Product Critique
A structured evaluation process where a product's design, functionality, and user experience are assessed, often by peers or experts.
A structured evaluation process where a product's design, functionality, and user experience are assessed, often by peers or experts.
A cognitive bias where people overestimate the probability of success for difficult tasks and underestimate it for easy tasks.
Also known as "Maslow's Hammer," a cognitive bias where people rely too heavily on a familiar tool or method, often summarized as "if all you have is a hammer, everything looks like a nail.".
Minimum Viable Experience (MVE) is the simplest version of a product that delivers a complete and satisfying user experience while meeting core user needs.
A model predicting the speed-accuracy trade-off in pointing tasks when using devices like a mouse, important for user interface design.
A collaborative tool used to visualize what a user thinks, feels, says, and does to better understand their experiences and needs.
A qualitative research method involving direct conversations with users to gather insights into their needs, behaviors, and experiences.
A Japanese term for "mistake-proofing," referring to any mechanism or process that helps prevent errors by design.
A writing and design principle that suggests that things grouped in threes are more satisfying, effective, and memorable for audiences.