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.
A principle that states the time it takes to make a decision increases with the number and complexity of choices available.
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 mental and physical effort required to complete a task, influencing user experience and performance.
Software agents that can perform tasks or services for an individual based on verbal commands.
The structural design of a product, defining its components, their relationships, and how they interact to fulfill the product's purpose.
A reusable solution to common design problems that provides a standard way of addressing recurring issues in design.
Computer programs designed to simulate conversation with human users, especially over the internet.
A technique for creating interactive web applications by exchanging data with the server in the background without reloading the entire page.