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Priority Matrix is a time management software application based on the Eisenhower Method of arranging tasks by urgency and importance in a 2x2 matrix. The application is also loosely based on David Allen 's Getting Things Done methodology of improving productivity.
[4] [5] This is his 2x2 matrix: classifying tasks as urgent and non-urgent on one axis, and important or non-important on the other axis. His quadrant 2 (not the same as the quadrant II in a Cartesian coordinate system) has the items that are non-urgent but important. These are the ones he believes people are likely to neglect, but should focus ...
The strategic grid model is a contingency approach that can be used to determine the strategic relevance of IT to an organization. The model was proposed by F. Warren McFarlan and James L. McKenney in 1983, and takes the impact of the information technology on the strategy in future planning as the horizontal axis, and the current impact of the information technology on corporate strategy as ...
Decision tables are a concise visual representation for specifying which actions to perform depending on given conditions. Decision table is the term used for a Control table or State-transition table in the field of Business process modeling; they are usually formatted as the transpose of the way they are formatted in Software engineering.
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I like Ilmari's version, the code looks nice and it makes reading the matrix by nonspecialists much easier. I have also started putting matrices off to the right and having the text wrap it. Here is an example. What do you all think? --best, kevin · · ·Kzollman | Talk· · · 23:35, August 29, 2005 (UTC) I agree with Treborbassett.
Perfect information: A game has perfect information if it is a sequential game and every player knows the strategies chosen by the players who preceded them. Constant sum: A game is a constant sum game if the sum of the payoffs to every player are the same for every single set of strategies. In these games, one player gains if and only if ...
In game theory, an extensive-form game is a specification of a game allowing (as the name suggests) for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the (possibly imperfect) information each player has about the other player's moves when they make a decision, and their payoffs for all possible ...