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 strategy that focuses on identifying and addressing the specific problems or "pain points" of users in order to improve search engine rankings and attract more targeted traffic.
A user-centered approach to problem-solving that involves empathy, ideation, prototyping, and testing.
The phenomenon where having too many options leads to decision-making paralysis and decreased satisfaction.
The process of providing incentives or rewards to encourage specific behaviors or actions.
The tendency to overestimate the duration or intensity of the emotional impact of future events.
A state of overthinking and indecision that prevents making a choice, often due to too many options or uncertainty.
A dark pattern where the user is tricked into publicly sharing more information about themselves than they intended.
A usability test where users are shown a design for 5 seconds to measure recall and initial reactions.