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Service Design Glossary
Simple definition of terms used by people who practice Service Design.
π Alignement
π Analogus Situation
π Analytics
π Angel Investor
π Animation
π Answer Marketplace
π Anthropology
π Anti-Pattern
π Antifragility
π Apoptosis
π Application Programming Interface (API)
π Articulatory Directness
π Artifact Analysis
π Artificial Intelligence (AI)
π As-Is State
π Assister and Resister Analysis
π Augmented Reality (AR)
π Autocomplete
π Average Speed of Answer (ASA)
π Architectural Innovation
π Adjacent Innovation
π ADKAR-Framework
π Ambidextrous Organization
π Back-End Development
π Backlog
π Backstage
π Backward Compatibility
π Baseline
π Benefit Map
π Beta launch
π Between-Subjects Design
π Big Data
π Biomimicry
π Black Swan
π Blended Value
π Blockchain
π Blowback
π Bodystorming
π Brainstorming
π Breadcrumb
π Break-Even Point
π Breakdown Analysis
π Brook's Law
π Browser Compatibility
π Breakthrough Innovation
π Build-Measure-Learn Feedback Loop
π Business Case
π Business Model Canvas
π Business Model Innovation
π Content Audit
π Content Management System (CMS)
π Context Enriched Service
π Contextual Enquiry
π Contingent Workforce
π Conversion Rate
π Cooperative
π Creeping Featurism
π Critical Mass
π Critical Ressources
π Crowdfunding
π Cultural Probe
π Current State
π Customer Effort Score (CES)
π Customer Engagement Center (CEC)
π Customer Journey
π Customer Loyalty
π Customer Satisfaction
π Cyberchondria
π Cycle Time
π Clown-Invariant Research Design
π Co-Creation
π Coach
π Coding
π Cognitive Bias
π Cognitive Load
π Collective Consultation
π Collective Intelligence
π Color Blindness
π Community Benefit
π Community Benefit Agreement
π Community Development
π Community Participation
π Comparative Analysis
π Compliance
π Concept
π Confirmation Bias
π Confound
π Consistency
π Consumerization
π Change Drivers
π Change Fatigue
π Change Initiative
π Change Management
π Change Readiness Assessment
π Change Teams
π Channel
π Charter
π Chatbot
π Chauffeured Prototype
π Choice Architecture
π Chunking
π Circular Economy
π Citizen Engagement
π Clearly Marked Exit
π Click-Through Rate (CTR)
π Clickability Cues
π Clickable Wireframe
π Clinical Kiosk
π Closed Question
π Call Center
π Card Sorting
π Cascading Faults
π Catalytic Innovation
π Causation
π Champion
π Change Agent
π Change Council
π Change Curve
π Dark Data
π Dark Patterns
π Core innovation
π Chief Innovation Officer
π Continuous Improvement
π Day-in-the-Life Study
π Deliverable
π Derivative Innovation
π Design
π Design Onanism
π Design Rationale
π Design Thinking
π Developmental Evaluation
π Diagonal Slice
π Diary Study
π Diffusion
π Diffusion of Responsability
π Digital Connectivism
π Digital Divide
π Digital Twin
π Disruptive Innovation
π Distributed Cognition
π Dunbar's number
π Diffusion of Innovations
π Early Adopter
π Ecological Validity
π Ecosystem
π Electronic Brainstorming
π Emergent Structure
π Engagement
π Entry Tunnel
π Environmental Sustainability
π Escalation
π Ethnography
π Exit Point
π Experience Design
π Explicit Destruction
π Extreme User
π Eyetracking
π End-user
π Feature Centric
π Field Study
π Findability
π Fishbone Diagram
π Flexibility-Usability Tradeoff
π Focus Group
π Fogg's Behavior Model
π Folksonomy
π Force Field Analysis
π Forced Device Jumping
π Frankensteining
π Free Listing
π Front-End Development
π Frontstage
π Future State
π First-mover Advantage
π Ideation
π Idiot-Proof
π Impact Investing
π Incremental Innovation
π Influence
π Infocentric
π Infonomics
π Information Anxiety
π Information Architecture (IA)
π Information Overload
π Information Scent
π Infotainement
π Insight
π Institutional Entrepreneur
π Intercept
π Intervention
π Interviewer Bias
π Inverted Pyramid Process
π It's Not a Bug It's a Feature (INABIAF)
π Iterate
π I-Shaped Person
π Idea Challenge
π Idea Management System (IMS)
π Innovator's Dilemma
π Lagging Indicator
π Landing Page
π Leading Indicator
π Lean
π Learnability
π Learned Helplessness
π Learning
π Learning Stack
π Life Span or Lifetime
π Likert Scale
π Line of Visibility
π Living Services
π Loaded Word
π Low Fidelity Prototype
π Loyad
π Luddite
π Lurker
π Lean Startup Model
π Market Window
π Mashup
π Maslow's Theory of Needs
π Mass Collaboration
π Massive Open Online Course (MOOC)
π Media Sponsor
π Memorability
π Mental Model
π Meta Innovation
π Metaphorical Truth
π Mindmap
π Minimum Viable Product
π Minimum Viable Service (MVS)
π Mission Creep
π Mobile First
π Mockup
π Moderator
π Mood Board
π Market Pull
π Modular Innovation
π Paper Prototype
π Paradigm Innovation
π Parallel Design
π Persona
π PESTLE Analysis
π Phenomenology
π Placebo Effect
π Platform Innovation
π Pop-up retail
π Primary Sponsor
π Process Innovation
π Process Orchestration
π Progressive Disclosure
π Project Kickoff
π Prototype
π Purse-Holder Sponsor
π Play-To-Win Strategy Canvas
π Product Innovation
π Speech-Maker Sponsor
π Sponsor
π Sponsorship Roadmap
π Sprint
π Stakeholder
π Stakeholder Map
π Stalking Horse
π Stand-Up Meeting
π Startup Accelerator
π Startup Incubator
π Statistical Validity
π Step Change
π Storyboard
π Storytelling
π Stretch Objectives
π Survey
π Sustainable Innovation
π SWOT Analysis
π Synthesis
π System Thinking
π Sensualization
π Serendipity
π Service Economy
π Servicescape
π Shadow IT
π Shadowing
π Sitemap
π Six Sigma
π Sketching
π Smart city
π Social Economy or Third Sector
π Social Entrepreneur
π Social Entreprise
π Social Finance
π Social Impact Bond
π Social Innovation
π Social Purchasing
π Social Purpose Enterprise
π Social Return on Investment (SROI)
π Spaghetti Chart
π Satisficing
π Scalability
π Scanability
π Scenario
π Screen Reader
π Seducible Moment
π Selection Bias
π Semiotics
π Senpai
π Sensei
π Sensemaking
π T-Shaped Person
π Target Audience
π Technological Determenism
π Technophobia
π Think-Aloud Protocol
π Thurstone Scale
π Topic Map
π Touchpoint
π Transcription
π Transformational Change
π Transition State
π Tree Testing
π Triangulation
π Technology Innovation
π Ten Types of Innovation
π Transformational Innovation
π Two-factor theory