Commodification of Design
The process where design services and outputs become standardized and interchangeable, often leading to competition based primarily on price rather than quality or creativity.
The process where design services and outputs become standardized and interchangeable, often leading to competition based primarily on price rather than quality or creativity.
Business-to-Consumer (B2C), a business model where products or services are sold directly to individual consumers.
The four key elements of marketing: Product, Price, Place, and Promotion, used to develop marketing strategies.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction.
An approach that places the user's needs, preferences, and behaviors at the forefront of all design and development activities.
A psychological phenomenon where people follow the actions of others in an attempt to reflect correct behavior for a given situation.
A cognitive bias where people prefer familiar things over unfamiliar ones, even if the unfamiliar options are objectively better.
The level of sophistication and integration of design practices within an organization's processes and culture.
The application of neuroscience principles to marketing, aiming to understand consumer behavior and improve marketing strategies.