Marketplace Glossary | Marketplace Studio
top of page

Marketplace

Gloassary

What We Offer

It can be intimidating learning new jargon that is casually passed around during meetings. We suggest taking a look at the list below to help create a foundational understanding of what’s to come!

Book of French Laws

01

Acceptance Criteria

Acceptance Criteria are used in User Stories as a way for a Developer or QA to test a feature and make sure it covers everything specified in the User Story.

04

Branding

A brand is an abstract concept that refers to how a company is viewed by the public, including both factual and opinionated details.

07

Edge Cases

Edge Cases are unlikely scenarios that can occur when using a feature that in some cases is not solved entirely.

10

Network Effect

This refers to creating a vitality effect or spreading word of mouth about your product to grow your User-base. Generally, companies struggle to increase Network Effect and it is something Growth Product Managers take into consideration when building workflows.

13

Prototype

A Prototype is a 3D mock that allows you to interact with it as if it was real or coded by a developer.

16

Technical Debt

This refers to the development team having work that must be completed at some point in the future that won’t result in a new workflow (feature). It is basically like having a credit card and owing money back to the bank.

19

User Stories

User Stories are used in tandem with the High Fidelity Prototype as written instructions to the developers on how to properly code the feature.

02

Adoption

Adoption refers to how many Users end up frequently returning to use the platform after it is launched.

05

Design System

A Design System is setting a standard way that a UI (User Interface) is designed and developed to create a uniform ascetic.

08

Frontend Development

The “Frontend” is the part of the platform where the User interacts with. The buttons, text inputs, clicks, etc.

11

Personas

A Persona is essentially a made-up profile of a hypothetical person driven by data and research that you use to focus your product development on building for.

14

QA

QA has a few meanings but it is all centered around Quality Assurance. It is usually a whole team in Software Development that spends time manually testing features or automating them with code.

17

UI (User Interface)

“UI” refers to User Interface which is often used interchangeably with “Frontend”.

20

UX

“UX” refers to User Experience and usually creating a positive one at that. How does a User feel when they work through a journey on the platform?

03

Backend Development

The “Backend” refers to the logic and complex processes that make the platform run.

06

Design Thinking

Design Thinking is a human-centered, empathy-first approach to creativity and innovation. Its underlying principle is focusing on user needs, aspirations, wishes, concerns, and frustrations in attempting to solve their problems.

09

Low/High Fidelity Mock

Low fidelity means it is a rough version of the prototype used for early rounds of gathering feedback. High Fidelity is used when it is being polished and presented to potential investors or used to write User Stories.

12

Product Manager

We are people who are like Chandler from the TV show, Friends. Nobody outside the team understands what we do for a living. Our primary purpose is to uncover problems that our Users have and find creative ways technology can solve the problem and earn business revenue.

15

Showcase

“Showcase” is the page of the platform that is commonly referred to as a Listing Page, that displays the product or service to the Users.

18

Use Case

A Use Case is a hypothetical (but plausible) scenario showing how a product's user might interact with the product to achieve a specific goal.

bottom of page