A usability test to see what impression users get within the first 10 seconds of interacting with a product or page.
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A usability test where users are shown a design for 5 seconds to measure recall and initial reactions.
A method of comparing two versions of a webpage or app to see which performs better in terms of user engagement or conversions.
The concept in web design referring to the portion of a webpage that is visible without scrolling, with content placed above the fold being more immediately visible.
Specific conditions that must be met for a product or feature to be considered complete and satisfactory.
A tool used to prioritize tasks based on their impact and effort, helping to focus on high-value activities.
A decision-making strategy where individuals are prompted to make a choice rather than defaulting to a pre-set option.
A tool used in education to help learners organize and structure new information before learning it in detail.
A marketing strategy where affiliates earn a commission for driving sales or traffic to a company's website.
A tool used to organize ideas and data into groups based on their natural relationships.
The practice of drawing inspiration from sources outside of one's field to generate creative ideas.
Work that is not performed in real-time, allowing team members to collaborate without needing to be online simultaneously.
A brainstorming technique that involves listing all possible attributes of a product or problem to generate new ideas and solutions.
A process by which users are automatically enrolled into a service or program, often used to increase participation rates.
A prioritized list of work items or tasks that need to be completed, commonly used in agile project management.
The process of reviewing, prioritizing, and updating items in the backlog to ensure they are ready for development.
Elements of a service or product that are not visible to the user but are essential for delivering the front-stage experience.
Modifications or additions to a system that encourage specific user behaviors.
The application of behavioral science principles to design products that influence user behavior in a desired way.
Practical applications of behavioral science to understand and influence human behavior in various contexts.
An organization that applies behavioral science to policy and practice to improve public services and outcomes.
The evaluation of products based on their ability to influence and shape user behavior.
Designing products that leverage behavioral science to influence user behavior in positive ways.
Managing product development with a focus on understanding and influencing user behavior through behavioral science principles.
A marketing strategy that uses user behavior data to deliver personalized advertisements and content.
The application of behavioral science principles to improve the design and usability of digital products, focusing on user behavior and interactions.
A testing phase where a product is released to a limited audience outside the development team to identify issues and gather feedback before the final release.
An experimental design where different groups of participants are exposed to different conditions, allowing for comparison between groups.
An open-ended and creative approach to problem-solving or planning, often involving brainstorming and envisioning future possibilities without constraints.
Bottom of Funnel (BoFu) refers to the stage in the sales funnel where prospects are close to making a purchase decision.
Business Process Automation (BPA) refers to the use of technology to automate complex business processes.
Business Process Execution Language (BPEL) is a language for specifying business process behaviors based on web services.
Business Process Modeling Language (BPML) is a language used for modeling business processes, enabling the design and implementation of process-based applications.
A brainstorming technique where participants draw their ideas instead of writing them down.
A brainstorming technique where participants write down their ideas independently before sharing them with the group.
The visual, auditory, and other sensory elements that represent a brand, such as logos, colors, and jingles.
A document that outlines the guidelines for how a brand should be presented, including visual identity, messaging, and tone.
The process by which consumers become aware of and learn about a brand.
A set of rules and standards that define how a brand should be represented across all media and platforms.
The visible elements of a brand, such as color, design, and logo, that identify and distinguish the brand in consumers' minds.
An abbreviation formed from the initial letters of a brand's name, used as a logo or branding element.
A symbol, logo, or trademark used to identify a brand.
A unique element or feature that consistently represents a brand, such as a specific font, color, or sound.
Guidelines that dictate how a brand should be presented across various media to ensure consistency.
Any interaction or communication between a brand and its audience.
Below the Line (BTL) refers to marketing activities targeting specific consumer groups through direct channels.
A prioritization technique where stakeholders use a limited budget to "buy" features they believe are most valuable, helping to prioritize the development roadmap.
A semi-fictional representation of an ideal customer based on market research and real data about existing customers.
The process of planning, executing, tracking, and analyzing marketing campaigns.
A deployment strategy where a new version is released to a small subset of users to detect any issues before a full rollout.
A user research technique where participants organize information into categories to inform information architecture and design.
A medium through which a product or service is delivered to a customer, including physical and digital channels.
A group of individuals with similar skills or expertise, spread across different squads, who come together to share knowledge and best practices.
A structured framework for product design that stands for Comprehend the situation, Identify the customer, Report customer needs, Cut through prioritization, List solutions, Evaluate trade-offs, and Summarize recommendations.
Visual cues or instructions integrated into an interface to guide users on how to use certain features or functionalities.
A usability evaluation method where evaluators walk through tasks to identify potential user difficulties.
A user experience that feels consistent and unified across different elements and touchpoints.
An approach where designers and non-designers work together throughout the design process to create user-centric solutions.
A technique or tool used to lock oneself into following through on a commitment, often by adding a cost to failing to do so.
The process where design services and outputs become standardized and interchangeable, often leading to competition based primarily on price rather than quality or creativity.
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