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  2. Fish! Philosophy - Wikipedia

    en.wikipedia.org/wiki/Fish!_Philosophy

    logo used by ChartHouse Learning. The Fish! Philosophy (styled FISH! Philosophy ), modeled after the Pike Place Fish Market, is a business technique that is aimed at creating happy individuals in the workplace. John Christensen created this philosophy in 1998 to improve organizational culture. The central four ideas are: "play", "be there ...

  3. Customer service training - Wikipedia

    en.wikipedia.org/wiki/Customer_service_training

    Customer service training (CST) refers to teaching employees the knowledge, skills, and competencies required to increase customer satisfaction.

  4. Customer service - Wikipedia

    en.wikipedia.org/wiki/Customer_service

    Customer support. Customer support is a range of consumer services to assist customers in making cost-effective and correct use of a product. [9] It includes assistance in planning, installation, training, troubleshooting, maintenance, upgrading, and disposal of a product. [9] These services may even be provided at the place in which the ...

  5. Customer satisfaction - Wikipedia

    en.wikipedia.org/wiki/Customer_satisfaction

    Customer satisfaction is a term frequently used in marketing to evaluate customer experience. It is a measure of how products and services supplied by a company meet or surpass customer expectation. Customer satisfaction is defined as "the number of customers, or percentage of total customers, whose reported experience with a firm, its products ...

  6. Consumer education - Wikipedia

    en.wikipedia.org/wiki/Consumer_education

    Consumer education is the preparation of an individual to be capable of making informed decisions when it comes to purchasing products [1] in a consumer culture. It generally covers various consumer goods and services, prices, what the consumer can expect, standard trade practices, etc. While consumer education can help consumers to make more ...

  7. Customer experience - Wikipedia

    en.wikipedia.org/wiki/Customer_experience

    Customer experience is the totality of cognitive, affective, sensory, and behavioral customer responses during all stages of the consumption process including pre-purchase, consumption, and post-purchase stages. [1] [2] [3]

  8. Multimodality - Wikipedia

    en.wikipedia.org/wiki/Multimodality

    Multimodality is the application of multiple literacies within one medium. Multiple literacies or "modes" contribute to an audience's understanding of a composition. [1] Everything from the placement of images to the organization of the content to the method of delivery creates meaning.

  9. Training and development - Wikipedia

    en.wikipedia.org/wiki/Training_and_development

    Training may be viewed as related to immediate changes in organizational effectiveness via organized instruction, while development is related to the progress of longer-term organizational and employee goals. While training and development technically have differing definitions, the two are oftentimes used interchangeably and/or together.

  10. Multimedia - Wikipedia

    en.wikipedia.org/wiki/Multimedia

    Multimedia. Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which feature little to no interaction between users.

  11. Platform as a service - Wikipedia

    en.wikipedia.org/wiki/Platform_as_a_service

    Platform as a service (PaaS) or application platform as a service (aPaaS) or platform-based service is a category of cloud computing services that allows customers to provision, instantiate, run, and manage a modular bundle comprising a computing platform and one or more applications, without the complexity of building and maintaining the infrastructure typically associated with developing and ...