Gamification
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The percentage of visitors to a website who navigate away from the site after viewing only one page.
A cognitive bias where individuals better remember the most recent information they have encountered, influencing decision-making and memory recall.
Interaction Design (IxD) focuses on creating engaging interfaces with well-thought-out behaviors.
The economic theory that suggests limited availability of a resource increases its value, influencing decision-making and behavior.
The drive to perform an activity for its inherent satisfaction rather than for some separable consequence.
A decision-making strategy that involves choosing an option that meets the minimum requirements rather than seeking the optimal solution, balancing effort and outcome.
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment.
Numeronym for the word "Observability" (O + 11 letters + N), the ability to observe the internal states of a system based on its external outputs, facilitating troubleshooting and performance optimization.