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Track 3

🚀 Launch and Grow

Distribution, positioning in one sentence, the user journey, the content flywheel, design that stands out from the average, and simulated users before launch.

3
Modules
18
Topics
~2.3h
Duration
Your progress0%
0 of 18 topics completed
Track 3Launch18 topics +6 3.1 Distribution No audience, no pulse +6 3.2 Positioning and user journey One sentence, two minutes +6 3.3 Feedback, design, and simulated users Stand out before you launch

Track map

Detailed content

Module 3.1
~45 min 0 of 6

📣 Distribution

Building has become easy. Getting people to know your product exists is still hard. This module tackles the problem that sinks most projects: how to generate the first signs of life without an ad budget.

Module topics

What it is

Distribution is the set of paths through which the right people discover your product, try it, and come back.

Why learn it

When anyone can build in days, the advantage is no longer the code. It’s getting in front of the right people first.

Key concepts

Heartbeat, audience, channel, surface area for luck, early signals.

What it is

Participate in forums and groups where your audience already talks, building a reputation before bringing up your product.

Why learn it

It’s a free channel that doesn’t require followers, and many service businesses have landed contracts thanks to a good response in a forum.

Key concepts

Karma, self-promotion, social proof, long term, natural mention.

What it is

Creative, low-cost actions that tap into existing market attention to bring people to your product.

Why learn it

With a small budget, you don’t compete on ads. You compete on creativity and speed.

Key concepts

Guerrilla marketing, asymmetric bet, Trojan horse, attention window, repetition.

What it is

A referral program where people who share earn recurring cash and credits to use in the product themselves.

Why learn it

It turns your users into a distribution channel, giving them an incentive to keep referring others.

Key concepts

Affiliate, recurring commission, credits, monthly recurring revenue, dual incentive.

What it is

Use spikes in public attention around the problem you solve to offer your solution generously.

Why learn it

Many small products grow slowly, then suddenly jump when everyone starts caring about the problem.

Key concepts

Timing, attention spike, expanded free plan, goodwill, hockey stick curve.

What it is

Two distribution shortcuts: get into an accelerator on the strength of your idea, and make a product content creators want to promote.

Why learn it

When organic growth stalls, an accelerator brings a network and money; creators are always looking for simple new things to show.

Key concepts

Accelerator, early traction, short video, 15-second demo, keyword in the comments.

Module 3.2
~45 min 0 of 6

🗣️ Positioning and user journey

If you can’t explain the product in one sentence, no one will explain it for you. And if users don’t feel its value in two minutes, they won’t come back. This module brings the two sides together: what people hear and what they experience.

Module topics

What it is

The short line that says what the product is, who it’s for, and why it matters, using something the audience already understands.

Why learn it

A clear sentence takes little effort to understand. The less effort it takes, the more people get it.

Key concepts

Positioning, analogy, familiar category, one-liner, cliché.

What it is

The idea that a product that’s explained well in a short video already has the structure of a pitch for customers and investors.

Why learn it

Short formats force you to cut the excess. What remains is the core value, which works in any sales conversation.

Key concepts

Elevator pitch, short video, core value, investor, demo.

What it is

Design the user journey so the first useful result arrives in as few steps as possible.

Why learn it

In a world of short attention spans, every form, confirmation, or intermediate screen is a point where people may give up.

Key concepts

User journey, time to value, friction, funnel, first result.

What it is

Launch a simple, free tool to test whether different audiences understand an interface format before using it in your main product.

Why learn it

It’s a low-cost way to find out whether your interface works without putting your paid product at risk.

Key concepts

Prototype, interface validation, diverse audience, proof of use, reuse.

What it is

The standard is that someone with no technical knowledge should understand why the product is worth it, use it, and see the result in under two minutes.

Why learn it

If only technical people can see the value, your market is small. If it takes more than two minutes, most people give up first.

Key concepts

Nontechnical user, two minutes, paste-connect-done, one-click connection, pattern interrupt.

What it is

A cycle where product usage generates data, the data becomes useful public content, and the content brings in new users.

Why learn it

It increases your surface area for luck: people who have never heard of you find you through search, AI assistants, and social media.

Key concepts

Flywheel, anonymization, SEO, AEO, GEO, surface area for luck.

Module 3.3
~50 min 0 of 6

🎨 Feedback, design, and simulated users

Users rarely say what's wrong; they simply leave. This module shows you how to listen for what isn't said, how to design without falling into AI's average look, and how to test your product with simulated users before launch.

Module topics

What it is

Tools that anonymously record how users navigate your website or app, click by click.

Why learn it

Almost no one writes in to complain. Watching real usage reveals where people give up and why.

Key concepts

Session recording, PostHog, Hotjar, abandonment, production error.

What it is

An automated workflow where one AI model watches session recordings and summarizes the problems, then another model turns that into a fix plan.

Why learn it

Watching recordings by hand doesn't scale. With AI, you get a summary of dozens of sessions and a ready-to-use plan in one action.

Key concepts

Skill, video model, Gemini Flash, Claude Code, fix plan, automation.

What it is

Study, step by step, how products that are proven to make money bring users in, then adapt what works to your product.

Why learn it

Products that already make money have tested their user journey dozens or hundreds of times. Studying the end result lets you inherit that learning without paying for it.

Key concepts

Onboarding, reverse engineering, A/B testing, verified revenue, computer use.

What it is

Instead of installing several design skills and plugins, ask the agent to browse reference galleries and handpick what fits your niche.

Why learn it

Different design skills bring styles that clash, bloat the context, and lead to the same generic look everyone else has.

Key concepts

Design skills, conflicting paradigms, reference gallery, 21st.dev, whatships, Awwwards, handpicked.

What it is

Create AI agents that take on different user profiles, use or analyze the product, and give feedback from each user's point of view.

Why learn it

It's a quick, inexpensive way to see your product through fresh eyes before exposing real people to it.

Key concepts

Subagent, persona, profile, simulated feedback, an outside perspective.

What it is

Tools that simulate hundreds or thousands of buyers, each with a brief profile, to predict how the market will respond; and the course wrap-up.

Why learn it

They let you test messaging and pages at scale before spending money; and remind you that when anything can be built, judgment is what sets you apart.

Key concepts

Synthetic crowd, Mirofish, backtest, system prompt, judgment.

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