Velocity
A measure used in Agile project management to quantify the amount of work a team can complete in a given sprint, typically measured in story points.
A measure used in Agile project management to quantify the amount of work a team can complete in a given sprint, typically measured in story points.
A decision-making paradox that shows people's preferences can violate the expected utility theory, highlighting irrational behavior.
Visual cues or instructions integrated into an interface to guide users on how to use certain features or functionalities.
A cognitive bias where consumers change their preference between two options when presented with a third, less attractive option.
A phenomenon where people are more likely to remember information when they are in the same state of consciousness as when they learned it.
A cognitive bias where individuals evaluate the value of bundled items differently than they would if the items were evaluated separately.
A tendency for respondents to answer questions in a manner that is not truthful or accurate, often influenced by social desirability or survey design.
A graphical representation of a user or their character in digital environments.
Mutually Exclusive, Collectively Exhaustive (MECE) is a problem-solving framework ensuring that categories are mutually exclusive and collectively exhaustive, avoiding overlaps and gaps.