Digital advertising often refers to video, display and paid search advertising delivered on desktop and mobile devices (i.e. smartphones and tablets).
The most common definition of UX is the aggregation of user experience. It is also known as user research or usability.
Brands exist in peoples' minds as a network (a unique memory structure) of thoughts, feelings, experiences, images, stories, colours, sounds, symbols and memories.
Market Access, also known as Global Evidence, Value and Access, is the process used to ensure that all patients who are eligible to benefit from a specific treatment get access to it, at the appropriate price.
Ethnography is a qualitative research method derived from the fieldwork practices of anthropology. It is often characterised by its emphasis on spending extended periods of time with people or groups of people to generate/create a holistic picture of cultural practices.
EFM stands for Enterprise Feedback Management. Leaders are constantly seeking new ways to drive customer-centricity throughout their organisations.
Herd behaviour refers to the behaviour of individuals within the group.
A device agnostic survey is a research questionnaire which has been designed from the first question to the last working within the constraints of mobile screen sizes and their lack of support for FLASH programming. A device agnostic survey will allow respondents to access and complete the…
Anchoring is the term used to describe the effect whereby an initial exposure to information or a number serves as a reference point and influences subsequent judgments. This influence usually occurs without our awareness.
Tracking is the generic term for studies that provide measurement over time to update knowledge of brand and competitor performances.