NIH
Not Invented Here (NIH) syndrome refers to the aversion to using or buying products, research, or knowledge developed outside an organization. This mindset can hinder innovation and collaboration.
Not Invented Here (NIH) syndrome refers to the aversion to using or buying products, research, or knowledge developed outside an organization. This mindset can hinder innovation and collaboration.
A theory that explains how individuals determine the causes of behavior and events, including the distinction between internal and external attributions. Crucial for understanding user behavior and designing experiences that address both internal and external factors.
The drive to perform an activity due to external rewards or pressures rather than for the inherent enjoyment of the activity itself. Important for designing systems that effectively use external incentives to motivate user behavior.
Social, Technological, Economic, Environmental, Political, Legal, and Ethical (STEEPLE) is an analysis tool that examines the factors influencing an organization. Crucial for comprehensive strategic planning and risk management in product design.
The ability of an organization to adapt quickly to market changes and external forces while maintaining a focus on delivering value. Essential for fostering an adaptable and resilient design and development process.
A preliminary testing phase conducted by internal staff to identify bugs before releasing the product to external testers or customers. Crucial for ensuring product quality and functionality before broader release.
Numeronym for the word "Observability" (O + 11 letters + N), the ability to observe the internal states of a system based on its external outputs, facilitating troubleshooting and performance optimization. Crucial for monitoring and understanding system performance and behavior.
A theory of motivation that emphasizes the importance of autonomy, competence, and relatedness in fostering intrinsic motivation and psychological well-being. Important for understanding how to design experiences that support user motivation and well-being.