Rapid Experimentation
The practice of quickly testing and iterating on ideas to validate assumptions and learn from user feedback in a short time frame.
The practice of quickly testing and iterating on ideas to validate assumptions and learn from user feedback in a short time frame.
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 practice of linking one page of a website to another page on the same website, improving navigation, user experience, and SEO.
The practice of protecting systems, networks, and programs from digital attacks, unauthorized access, and data breaches.
A cognitive bias where people ignore the relevance of sample size in making judgments, often leading to erroneous conclusions.
A quick and cost-effective usability testing method where feedback is gathered from users in informal settings, often in public places.
Tell, Don't Ask (TDA) is a design principle in software engineering that promotes encapsulation by having objects handle their own data and actions.
Location, Alphabet, Time, Category, and Hierarchy (LATCH) is a framework for categorizing information.
The degree to which users feel they have control over their actions and decisions when interacting with a product or system.