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  • ...re rules of the game. These patterns apply across contexts, regardless of user choice. It is the genesis of new acts, enabling new user needs that creates future sources of differential value. I specifically sta
    16 KB (2,512 words) - 23:03, 1 September 2019
  • ==User Perception== These forms are about influencing (or manipulating) the end user view of the world.<ref>https://community.wardleymaps.com/t/gameplay-influen
    11 KB (1,652 words) - 17:21, 1 March 2024
  • [[Category:User Perception]]
    350 bytes (41 words) - 05:23, 30 May 2019
  • [[Category:User Perception]]
    276 bytes (27 words) - 05:25, 30 May 2019
  • Overcoming user inertia to a change through education. There are 16 different forms of [[In [[Category:User Perception]]
    2 KB (261 words) - 17:35, 1 March 2024
  • [[Category:User Perception]]
    2 KB (316 words) - 18:33, 29 May 2019
  • [[Category:User Perception]]
    2 KB (271 words) - 17:40, 1 March 2024
  • [[Category:User Perception]]
    301 bytes (32 words) - 19:29, 29 May 2019
  • ...ads that rendered iPhones as toys, and attempted to bind BB users to BB user professional status. Telecoms launching brands aimed at specific user groups (NJU mobile 1 as a brand targeting teenagers, but being in fact a su
    923 bytes (126 words) - 17:31, 1 March 2024
  • [[Category:User Perception]]
    625 bytes (82 words) - 17:37, 1 March 2024