Gamification
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
A state of overthinking and indecision that prevents making a choice, often due to too many options or uncertainty.
The process of developing relationships with prospects through targeted communications and marketing efforts.
A cognitive bias where people overestimate the importance of information that is readily available.
The part of an application that encodes the real-world business rules that determine how data is created, stored, and modified.
A range of values, derived from sample statistics, that is likely to contain the value of an unknown population parameter.
Human-Centered Design (HCD) is an approach to problem-solving that involves the human perspective in all steps of the process.
A design approach that uses data, algorithms, and predictive analytics to anticipate user needs and behaviors, creating more personalized and effective experiences.
Minimum Marketable Feature (MMF) is the smallest set of functionality that delivers significant value to users and can be marketed effectively.