ConsiderationConsideration is a concept of English common law and is a necessity for simple contracts but not for special contracts (contracts by deed). The concept has been adopted by other common law jurisdictions. The court in Currie v Misa declared consideration to be a “Right, Interest, Profit, Benefit, or Forbearance, Detriment, Loss, Responsibility”. Thus, consideration is a promise of something of value given by a promissor in exchange for something of value given by a promisee; and typically the thing of value is goods, money, or an act.
Musée scientifiquevignette|Expérience d'éclair artificiel au Science Museum de Boston. Les musées scientifiques sont des musées consacrés principalement aux sciences et aux techniques, à distinguer des muséums plus particulièrement consacrés à l'histoire naturelle. Historiquement, ils présentent des collections fixes d'œuvres ou d'objets liés à la géologie ou encore à l'industrie. La tendance actuelle des musées modernes est d'élargir les sujets et de proposer de nombreuses expériences didactiques ou interactives.
Conception participativeLa conception participative, ou coconception, que l'on retrouve couramment sous le terme codesign, co-design et design participatif, est une méthode de travail qui implique l'utilisateur final, lors d'un processus de développement et de conception d'un produit ou d'un service. Il s'agit donc d'une méthode de conception centrée sur l'utilisateur où l'accent est mis sur le rôle actif des utilisateurs.
Visual agnosiaVisual agnosia is an impairment in recognition of visually presented objects. It is not due to a deficit in vision (acuity, visual field, and scanning), language, memory, or intellect. While cortical blindness results from lesions to primary visual cortex, visual agnosia is often due to damage to more anterior cortex such as the posterior occipital and/or temporal lobe(s) in the brain.[2] There are two types of visual agnosia: apperceptive agnosia and associative agnosia. Recognition of visual objects occurs at two primary levels.
Intelligence émotionnellevignette|Les émotions sociales ont souvent lieux dans le cadre familial comme illustré sur cette image L'intelligence émotionnelle (IE) fait référence à la capacité d'une personne à percevoir, comprendre, gérer et exprimer ses propres émotions, ainsi que celles des autres, afin de résoudre les problèmes et réguler les comportements liés aux émotions. Bien que le terme soit apparu pour la première fois en 1964, il a gagné en popularité dans le best-seller L'Intelligence émotionnelle, écrit par le journaliste scientifique Daniel Goleman en 1995.
Travail émotionnelLe travail émotionnel est l'énergie et le temps passé à gérer les sentiments (de soi-même ou d'autrui) pour préserver le décorum, conserver une apparence de normalité et garantir la continuité du service. Ce travail vise à répondre aux attentes sociales. Il peut être mis en œuvre au travail, par exemple lorsque l'on gère les angoisses de collègues ou les frustrations de clients, ou dans la sphère privée, par exemple lorsqu'un membre du couple s'occupe presque exclusivement des emplois du temps des enfants, des courses, du ménage, et plus généralement de la gestion du foyer, pour le confort de son partenaire qui n'a ainsi pas à s'en inquiéter.
Design methodsDesign methods are procedures, techniques, aids, or tools for designing. They offer a number of different kinds of activities that a designer might use within an overall design process. Conventional procedures of design, such as drawing, can be regarded as design methods, but since the 1950s new procedures have been developed that are more usually grouped together under the name of "design methods". What design methods have in common is that they "are attempts to make public the hitherto private thinking of designers; to externalise the design process".
Positive affectivityPositive affectivity (PA) is a human characteristic that describes how much people experience positive affects (sensations, emotions, sentiments); and as a consequence how they interact with others and with their surroundings. People with high positive affectivity are typically enthusiastic, energetic, confident, active, and alert. Research has linked positive affectivity with an increase in longevity, better sleep, and a decrease in stress hormones.
User experience designUser experience design (UX design, UXD, UED, or XD) is the process of defining the experience a user would go through when interacting with a company, its services, and its products. Design decisions in UX design are often driven by research, data analysis, and test results rather than aesthetic preferences and opinions. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance.
OccupancyWithin the context of building construction and building codes, occupancy is the use (actual or intended) of a building (or its portion) for the shelter or support of persons, animals or property. A closely related meaning is the number of units in such a building that are rented, leased, or otherwise in use. Lack of occupancy, in this sense, is known as vacancy. It is possible to have multiple occupancies (or building uses) within one building. For example, a high-rise building can have retail stores occupying the lower levels, while the upper levels are residential.