1090 topics found for:

“data-driven strategy”

Service Design

The practice of planning and organizing people, infrastructure, communication, and material components of a service to improve its quality and the interaction between service providers and customers. Essential for creating effective and user-centered service experiences.

CBR

Case-Based Reasoning (CBR) is an AI method that solves new problems based on the solutions of similar past problems. This approach is essential for developing intelligent systems that learn from past experiences to improve problem-solving capabilities.

Scannability

The ease with which users can quickly find and understand information on a webpage or document, often enhanced by design elements like headings, bullet points, and short paragraphs. Crucial for improving user experience and ensuring that content is accessible and easy to navigate.

Moral Luck

A phenomenon where the success or failure of a design or business outcome is influenced by external factors beyond the control of the decision-makers, akin to serendipity. Important for recognizing and accounting for external influences in performance evaluations to ensure fair assessments and informed decisions.

Cold States

Emotional states where individuals are calm and rational, often contrasted with hot states where emotions run high. Important for understanding decision-making processes and designing experiences that accommodate both states.

Feature Factory

A term used to describe an organization focused on continuously shipping new features, often at the expense of quality, user experience, or business value. Crucial for recognizing and addressing the pitfalls of prioritizing quantity over quality in feature development.

Feasibility Risk

The risk that the product cannot be built as envisioned due to technical limitations, resource constraints, or other practical challenges. Important for confirming that the product can be realistically developed and deployed with the available technology and resources.

Proximity

A Gestalt principle that states objects that are close to each other tend to be perceived as a group. Crucial for creating intuitive and organized visual designs that align with natural perceptual tendencies.

Third-Person Effect

A cognitive bias where people tend to believe that others are more affected by media messages and persuasive communications than they are themselves. Important for understanding media influence and designing communications that account for this bias in user perception.