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A usability test to see what impression users get within the first 10 seconds of interacting with a product or page.
The four key elements of marketing: Product, Price, Place, and Promotion, used to develop marketing strategies.
A problem-solving method that involves asking "why" five times to identify the root cause of a problem.
A usability test where users are shown a design for 5 seconds to measure recall and initial reactions.
A method of testing two identical versions of a webpage or app to ensure the accuracy of the testing tool.
Numeronym for the word "Accessibility" (A + 11 letters + Y), designing for ease of use by all people, ensuring equal access to those with disabilities.
The concept in web design referring to the portion of a webpage that is visible without scrolling, with content placed above the fold being more immediately visible.
Specific conditions that must be met for a product or feature to be considered complete and satisfactory.
The design of products, devices, services, or environments for people with disabilities or specific needs.
A dark pattern where users' activities are tracked without their explicit consent or knowledge.
A tool used in education to help learners organize and structure new information before learning it in detail.
The phenomenon where users perceive aesthetically pleasing designs as more usable, regardless of the actual usability.
The tendency to favor people who are similar to oneself in terms of background, beliefs, or interests.
A tool used to organize ideas and data into groups based on their natural relationships.
The perceived and actual properties of an object that determine how it could be used.
A declaration of the values and principles essential for agile software development.
The core principles that underpin agile methodologies, focusing on collaboration, flexibility, and customer satisfaction.
The core values outlined in the Agile Manifesto, including individuals and interactions, working software, customer collaboration, and responding to change.
A parameter that controls the randomness of AI-generated text, affecting creativity and coherence.
A technique for creating interactive web applications by exchanging data with the server in the background without reloading the entire page.
A preliminary testing phase conducted by internal staff to identify bugs before releasing the product to external testers or customers.
The systematic computational analysis of data or statistics to understand and improve business performance.
A brainstorming technique that involves listing all possible attributes of a product or problem to generate new ideas and solutions.
A principle that suggests people are more likely to comply with requests or follow suggestions from authority figures.
A graphical representation of a user or their character in digital environments.
Business-to-Business (B2B), a business model where products or services are sold from one business to another.
Business-to-Consumer (B2C), a business model where products or services are sold directly to individual consumers.
A prioritized list of work items or tasks that need to be completed, commonly used in agile project management.
A dark pattern where users think they are going to take one action, but a different, undesirable action happens instead.
A theoretical approach that focuses on observable behaviors and dismisses internal processes, emphasizing the role of environmental factors in shaping behavior.
Behavioral Science (BeSci) is the study of human behavior through systematic analysis and investigation.
A testing phase where a product is released to a limited audience outside the development team to identify issues and gather feedback before the final release.
A concept in communication and interaction where information or influence flows in two directions.
A testing method where the internal structure of the system is not known to the tester, focusing solely on input and output.
An open-ended and creative approach to problem-solving or planning, often involving brainstorming and envisioning future possibilities without constraints.
The percentage of visitors to a website who navigate away from the site after viewing only one page.
A brainstorming technique where participants draw their ideas instead of writing them down.
A brainstorming technique where participants write down their ideas independently before sharing them with the group.
The visual, auditory, and other sensory elements that represent a brand, such as logos, colors, and jingles.
The characteristics and qualities that define a brand and distinguish it from competitors.
The extent to which consumers are familiar with a brand and can recognize it.
A document that outlines the guidelines for how a brand should be presented, including visual identity, messaging, and tone.
The process by which consumers become aware of and learn about a brand.
The extent to which a brand is seen or experienced by potential customers through various media channels.
A set of rules and standards that define how a brand should be represented across all media and platforms.
The visible elements of a brand, such as color, design, and logo, that identify and distinguish the brand in consumers' minds.
An abbreviation formed from the initial letters of a brand's name, used as a logo or branding element.
A symbol, logo, or trademark used to identify a brand.
The ability of consumers to remember a brand when prompted by a product category.
The extent to which consumers can identify a brand by its attributes such as logo, tagline, or packaging.
A unique element or feature that consistently represents a brand, such as a specific font, color, or sound.
Guidelines that dictate how a brand should be presented across various media to ensure consistency.
Any interaction or communication between a brand and its audience.
A specific viewport dimension at which a website's layout adjusts to provide an optimal viewing experience across different screen sizes.
A simple sorting algorithm that repeatedly steps through the list, compares adjacent elements, and swaps them if they are in the wrong order.
A graphical representation showing the amount of work remaining versus time, used in agile project management to track progress.
Numeronym for the word "Communications" (C + 12 letters + S).
A medium through which a product or service is delivered to a customer, including physical and digital channels.
Computer programs designed to simulate conversation with human users, especially over the internet.
Content designed to attract clicks by using sensational or misleading headlines.
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