Doherty Threshold
A principle stating that productivity increases when the computer and its user interact at a pace that ensures neither has to wait on the other.
A principle stating that productivity increases when the computer and its user interact at a pace that ensures neither has to wait on the other.
A dark pattern where a process is made more difficult than it needs to be to discourage certain behavior.
Pre-set options in a system that are designed to benefit users by simplifying decisions and guiding them towards the best choices.
The abilities and knowledge required to effectively plan, execute, and close projects, including leadership, communication, time management, and risk management.
The act of designing and implementing subtle interventions to influence behavior in a predictable way.
A usability testing method where participants verbalize their thoughts while interacting with a product.
A research method where participants record their activities, experiences, and thoughts over a period of time, providing insights into their behaviors and needs.
A small, specialized market segment focused on a particular product or service, often characterized by a unique demand.
A leadership philosophy where the leader prioritizes the needs of the team, empowering and supporting members to achieve their full potential and fostering a collaborative, inclusive environment.