119 topics found for:

“interaction dynamics”

Reciprocal Determinism

A theory that a person's behavior is influenced by and influences personal factors and the environment, creating a continuous loop of interaction between these elements. Important for understanding how behavior, personal factors, and environmental contexts dynamically interact to shape user experiences and outcomes.

Ajax

A technique for creating interactive web applications by exchanging data with the server in the background without reloading the entire page. Essential for enhancing user experience by making web applications more dynamic and responsive.

Truth Bias

The tendency for people to believe that others are telling the truth, leading to a general assumption of honesty in communication. Important for understanding communication dynamics and designing systems that account for this bias.

CX

Customer Experience (CX) is the overall perception and feeling a customer has when interacting with a company, its products, or services. Crucial for ensuring positive interactions with a company, driving loyalty and satisfaction.

Service Design

The practice of planning and organizing people, infrastructure, communication, and material components of a service to improve its quality and the interaction between service providers and customers. Essential for creating effective and user-centered service experiences.

Ego States

A concept in transactional analysis that describes three different aspects of the self: Parent, Adult, and Child, each influencing behavior and communication. Important for designing communication strategies and interfaces that resonate with different user states.

Groupshift

A phenomenon where group members make decisions that are more extreme than the initial inclination of its members due to group discussions and interactions. Crucial for understanding and mitigating the risks of extreme decision-making in group settings.

Community of Practice

A group of people who share a common interest or profession and engage in collective learning through regular interactions, sharing knowledge, and developing expertise together. Essential for fostering collaboration, continuous learning, and the dissemination of best practices within a specific field or discipline.

POLA

Principle of Least Astonishment (POLA) is a design guideline stating that interfaces should behave in a way that users expect to avoid confusion. Crucial for enhancing user experience and reducing the learning curve in digital products.

Friction

Elements in a process that cause resistance or slow down user actions, which can lead to frustration or be used intentionally to prevent errors and encourage deliberate actions. Important for recognizing both the negative impact of unnecessary delays and the positive use of intentional friction to enhance user decision-making and reduce errors.