouraging exploration and discovery.
Based on our discussion, I'll assume the following for the rest of the solution:
- We're designing for a major tech company with educational focus.
- Our primary target is K-12 students, with scalability for higher education.
- Sustainability and accessibility are key considerations.
- We have a 12-month timeline with significant R&D budget.
Tip
I'll take a moment to organize my thoughts before moving to the next step.
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