User Empowerment
The process of enabling users to take control of their interactions with a product or system, enhancing their confidence and satisfaction.
The process of enabling users to take control of their interactions with a product or system, enhancing their confidence and satisfaction.
Research conducted in natural settings to collect data on how people interact with products or environments in real-world conditions.
Reasons to Believe (RTB) is a marketing concept that refers to the evidence or arguments that support a product's claims and persuade consumers of its benefits.
Narrative descriptions of how users might interact with a product or system to achieve specific goals, used to inform design and development.
Customer Experience (CX) is the overall perception and feeling a customer has when interacting with a company, its products, or services.
A detailed description of a system's behavior as it responds to a request from one of its stakeholders, often used to capture functional requirements.
The study of how humans interact with systems and products, focusing on improving usability and performance.
A framework for designing habit-forming products that includes four phases: Trigger, Action, Variable Reward, and Investment.
A usability testing method where participants verbalize their thoughts while interacting with a product.