Focus group


A focus group is a group interview involving a small number of demographically similar participants. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are used in market research to understand better people's reactions to products or services or participants' perceptions of shared experiences. The discussions can be guided or open. In market research, focus groups can explore a group's response to a new product or service. As a program evaluation tool, they can elicit lessons learned and recommendations for performance improvement. The idea is for the researcher to understand participants' reactions. If group members are representative of a larger population, those reactions may be expected to reflect the views of that larger population. Thus, focus groups constitute a research or evaluation method that researchers organize to collect qualitative data through interactive and directed discussions.


Coolhunting - Coolhunting is a neologism coined in the early 1990s referring to a new kind of marketing where professionals make observations and predictions based on changes of new or existing "cool" cultural fads and trends. Coolhunting is also referred to as "trend spotting", and is a subset of trend analysis.
Crowd manipulation - Crowd manipulation is the intentional or unwitting use of techniques based on the principles of crowd psychology to engage, control, or influence the desires of a crowd in order to direct its behavior toward a specific action.
Customer advisory council - A Customer Advisory Council is a form of market research whereby a group of existing customers is convened on a regular basis to advise company management on industry trends, business priorities, and strategic direction. The CAB differs from traditional focus groups in the following ways...
Enterprise Feedback Management (EFM).
Idea networking (How to collate ideas).
Innovation game - Within qualitative marketing research, an innovation game is a form of primary market research developed by Luke Hohmann where customers play a set of directed games as a means of generating feedback about a product or service.
Qualitative research
Market research
Human–computer interaction





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