Doherty Threshold
A principle stating that productivity increases when the computer and its user interact at a pace that ensures neither has to wait on the other.
A principle stating that productivity increases when the computer and its user interact at a pace that ensures neither has to wait on the other.
The dynamic system of content creation, distribution, and interaction within an environment.
The structural design of a product, defining its components, their relationships, and how they interact to fulfill the product's purpose.
A cognitive bias where people underestimate the complexity and challenges involved in scaling systems, processes, or businesses.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction.
The tendency to attribute intentional actions to others' behaviors, often overestimating their intent.
A principle that states the time it takes to make a decision increases with the number and complexity of choices available.
The process of breaking down decisions into smaller, manageable stages to simplify the decision-making process.
A visual representation of information or data designed to make complex information easily understandable at a glance.