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AI Product Manager's Handbook

You're reading from   AI Product Manager's Handbook Build, integrate, scale, and optimize products to grow as an AI product manager

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Product type Paperback
Published in Nov 2024
Publisher Packt
ISBN-13 9781835882849
Length 484 pages
Edition 2nd Edition
Languages
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Author (1):
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Irene Bratsis Irene Bratsis
Author Profile Icon Irene Bratsis
Irene Bratsis
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Table of Contents (26) Chapters Close

Preface 1. Part 1: Lay of the Land – Terms, Infrastructure, Types of AI, and Products Done Well
2. Understanding the Infrastructure and Tools for Building AI Products FREE CHAPTER 3. Model Development and Maintenance for AI Products 4. Deep Learning Deep Dive 5. Commercializing AI Products 6. AI Transformation and Its Impact on Product Management 7. Part 2: Building an AI-Native Product
8. Understanding the AI-Native Product 9. Productizing the ML Service 10. Customization for Verticals, Customers, and Peer Groups 11. Product Design for the AI-Native Product 12. Benchmarking Performance, Growth Hacking, and Cost 13. Managing the AI-Native Product 14. Part 3: Integrating AI into Existing Traditional Software Products
15. The Rising Tide of AI 16. Trends and Insights Across Industry 17. Evolving Products into AI Products 18. The Role of AI Product Design 19. Managing the Evolving AI Product 20. Part 4: Managing the AI PM Career
21. Starting a Career as an AI PM 22. What Does It Mean to Be a Good AI PM? 23. Maturing and Growing as an AI PM 24. Other Books You May Enjoy
25. Index

Case study

Using our case study example of Waterbear, we see a number of these storytelling elements alive in much the same way as Duolingo. The Waterbear founding team wanted to offer an experience that was gamified for users, particularly because they felt this would help balance some of the heavier aspects of using a mental health app. Though gamification works and can promote engagement, as we’ve seen with Duolingo, it also has the capacity to detract from an app experience. The founding team found early on that their first iteration of the product actually wasn’t resonating well with end users because they felt the gamification was too lighthearted for what the app was intended to do. The feedback was overwhelmingly that although they appreciated that the app “encouraged” you as if you were playing a game, it felt tone deaf. Users were, after all, not playing a game but instead sharing deep, emotional, and sometimes overwhelming topics with a conversational...

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