WTW
Walk the Wall (WTW) is a practice where team members physically move along a wall displaying their project's progress, discussing and updating tasks.
Walk the Wall (WTW) is a practice where team members physically move along a wall displaying their project's progress, discussing and updating tasks.
A cognitive bias where people allow themselves to indulge after doing something positive, believing they have earned it.
A set of criteria that a user story or task must meet before being accepted into the development cycle, ensuring it is actionable and clear.
Customer Experience Management (CEM) is the process of managing and improving the interactions and experiences customers have with a brand across all touchpoints.
A psychological theory that predicts an individual's behavior based on their intention, which is influenced by their attitudes and subjective norms.
A cognitive bias where individuals overestimate how well their thoughts, feelings, and emotions are understood by others.
The idea that self-control or willpower draws upon a limited pool of mental resources that can be used up.
A navigation design pattern where users follow a specific order of steps or stages to complete a task, often used in forms, surveys, and instructional guides.
The design of interactive digital products, environments, systems, and services.