

| Term | Definition |
|---|---|
Behaviour | The way in which an individual or a group reacts, acts or conducts in response to internal or external stimuli. |
Biases | Cognitive distortions that influence decision-making and perception. |
Capability | Refers to the skills, knowledge, resources, or abilities that enable a person or organization to perform an activity. |
Gamification | Application of game-design elements and principles to non-game contexts to increase motivation and engagement. |
Intention-Action-Gap | Refers to the discrepancy or inconsistency between a person's intentions or plans and their actual actions or behaviours. |
Motivation | Reflective or automatic mental processes that activate or prevent behaviour. |
Nudge | Subtly influencing people's behavior or decision-making without restricting their choices or forcing them to act in a certain way. |
Opportunity | External factors outside that influence behaviour like infrastructure or social aspects. |
Self-Commitment | Refers to the act of making a personal pledge or promise to oneself by an individual, group, company or organisation to achieve a specific goal, adopt a particular behaviour, or uphold certain values or standards. |
Social Norms | Shared expectations or rules within a group or society about acceptable behavior, values, beliefs, and practices. |
Sustainable | Refers to practices, processes, or systems that meet present needs without compromising the ability of future generations to meet their own needs. |