The idea that the future life expectancy of some non-perishable things like a technology or an idea is proportional to their current age, so that every additional period of survival implies a longer remaining life expectancy.
A purported connection between self-regulation and long-term positive outcomes, where the ability to forego immediate rewards is evidence of a discipline that serves in many other beneficial areas of life.
The process of performing a series of tasks (often nested inside completing other tasks, like side quests) to accomplish a goal, each of which seems necessary in context but becomes less and less linked to the original goal.
The idea that a very small action can eventually lead to a significant difference to a system — such as a butterfly flapping its wings which eventually accumulates weeks later into a hurricane.
A thought process that breaks down complex systems to their most basic, self-evident assumptions, and then building step-by-step from these granular pieces to a logical whole.
An attitude of opposition to development projects in one's community. While defended as Jane Jacob's-style neighborhood preservation, it can often be used to safeguard expensive real-estate, maintain "aesthetics", and perpetuate social inequality.
The idea that employees rise to the rank just beyond their competency, as they are evaluated on performance to their current role and not their intended one — at which point they cease to be promoted.
Recognizing the phenomenon that all of us see the world through our own tinted lenses which we are largely ignorant in our wearing of them. To those with similar lenses (cultures), we have a sense of familiarity and safety, while with others we feel detached and afraid.
An object or system's properties that show the possible actions that can take be taken with it, thereby suggesting how they may interact with that system or object. For example, a button can look as if it needs to be turned or pushed, those characteristics communicating its affordances.
An unofficial path created as a consequence of active use caused by heavy traffic, usually representing the shortest or most easily navigated route between an origin and destination. Desire lines can be physical paths as well as paths to achieving particular outcomes in a system usability context (such as navigating websites or using a smartphone).
The notion that, "if you build it, they will come" where all that's needed to do is to simply produce a product and the market will beat a path to one's door, without considering the economic, political, cultural, and entrepreneurial effort and luck at play.
The old adage "for to him who has, will more be given..." — that those with existing status, privilege, wealth, etc. stand to benefit even more from it, compared to those without starting resources. In other words,"the rich get richer and the poor get poorer."
A training exercise in the Star Trek universe designed to test cadets in a no-win scenario. Captain Kirk 'wins' by altering the original conditions of the game — seen either as cheating or creative problem-solving.
An adaptation in which prey briefly occur at high population densities which overwhelms and satisfies predators thereby reducing the probability of an individual prey being eaten. The most notable example of this are the periodic cicadas.