End-user (disambiguation)

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An end-user is a person who uses a commercial product or service.

End-user or end user may also refer to:

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Consumer Person or group of people that are the final users or consumers of products and or services; one who pays something to consume goods and services produced

A consumer is a person or a group who intends to order, orders, or uses purchased goods, products, or services primarily for personal, social, family, household and similar needs, not directly related to entrepreneurial or business activities.

Freeware is software, most often proprietary, that is distributed at no monetary cost to the end user. There is no agreed-upon set of rights, license, or EULA that defines freeware unambiguously; every publisher defines its own rules for the freeware it offers. For instance, modification, redistribution by third parties, and reverse engineering are permitted by some publishers but prohibited by others. Unlike with free and open-source software, which are also often distributed free of charge, the source code for freeware is typically not made available. Freeware may be intended to benefit its producer by, for example, encouraging sales of a more capable version, as in the freemium and shareware business models.

Shareware is a type of proprietary software which is initially provided free of charge to users, who are allowed and encouraged to make and share copies of the program. Shareware is often offered as a download from a website or on a compact disc included with a magazine. Shareware differs from freeware, which is software distributed at no cost to the user but without source code being made available; and open-source software, in which the source code is freely available for anyone to inspect and alter.

Spamming Unsolicited electronic messages, especially advertisements

Spamming is the use of messaging systems to send an unsolicited message (spam) to large numbers of recipients for the purpose of commercial advertising, for the purpose of non-commercial proselytizing, or for any prohibited purpose. While the most widely recognized form of spam is email spam, the term is applied to similar abuses in other media: instant messaging spam, Usenet newsgroup spam, Web search engine spam, spam in blogs, wiki spam, online classified ads spam, mobile phone messaging spam, Internet forum spam, junk fax transmissions, social spam, spam mobile apps, television advertising and file sharing spam. It is named after Spam, a luncheon meat, by way of a Monty Python sketch about a restaurant that has Spam in almost every dish in which vikings annoyingly sing "Spam" repeatedly.

Wholesaling Sale of goods or merchandise to retailers rather than end consumers

Wholesaling or distributing is the sale of goods or merchandise to retailers; to industrial, commercial, institutional or other professional business users; or to other wholesalers and related subordinated services. In general, it is the sale of goods in bulk to anyone other than a standard consumer. Wholesaling is the selling of merchandise to anyone either a person or an organization other than the end consumer of that merchandise.

End user

In product development, an end user is a person who ultimately uses or is intended to ultimately use a product. The end user stands in contrast to users who support or maintain the product, such as sysops, system administrators, database administrators, information technology experts, software professionals and computer technicians. End users typically do not possess the technical understanding or skill of the product designers, a fact easily overlooked and forgotten by designers: leading to features creating low customer satisfaction. In information technology, end users are not "customers" in the usual sense—they are typically employees of the customer. For example, if a large retail corporation buys a software package for its employees to use, even though the large retail corporation was the "customer" which purchased the software, the end users are the employees of the company, who will use the software at work.

A software company is a company whose primary products are various forms of software, software technology, distribution, and software product development. They make up the software industry.

Software release life cycle Sum of the phases of development and maturity for computer software

A software release life cycle is the sum of the stages of development and maturity for a piece of computer software. Cycles range from its initial development to its eventual release, and include updated versions of the released version to help improve software or fix software bugs still present in the software.

Technical support

Technical support refers to services that entities provide to users of technology products or services. In general, technical support provides help regarding specific problems with a product or service, rather than providing training, provision or customization of the product, or other support services. Most companies offer technical support for the services or products they sell, either included in the cost or for an additional fee. Technical support may be delivered by phone, e-mail, live support software, live chat or website, or other tools where users can log an incident. Larger organizations frequently have internal technical support available to their staff for computer-related problems. The Internet can also be a good source for freely available tech support, where experienced users help users find solutions to their problems. In addition, some fee-based service companies charge for premium technical support services.

Email marketing is the act of sending a commercial message, typically to a group of people, using email. In its broadest sense, every email sent to a potential or current customer could be considered email marketing. It involves using email to send advertisements, request business, or solicit sales or donations. Email marketing strategies commonly seek to achieve one or more of three primary objectives, to build loyalty, trust, or brand awareness. The term usually refers to sending email messages with the purpose of enhancing a merchant's relationship with current or previous customers, encouraging customer loyalty and repeat business, acquiring new customers or convincing current customers to purchase something immediately, and sharing third-party ads.

User experience is a person's emotions and attitudes about using a particular product, system or service. It includes the practical, experiential, affective, meaningful, and valuable aspects of human–computer interaction and product ownership. Additionally, it includes a person's perceptions of system aspects such as utility, ease of use, and efficiency. User experience may be subjective in nature to the degree that it is about individual perception and thought with respect to a product or system. User experience varies dynamically, constantly modifying over time due to changing usage circumstances. Simplified, user experience is about how a user interacts with, and experiences, a product.

A client access license (CAL) is a commercial software license that allow clients to use server software services. Most commercial desktop apps are licensed so that payment is required for each installation. However, some server products can be licensed so that payment is required for each device or user which accesses the service provided by the software. For example, an instance of Windows Server 2016 for which ten User CALs are purchased allows 10 distinct users to access the server.

Mockup

In manufacturing and design, a mockup, or mock-up, is a scale or full-size model of a design or device, used for teaching, demonstration, design evaluation, promotion, and other purposes. A mockup is a prototype if it provides at least part of the functionality of a system and enables testing of a design. Mock-ups are used by designers mainly to acquire feedback from users. Mock-ups address the idea captured in a popular engineering one-liner: You can fix it now on the drafting board with an eraser or you can fix it later on the construction site with a sledge hammer.

Click-to-call, also known as click-to-talk, click-to-dial, click-to-chat and click-to-text, namely Webcall is a form of Web-based communication in which a person clicks an object to request an immediate connection with another person in real-time either by phone call, Voice-over-Internet-Protocol (VoIP), or text. Click to talk requests are most commonly made on websites but can also be initiated by hyperlinks placed in email, blogs, wikis, flash animations or video, and other Internet-based object or user interfaces. Click-to-call also known as Click-to-Talk or Web Call Real Time Communications

User (computing) Person who uses a computer or network service

A user is a person who utilizes a computer or network service. Users of computer systems and software products generally lack the technical expertise required to fully understand how they work. Power users use advanced features of programs, though they are not necessarily capable of computer programming and system administration.

Proprietary software, also known as non-free software, or closed-source software, is computer software for which the software's publisher or another person reserves some rights from licensees to use, modify, share modifications, or share the software. It sometimes includes patent rights.

Social media marketing is the use of social media platforms and websites to promote a product or service. Although the terms e-marketing and digital marketing are still dominant in academia, social media marketing is becoming more popular for both practitioners and researchers. Most social media platforms have built-in data analytics tools, enabling companies to track the progress, success, and engagement of ad campaigns. Companies address a range of stakeholders through social media marketing, including current and potential customers, current and potential employees, journalists, bloggers, and the general public. On a strategic level, social media marketing includes the management of a marketing campaign, governance, setting the scope and the establishment of a firm's desired social media "culture" and "tone."

Promotional merchandise Products branded with a logo or slogan and distributed at little or no cost to promote a brand or event

Promotional merchandise is products branded with a logo or slogan and distributed at little or no cost to promote a brand, corporate identity, or event. Such products, which are often informally called swag, tchotchkes, or freebies, are used in marketing and sales. They are given away or sold at a loss to promote a company, corporate image, brand, or event. They are often distributed as handouts at trade shows, at conferences, on sales calls, and as bonus items in shipped orders. They are often used in guerrilla marketing campaigns.

Discoverability is the degree to which something, especially a piece of content or information, can be found in a search of a file, database, or other information system. Discoverability is a concern in library and information science, many aspects of digital media, software and web development, and in marketing, since something cannot be used if people cannot find it or do not understand what it can be used for. Metadata, or "information about information," such as a book's title, a product's description, or a website's keywords, affects how discoverable something is on a database or online. In the 2010s, adding metadata to a product that is available online can make it easier for end users to find the product. For example, if a song file is made available online, making the title, name of the band, genre, year of release, and other pertinent information available in connection with this song file will make it easier for users to find this song file. Organizing information by putting it into alphabetical order or including it in a search engine is an example of how to improve discoverability. Discoverability is related to, but different from, accessibility and usability, other qualities that affect the usefulness of a piece of information.

User may refer to: