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.
An approach to information architecture that begins with high-level structures and breaks them down into detailed components.
A cognitive bias where people underestimate the influence of emotional states on their own and others' behavior.
A predictive model of human movement that describes the time required to move to a target area, used to design user interfaces that enhance usability.
The day-to-day activities required to produce goods and services, manage resources, and support business functions.
A metric used to rank leads based on their engagement with a brand, indicating their readiness to purchase.
The practice of using data analytics and metrics to make informed decisions, focusing on measurable outcomes and efficiency rather than intuition or traditional methods.
A mode of thinking, derived from Dual Process Theory, that is fast, automatic, and intuitive, often relying on heuristics and immediate impressions.
The degree to which a product's elements are consistent with external standards or other products.