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    <title>DEV Community: Shivraj Jadeja</title>
    <description>The latest articles on DEV Community by Shivraj Jadeja (@shivraj_jadeja).</description>
    <link>https://dev.to/shivraj_jadeja</link>
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      <title>DEV Community: Shivraj Jadeja</title>
      <link>https://dev.to/shivraj_jadeja</link>
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      <title>Customer Feedback Should Shape the Product, Not Just Confirm It</title>
      <dc:creator>Shivraj Jadeja</dc:creator>
      <pubDate>Mon, 05 Oct 2026 05:25:27 +0000</pubDate>
      <link>https://dev.to/shivraj_jadeja/customer-feedback-should-shape-the-product-not-just-confirm-it-4aph</link>
      <guid>https://dev.to/shivraj_jadeja/customer-feedback-should-shape-the-product-not-just-confirm-it-4aph</guid>
      <description>&lt;p&gt;One thing that stood out to me from ASU’s How do I gather and respond to customer feedback? module is that feedback should happen early and continuously, not only after a product is finished. The module emphasizes using insights from users, buyers, and other stakeholders to validate whether you are solving the right problem and whether people actually value the solution. ASU Entrepreneurship Training&lt;/p&gt;

&lt;p&gt;For my own project, SceneSafe, I am exploring ways to reduce merge conflicts for student game-development teams. Instead of assuming I already know what features developers need, I want to talk with students, team leads, and instructors about where collaboration actually becomes difficult.&lt;/p&gt;

&lt;p&gt;The biggest takeaway for me is that useful feedback is not just about hearing that an idea is good. It should help reveal what needs to change, what matters most to users, and whether the original idea needs to be improved.&lt;/p&gt;

&lt;p&gt;Media: &lt;a href="https://training.entrepreneurship.asu.edu/your-product-or-service/how-do-i-gather-and-respond-to-customer-feedback/en/index.html#/" rel="noopener noreferrer"&gt;[How do I gather and respond to customer feedback? — ASU Entrepreneurship + Innovation]&lt;/a&gt;&lt;/p&gt;

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      <category>product</category>
      <category>startup</category>
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      <title>Who Is the Customer? It Might Not Be Who Uses the Product</title>
      <dc:creator>Shivraj Jadeja</dc:creator>
      <pubDate>Mon, 21 Sep 2026 00:57:14 +0000</pubDate>
      <link>https://dev.to/shivraj_jadeja/who-is-the-customer-it-might-not-be-who-uses-the-product-4phi</link>
      <guid>https://dev.to/shivraj_jadeja/who-is-the-customer-it-might-not-be-who-uses-the-product-4phi</guid>
      <description>&lt;p&gt;One idea that stood out to me from The Sneaky Economics of Ticketmaster was that the customer is not always the most obvious person.&lt;/p&gt;

&lt;p&gt;Ticketmaster grew by focusing heavily on venues, not just the people buying tickets. That made me think about my own idea around improving collaboration and merge conflicts in game development.&lt;/p&gt;

&lt;p&gt;The possible customers could include student game developers, team leads, instructors, and small indie studios. For now, I would focus on student game-development teams because they directly experience the problem and are easy for me to speak with and learn from.&lt;/p&gt;

&lt;p&gt;The biggest takeaway for me is that the user, customer, and payer can all be different people and identifying that early on can change how a solution is designed.&lt;/p&gt;

&lt;p&gt;Media: The Sneaky Economics of Ticketmaster&lt;br&gt;
&lt;a href="https://thehustle.co/the-sneaky-economics-of-ticketmaster" rel="noopener noreferrer"&gt;https://thehustle.co/the-sneaky-economics-of-ticketmaster&lt;/a&gt;&lt;/p&gt;

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