Auto-sync: 2026-04-20 09:58
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41
wiki/concepts/ANSI-Escape-Sequence.md
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wiki/concepts/ANSI-Escape-Sequence.md
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---
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title: "ANSI Escape Sequence"
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type: concept
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tags: [ansi, terminal, escape, control]
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---
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## 定义
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ANSI 转义序列(ANSI Escape Sequence)是一种用于控制终端显示的标准化指令,通过转义字符(ESC)开头,后跟参数和控制码。
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## 序列结构
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- 开头:ESC(\x1b)或 CSI(\x9b)
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- 参数:数字序列,用分号分隔
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- 结束:控制码字母
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## 常用序列类别
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### SGR(Select Graphic Rendition)
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- `\x1b[0m` — 重置所有属性
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- `\x1b[1m` — 加粗
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- `\x1b[4m` — 下划线
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- `\x1b[30m`-`\x1b[37m` — 前景色(黑-白)
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- `\x1b[40m`-`\x1b[47m` — 背景色(黑-白)
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### 光标控制
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- `\x1b[H` 或 `\x1b[;H` — 光标归位
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- `\x1b[nA`/`\x1b[nB` — 上/下移动
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- `\x1b[nC`/`\x1b[nD` — 右/左移动
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### 屏幕操作
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- `\x1b[2J` — 清除屏幕
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- `\x1b[K` — 清除行
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## 应用场景
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- 终端输出着色
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- 进度条渲染
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- 表格边框绘制
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- 交互式 UI(TUI)
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## 相关技术
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- [[VT100]]:终端标准规范
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- [[Terminal Emulation]]:终端仿真
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51
wiki/concepts/Challenger-Sale.md
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wiki/concepts/Challenger-Sale.md
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---
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title: "Challenger Sale"
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type: concept
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tags: [sales, methodology, challenger]
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last_updated: 2026-04-20
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---
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## Summary
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- 定义:挑战者销售方法论,通过"商业教学"引导买家重新思考自身问题
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- 全称:The Challenger Sale
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- 核心:销售不是"满足需求"而是"创造新认知"
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## Core Principles
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### Teaching for Differentiation
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- 通过独特洞察挑战买家现有假设
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- 让买家从新角度看待自身问题
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### 销售代表类型分类
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1. The Hard Worker:努力型,精力充沛但缺乏差异化
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2. The Relationship Builder:关系型,与客户建立良好关系但可能"只做好人"
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3. The Lone Wolf:独行侠,自我驱动但难以管理
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4. The Reactive Problem Solver:响应型,快速响应但缺乏主动性
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5. The Challenger:挑战型,挑战客户认知并引导决策 — 最有效
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### Commercial Teaching Sequence
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1. **The Warmer**:展示对客户领域的理解,建立可信度
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2. **The Reframe**:引入挑战客户现有假设的洞察
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3. **Rational Drowning**:量化现状成本,堆砌证据
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4. **Emotional Impact**:将问题个人化,触及决策者情感
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5. **A New Way**:呈现替代方案(还不是产品)
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6. **Your Solution**:将产品与新方法连接
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## Key Differences
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- 传统销售:发现需求 → 满足需求
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- Challenger Sale:创造新认知 → 引导决策
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## Usage
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- 适用于复杂 B2B 销售
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- 需要销售代表具备行业深度洞察
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- 与 MEDDPICC 框架配合使用效果最佳
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## Connections
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- [[MEDDPICC]]:资格认证框架
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- [[Deal Strategist]]:实施 Challenger 方法的 AI Agent
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- [[Command of the Message]]:价值主张框架
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## Aliases
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- Challenger Method
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- Challenger Approach
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- 挑战者销售
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28
wiki/concepts/Compositor-Services.md
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wiki/concepts/Compositor-Services.md
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---
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title: "Compositor Services"
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type: concept
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tags: [vision-pro, streaming, compositor, stereo]
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date: 2026-04-20
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---
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## Definition
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Compositor Services 是 Apple 的 Vision Pro 立体帧流式传输框架,允许从 Mac 向 Vision Pro 远程流式传输沉浸式内容。
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## Core Attributes
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- 立体帧流式传输
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- LayerRenderer 配置
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- RemoteImmersiveSpace
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- 双眼渲染支持
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- 深度纹理支持
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- 实时帧提交
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## Related Concepts
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- [[Spatial Computing]]:核心技术
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- [[Vision Pro]]:目标设备
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- [[Metal]]:渲染框架
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## Related Entities
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- Apple:框架开发者
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## Application
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Vision Pro 远程渲染、macOS 伴侣应用、沉浸式代码可视化
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60
wiki/concepts/Deal-Health-Scoring.md
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wiki/concepts/Deal-Health-Scoring.md
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---
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title: "Deal Health Scoring"
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type: concept
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tags: [sales, revenue-operations, metrics]
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description: 交易健康评分,综合多信号类别评估交易质量
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---
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Deal Health Scoring(交易健康评分)综合多个信号类别评估交易质量。
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## 评估维度
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### 1. 资格深度(Qualification Depth)
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使用 MEDDPICC 框架评估交易资格:
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| 维度 | 问题 | 评分 |
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|------|------|------|
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| Metrics | 买方是否量化了解决问题的价值? | 0-2 |
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| Economic Buyer | 签支票的人是否已确定并参与? | 0-2 |
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| Decision Criteria | 是否知道评估标准及其权重? | 0-2 |
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| Decision Process | 时间表、审批链和采购流程是否已绘制? | 0-2 |
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| Paper Process | 法律、安全和采购要求是否已确定? | 0-2 |
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| Implicated Pain | 痛苦是否与组织被考核的业务成果相关? | 0-2 |
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| Champion | 内部支持者是否有权力和动机推动交易? | 0-2 |
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| Competition | 是否知道还有谁在评估,位置如何? | 0-2 |
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**规则**:少于 5/8 MEDDPICC 字段填充的交易是资格不足。晚期阶段的资格不足交易是预测失误的主要来源。
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### 2. 互动强度(Engagement Intensity)
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交易中的联系人是否活跃参与:
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| 信号 | 说明 |
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|------|------|
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| 会议频率和最近一次 | 晚期阶段交易 14+ 天无活动是红旗 |
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| 利益相关者广度 | 5 万美元以上的单线交易是高风险 |
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| 内容互动 | 提案浏览、文档打开、跟进响应时间 |
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| 互动模式 | 买方发起的活动是最强正面信号 |
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### 3. 进展速度(Progression Velocity)
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交易相对于基准在阶段间移动的速度。停滞的交易是垂死的交易。在同一阶段停留超过中位阶段时长 1.5 倍的交易需要明确干预或从管道移除。
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## 综合评分
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**交易健康综合评分 = 资格深度 (0-16) + 互动强度 (0-10) + 进展速度 (0-10) = 0-36**
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## 决策阈值
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| 评分范围 | 决策 |
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|----------|------|
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| ≥28 | 推进 |
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| 18-27 | 干预 |
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| 10-17 | 培养 |
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| <10 | 不合格 |
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## Related
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- [[MEDDPICC]]
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- [[Pipeline Velocity]]
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- [[Pipeline Coverage]]
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52
wiki/concepts/Deal-Scoring.md
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wiki/concepts/Deal-Scoring.md
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---
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title: "Deal Scoring"
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type: concept
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tags: [sales, pipeline, metrics]
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last_updated: 2026-04-20
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---
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## Summary
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- 定义:销售机会加权评分模型,用于将真实 pipeline 与虚构 pipeline 分离
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- 目的:量化交易质量,识别风险,提前预警
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## Framework
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### 评分要素
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基于 MEDDPICC 八要素,每要素 5 分制,总分 40 分
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| 要素 | 分值 | 关键问题 |
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|------|------|----------|
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| Metrics | 5 | 可量化的业务成果是什么? |
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| Economic Buyer | 5 | 是否接触到了有预算决策权的人? |
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| Decision Criteria | 5 | 是否明确并已影响评估标准? |
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| Decision Process | 5 | 是否完整映射了决策流程? |
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| Paper Process | 5 | 是否识别了法务和采购流程? |
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| Identify Pain | 5 | 是否量化了痛点的业务成本? |
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| Champion | 5 | Champion 是否有权力、访问和动机? |
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| Competition | 5 | 是否分析了竞争格局? |
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### Deal Verdict
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- **WINNING (32-40)**:高置信度赢单
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- **BATTLING (24-31)**:可赢但需关闭关键差距
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- **LOSING (0-23)**:需要重新评估或退出
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## Red Flags
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- 单一联系人线程(单一销售线索)
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- 无经济决策者接触
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- 无竞争分析
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- 未讨论 Paper Process
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- 买方无法量化痛点成本
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- Champion 拒绝困难请求
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## Success Metrics
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- Commit 交易关闭率 85%+
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- 28/40 分以上交易赢单率 35%+
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## Connections
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- [[MEDDPICC]]:评分框架基础
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- [[Deal Strategist]]:使用 Deal Scoring 的 AI Agent
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- [[Pipeline Hygiene]]:pipeline 健康度管理
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## Aliases
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- Opportunity Scoring
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- Deal Qualification Score
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34
wiki/concepts/Demo-Engineering.md
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wiki/concepts/Demo-Engineering.md
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---
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title: "Demo Engineering"
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type: concept
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tags: [sales, pre-sales, demonstration]
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---
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## Definition
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以影响为导向的演示设计方法论,在展示产品功能前先量化买方的问题,确保演示叙事以业务成果而非产品功能为中心。
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## Core Principles
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- **Lead With Impact, Not Features**:先展示问题解决方案,再解释实现方式
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- **Quantify the Problem First**:用具体数据复述买方痛点
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- **Show the Outcome First**:先展示结果(仪表盘、报告、工作流),再进入技术细节
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- **Close with Proof**:以客户参考或基准数据结束
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|
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## Demo Structure
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1. 量化问题(复述发现阶段的痛点数据)
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2. 展示成果(先展示最终状态)
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3. 逆向讲解(解释配置和架构)
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4. 关闭证据(提供类似案例的量化成果)
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|
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## Tailored Demos
|
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每次演示必须针对特定买方定制:
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- 映射买方前三大痛点到具体产品能力
|
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- 识别观众类型(技术评估者需架构深度,业务赞助者需成果和时间线)
|
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- 准备两条路径:计划叙事和灵活深度演示
|
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|
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## "Aha Moment" Test
|
||||
每个演示应产生至少一个买方说"这正是我们需要的"的时刻。未产生此时刻的演示视为失败。
|
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|
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## Connections
|
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- [[Sales Engineer]] — 执行演示工程的主体
|
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- [[Technical Discovery]] — 演示设计的输入来源
|
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- [[POC-Scoping]] — 演示成功的能力可能进入 POC 范围
|
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41
wiki/concepts/FIA-Framework.md
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41
wiki/concepts/FIA-Framework.md
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---
|
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title: "FIA Framework"
|
||||
type: concept
|
||||
tags: [sales, competitive, positioning]
|
||||
---
|
||||
|
||||
## Definition
|
||||
竞争技术定位框架,包含三个核心要素:事实(Fact)、影响(Impact)、行动(Act)。用于构建基于事实的竞争battlecard,而非情绪化或攻击性的回应。
|
||||
|
||||
## Framework Components
|
||||
|
||||
### Fact(事实)
|
||||
- 客观真实的关于竞争对手产品或方案的陈述
|
||||
- 无夸大、无歪曲
|
||||
- 失去可信度意味着技术评估的终结
|
||||
|
||||
### Impact(影响)
|
||||
- 该事实对买方的业务意义
|
||||
- 无业务影响的事实只是 trivia
|
||||
- 示例:"竞争对手 X 需要专用的 ETL 层进行数据摄取"是事实
|
||||
- "这意味着你的团队需要维护另一个集成点,增加 2-3 周的实施时间和持续的维护开销"是影响
|
||||
|
||||
### Act(行动)
|
||||
- 具体要说或做的内容
|
||||
- 具体的 talk track、问题或演示时刻
|
||||
|
||||
## Repositioning Over Attacking
|
||||
- 从不贬低竞争对手
|
||||
- 承认竞争对手优势的同时清晰表达差异化
|
||||
- 模式:"他们在 [优势领域] 很好。我们的客户通常需要 [不同需求],因为 [业务原因],这就是我们方案的不同之处"
|
||||
|
||||
## Landmine Questions
|
||||
在技术发现阶段提出自然暴露竞争对手弱点的合法问题:
|
||||
- "你们如何处理 [我们架构独特的场景]?"
|
||||
- "当 [我们产品原生处理而竞争对手不处理的边缘情况] 会怎样?"
|
||||
- "你们评估过 [映射到我们差异化点的需求] 如何随着团队增长而扩展吗?"
|
||||
|
||||
## Connections
|
||||
- [[Sales Engineer]] — 使用 FIA 框架的主体
|
||||
- [[Sales Discovery Coach]] — 提供发现方法论支持
|
||||
- [[Deal Strategist]] — 协作竞争定位
|
||||
24
wiki/concepts/Force-Directed-Layout.md
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24
wiki/concepts/Force-Directed-Layout.md
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||||
---
|
||||
title: "Force-Directed Layout"
|
||||
type: concept
|
||||
tags: [graph-layout, algorithm, visualization, gpu]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
Force-Directed Layout 是一种图布局算法,通过模拟物理力(斥力和引力)来自动排列图节点位置,常用于知识图谱和网络可视化。
|
||||
|
||||
## Core Attributes
|
||||
- 节点斥力模拟
|
||||
- 边引力模拟
|
||||
- 阻尼系数
|
||||
- GPU 加速计算
|
||||
- 迭代收敛
|
||||
- 三维布局支持
|
||||
|
||||
## Related Concepts
|
||||
- [[Spatial Computing]]:空间可视化
|
||||
- [[Graph Visualization]]:图可视化
|
||||
|
||||
## Application
|
||||
知识图谱布局、网络关系可视化、社交网络图、组织结构图
|
||||
32
wiki/concepts/ICP-定义.md
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32
wiki/concepts/ICP-定义.md
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|
||||
---
|
||||
title: "ICP 定义"
|
||||
type: concept
|
||||
tags: [sales, outbound, icp]
|
||||
---
|
||||
|
||||
## 定义
|
||||
ICP(Ideal Customer Profile,理想客户画像)是用于识别和筛选潜在客户的标准定义,必须具有排他性。
|
||||
|
||||
## 构建要素
|
||||
|
||||
### Firmographic Filters(公司特征过滤)
|
||||
- 行业垂直领域(2-4 个具体行业)
|
||||
- 收入范围或员工数量区间
|
||||
- 地理区域
|
||||
- 技术栈要求
|
||||
|
||||
### Behavioral Qualifiers(行为限定)
|
||||
- 什么业务事件使他们成为现在买家?
|
||||
- 什么痛点使他们无法忽视你的产品?
|
||||
- 内部谁最强烈感受到该痛点?
|
||||
- 他们当前的变通方案是什么?
|
||||
|
||||
### Disqualifiers(排除条件)
|
||||
- 哪些看起来不错但永远不会成交?
|
||||
- 哪些行业或细分市场赢率低于 15%?
|
||||
- 哪些公司阶段产品尚不成熟或过度?
|
||||
|
||||
## 关键原则
|
||||
- 有效的 ICP 必须能排除公司,否则只是 TAM 幻灯片
|
||||
- 必须可验证和可量化
|
||||
- 定期根据数据迭代优化
|
||||
25
wiki/concepts/Immersive-Cockpit.md
Normal file
25
wiki/concepts/Immersive-Cockpit.md
Normal file
@@ -0,0 +1,25 @@
|
||||
---
|
||||
title: "Immersive Cockpit"
|
||||
type: concept
|
||||
tags: [xr, spatial-computing, ux]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
沉浸式座舱环境,结合固定视角与高存在感交互区,为 XR 用户提供真实感与舒适性兼具的座舱控制体验。
|
||||
|
||||
## Core Attributes
|
||||
- 固定坐姿视角设计,最大化减少方向紊乱
|
||||
- 高存在感交互区,操作控件真实可及
|
||||
- 真实感与用户舒适性的平衡
|
||||
|
||||
## Related Concepts
|
||||
- [[Spatial Controls]]:空间控件的具体实现
|
||||
- [[Motion Sickness Threshold]]:眩晕感临界点约束
|
||||
|
||||
## Related Entities
|
||||
- [[A-Frame]]:原型化框架
|
||||
- [[Three.js]]:3D 渲染引擎
|
||||
|
||||
## Application
|
||||
XR 模拟器、车辆驾驶舱、飞船座舱、训练模拟器设计
|
||||
33
wiki/concepts/Land-and-Expand.md
Normal file
33
wiki/concepts/Land-and-Expand.md
Normal file
@@ -0,0 +1,33 @@
|
||||
---
|
||||
title: "Land-and-Expand"
|
||||
type: concept
|
||||
tags: [sales, account-strategy, expansion]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
Land-and-Expand(着陆后扩展)是一种 SaaS 销售策略,核心思想是在获得初始客户后,通过系统性方法将单个产品或部门的使用扩展到整个企业平台。
|
||||
|
||||
## Core Principles
|
||||
- **Initial Land**:首先获得一个入口点(部门、团队或用例)
|
||||
- **Expand Systematically**:基于客户成功证据,扩展到更多用例、部门或预算
|
||||
- **Platform Transformation**:将 point solution 发展为 enterprise platform
|
||||
|
||||
## Key Signals for Expansion
|
||||
- 容量阈值触发(80%+ license consumption)
|
||||
- 功能采用速度加快
|
||||
- 部门级使用不对称
|
||||
- 客户业务增长带动需求增加
|
||||
|
||||
## Expansion Playbook Components
|
||||
- Champion Enablement Kits(ROI decks、internal business cases、peer case studies)
|
||||
- 产品内扩展提示(usage milestones、feature unlocks、tier upgrade nudges)
|
||||
- RACI 矩阵( Responsible、Accountable、Consulted、Informed)
|
||||
|
||||
## Related Concepts
|
||||
- [[NRR]]:净收入留存率
|
||||
- [[Multi-Threading]]:多线程关系建立
|
||||
- [[Account Health Score]]:账户健康评分
|
||||
|
||||
## References
|
||||
- [[Sales Account Strategist]]
|
||||
27
wiki/concepts/Metal.md
Normal file
27
wiki/concepts/Metal.md
Normal file
@@ -0,0 +1,27 @@
|
||||
---
|
||||
title: "Metal"
|
||||
type: concept
|
||||
tags: [graphics, rendering, apple, gpu, metal]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
Metal 是 Apple 的 GPU 编程框架,提供低开销的 GPU 访问接口,用于构建高性能图形渲染和计算应用。
|
||||
|
||||
## Core Attributes
|
||||
- 低开销 GPU 访问
|
||||
- GPU 着色器支持
|
||||
- 硬件加速渲染
|
||||
- GPU 计算内核
|
||||
- Instanced rendering
|
||||
- Triple buffering
|
||||
|
||||
## Related Concepts
|
||||
- [[Spatial Computing]]:应用场景
|
||||
- [[Vision Pro]]:目标平台
|
||||
|
||||
## Related Entities
|
||||
- Apple:框架开发者
|
||||
|
||||
## Application
|
||||
3D 渲染、游戏开发、机器学习加速、科学计算可视化
|
||||
20
wiki/concepts/Motion-Sickness-Threshold.md
Normal file
20
wiki/concepts/Motion-Sickness-Threshold.md
Normal file
@@ -0,0 +1,20 @@
|
||||
---
|
||||
title: "Motion Sickness Threshold"
|
||||
type: concept
|
||||
tags: [xr, spatial-computing, ux]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
运动阈值,眩晕感临界点,是 XR 座舱设计的核心约束指标。
|
||||
|
||||
## Core Attributes
|
||||
- 坐姿体验优化
|
||||
- 视角锚定机制
|
||||
- 舒适度与真实感平衡
|
||||
|
||||
## Related Concepts
|
||||
- [[Immersive Cockpit]]:应用场景
|
||||
|
||||
## Application
|
||||
评估 XR 体验的眩晕风险,指导座舱设计参数调整
|
||||
31
wiki/concepts/NRR.md
Normal file
31
wiki/concepts/NRR.md
Normal file
@@ -0,0 +1,31 @@
|
||||
---
|
||||
title: "NRR (Net Revenue Retention)"
|
||||
type: concept
|
||||
tags: [metrics, revenue, saas, retention]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
NRR(Net Revenue Retention,净收入留存率)是 SaaS 行业的终极成功指标,在单个数字中捕获扩展、收缩和流失。
|
||||
|
||||
## Formula
|
||||
```
|
||||
NRR = (Starting ARR + Expansion - Contraction - Churn) / Starting ARR × 100%
|
||||
```
|
||||
|
||||
## Target Benchmarks
|
||||
- 优秀:120%+
|
||||
- 良好:100-120%
|
||||
- 警惕:<100%
|
||||
|
||||
## NRR Optimization Strategies
|
||||
- **Expansion**:向上销售、交叉销售
|
||||
- **Contraction Management**:提前识别并干预
|
||||
- **Churn Prevention**:预警信号监控和主动干预
|
||||
|
||||
## Related Concepts
|
||||
- [[Land-and-Expand]]:扩展策略
|
||||
- [[Account Health Score]]:账户健康评分
|
||||
|
||||
## References
|
||||
- [[Sales Account Strategist]]
|
||||
32
wiki/concepts/Pipeline-Coverage.md
Normal file
32
wiki/concepts/Pipeline-Coverage.md
Normal file
@@ -0,0 +1,32 @@
|
||||
---
|
||||
title: "Pipeline Coverage"
|
||||
type: concept
|
||||
tags: [sales, revenue-operations, metrics]
|
||||
description: 管道覆盖率,开放加权管道与剩余配额的比率,用于评估管道是否足够达成目标
|
||||
---
|
||||
|
||||
Pipeline Coverage(管道覆盖率)是开放加权管道与剩余配额之间的比率,用于回答是否有足够的管道达成目标。
|
||||
|
||||
## 目标覆盖率
|
||||
|
||||
| 业务类型 | 目标覆盖率 |
|
||||
|----------|----------|
|
||||
| 成熟可预测业务 | 3x |
|
||||
| 增长期或新市场 | 4-5x |
|
||||
| 新销售代表(低胜率预期) | 5x+ |
|
||||
|
||||
## 质量调整覆盖率
|
||||
|
||||
覆盖率本身不足。质量调整覆盖率根据交易健康评分、阶段时长和互动信号对管道进行折扣。
|
||||
|
||||
**核心原则**:500 万美元包含 20 个陈旧且资格不足的交易管道,价值低于 200 万美元包含 8 个活跃且充分合格的商机的管道。管道质量始终优于管道数量。
|
||||
|
||||
## 诊断规则
|
||||
|
||||
- 30+ 天未更新的管道应被标记审查
|
||||
- 单一联系人交易(大于 5 万美元)是高风险信号
|
||||
- 阶段和关闭日期不是预测方法论
|
||||
|
||||
## Related
|
||||
- [[Pipeline Velocity]]
|
||||
- [[Deal Health Scoring]]
|
||||
32
wiki/concepts/Pipeline-Velocity.md
Normal file
32
wiki/concepts/Pipeline-Velocity.md
Normal file
@@ -0,0 +1,32 @@
|
||||
---
|
||||
title: "Pipeline Velocity"
|
||||
type: concept
|
||||
tags: [sales, revenue-operations, metrics]
|
||||
description: 管道速度,衡量收入通过销售漏斗的速度,是收入运营中最重要的复合指标
|
||||
---
|
||||
|
||||
Pipeline Velocity(管道速度)是收入运营中最重要的复合指标,用于衡量收入通过销售漏斗的速度。
|
||||
|
||||
## 计算公式
|
||||
|
||||
**Pipeline Velocity = (Qualified Opportunities × Average Deal Size × Win Rate) / Sales Cycle Length**
|
||||
|
||||
## 构成变量
|
||||
|
||||
| 变量 | 说明 | 诊断意义 |
|
||||
|------|------|----------|
|
||||
| Qualified Opportunities | 进入管道的合格商机数量 | 按来源、细分市场和销售代表追踪。入口下降会在 2-3 个季度后体现在收入上 |
|
||||
| Average Deal Size | 平均交易规模 | 上升可能表示更好的目标定位或范围蔓延;下降可能表示折扣压力或市场变化 |
|
||||
| Win Rate | 胜率 | 按阶段、代表、细分市场和交易规模追踪。最常用错的指标 |
|
||||
| Sales Cycle Length | 销售周期长度 | 延长的周期通常是竞争压力、买方委员会扩大或资格缺口的早期症状 |
|
||||
|
||||
## 诊断价值
|
||||
|
||||
- 管道速度是预测和销售辅导的支柱
|
||||
- 速度下降是最早期的预警信号
|
||||
- 必须按细分市场分段分析,混合平均会隐藏问题
|
||||
|
||||
## Related
|
||||
- [[Pipeline Coverage]]
|
||||
- [[Deal Health Scoring]]
|
||||
- [[Forecast Accuracy]]
|
||||
36
wiki/concepts/QBR.md
Normal file
36
wiki/concepts/QBR.md
Normal file
@@ -0,0 +1,36 @@
|
||||
---
|
||||
title: "QBR (Quarterly Business Review)"
|
||||
type: concept
|
||||
tags: [sales, account-strategy, review]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
QBR(Quarterly Business Review,季度业务回顾)是一种结构化的客户沟通机制,将前瞻性战略规划与回顾性状态报告结合。
|
||||
|
||||
## QBR vs EBR
|
||||
| Aspect | QBR | EBR |
|
||||
|--------|-----|-----|
|
||||
| Focus | Forward-looking | Backward-looking |
|
||||
| Value | Strategic planning | Status reporting |
|
||||
| Outcome | Mutual action plan | Slide deck |
|
||||
|
||||
## QBR Agenda Framework (60 minutes)
|
||||
1. **Value Delivered** (15 min):ROI recap with hard numbers
|
||||
2. **Their Roadmap** (20 min):Where is the business going? What challenges ahead?
|
||||
3. **Product Alignment** (15 min):How we evolve together
|
||||
4. **Mutual Action Plan** (10 min):Commitments, owners, next steps
|
||||
|
||||
## Key Questions to Ask
|
||||
- "What are the top three business priorities for the next two quarters?"
|
||||
- "Where are you spending time on manual work that should be automated?"
|
||||
- "Who else in the organization is trying to solve similar problems?"
|
||||
- "What would make you confident enough to expand our partnership?"
|
||||
|
||||
## Best Practices
|
||||
- Open with quantified ROI data
|
||||
- Close with mutual action plan
|
||||
- Surface new stakeholders and validate org map
|
||||
|
||||
## References
|
||||
- [[Sales Account Strategist]]
|
||||
42
wiki/concepts/SSH-Integration-Patterns.md
Normal file
42
wiki/concepts/SSH-Integration-Patterns.md
Normal file
@@ -0,0 +1,42 @@
|
||||
---
|
||||
title: "SSH Integration Patterns"
|
||||
type: concept
|
||||
tags: [ssh, integration, network, streaming]
|
||||
---
|
||||
|
||||
## 定义
|
||||
SSH 集成模式(SSH Integration Patterns)是终端仿真器与 SSH 服务端建立连接并数据传输的技术模式。
|
||||
|
||||
## 核心模式
|
||||
|
||||
### I/O 桥接
|
||||
- 将 SSH 流桥接到终端模拟器的输入/输出
|
||||
- 处理字节流双向传输
|
||||
- 支持加密数据传输
|
||||
|
||||
### 连接状态管理
|
||||
- 连接建立中状态
|
||||
- 已连接状态
|
||||
- 断开连接状态
|
||||
- 重连场景处理
|
||||
|
||||
### 错误处理
|
||||
- 连接错误显示
|
||||
- 认证失败提示
|
||||
- 网络问题指示
|
||||
|
||||
## 技术栈
|
||||
- SwiftNIO SSH:Swift 原生 SSH 实现
|
||||
- NMSSH:Objective-C SSH 库
|
||||
- libssh2:C 语言底层库
|
||||
|
||||
## 最佳实践
|
||||
1. 使用非阻塞 I/O
|
||||
2. 实现连接超时
|
||||
3. 支持断线重连
|
||||
4. 显示连接状态
|
||||
5. 正确处理 SSH 事件
|
||||
|
||||
## 相关概念
|
||||
- [[Terminal Emulation]]:终端仿真
|
||||
- [[SwiftTerm]]:Swift 终端库
|
||||
28
wiki/concepts/Spatial-Computing.md
Normal file
28
wiki/concepts/Spatial-Computing.md
Normal file
@@ -0,0 +1,28 @@
|
||||
---
|
||||
title: "Spatial Computing"
|
||||
type: concept
|
||||
tags: [xr, spatial-computing, computing-paradigm]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
空间计算是一种计算范式,通过将数字内容与物理空间无缝融合,使用户能够与计算机生成的环境进行自然交互。
|
||||
|
||||
## Core Attributes
|
||||
- 空间感知与映射
|
||||
- 自然用户交互
|
||||
- 数字与物理融合
|
||||
- 沉浸式体验
|
||||
|
||||
## Related Concepts
|
||||
- [[WebXR]]:技术实现
|
||||
- [[Immersive-Cockpit]]:应用场景
|
||||
- [[Motion Sickness Threshold]]:设计约束
|
||||
|
||||
## Related Entities
|
||||
- [[Vision Pro]]:Apple 空间计算设备
|
||||
- [[Meta Quest]]:Meta VR 设备
|
||||
- [[HoloLens]]:Microsoft AR 设备
|
||||
|
||||
## Application
|
||||
XR 应用开发、空间界面设计、沉浸式培训、数字孪生
|
||||
21
wiki/concepts/Spatial-Controls.md
Normal file
21
wiki/concepts/Spatial-Controls.md
Normal file
@@ -0,0 +1,21 @@
|
||||
---
|
||||
title: "Spatial Controls"
|
||||
type: concept
|
||||
tags: [xr, spatial-computing, ux]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
空间控件,3D 环境中的人体工程学操作界面,包括操纵杆、杠杆、油门等手交互控件。
|
||||
|
||||
## Core Attributes
|
||||
- 3D 网格构建
|
||||
- 输入约束机制
|
||||
- 自然交互反馈
|
||||
|
||||
## Related Concepts
|
||||
- [[Immersive Cockpit]]:应用场景
|
||||
- [[Multi-Input UX]]:多模态输入方式
|
||||
|
||||
## Application
|
||||
XR 座舱控制、游戏手柄、虚拟现实操纵界面
|
||||
34
wiki/concepts/SwiftTerm.md
Normal file
34
wiki/concepts/SwiftTerm.md
Normal file
@@ -0,0 +1,34 @@
|
||||
---
|
||||
title: "SwiftTerm"
|
||||
type: concept
|
||||
tags: [swift, terminal, library, mit-license]
|
||||
---
|
||||
|
||||
## 定义
|
||||
SwiftTerm 是用 Swift 编写的终端仿真库(MIT 许可证),为 macOS、iOS 和 visionOS 应用提供完整的终端仿真功能,是 The Agency 项目中 Terminal Integration Specialist 的核心技术栈。
|
||||
|
||||
## 核心特性
|
||||
- SwiftUI 深度集成
|
||||
- VT100/xterm 完整支持
|
||||
- UTF-8/Unicode 字符渲染
|
||||
- 文本选择和复制
|
||||
- 主题定制
|
||||
|
||||
## 技术栈
|
||||
- 渲染:Core Graphics、Core Text
|
||||
- 输入:UIKit/AppKit 事件处理
|
||||
- 集成:SSH 流桥接(SwiftNIO SSH、NMSSH)
|
||||
|
||||
## API 概览
|
||||
- SwiftUI View 组件
|
||||
- Input/Output Stream 处理
|
||||
- Theme 配置接口
|
||||
- Selection Handler
|
||||
|
||||
## 相关资源
|
||||
- GitHub: https://github.com/migueldeicaza/SwiftTerm
|
||||
- API Docs: https://migueldeicaza.github.io/SwiftTerm/
|
||||
|
||||
## 相关概念
|
||||
- [[Terminal Emulation]]:终端仿真基础
|
||||
- [[SSH Integration]]:SSH 集成模式
|
||||
24
wiki/concepts/Technical-Discovery.md
Normal file
24
wiki/concepts/Technical-Discovery.md
Normal file
@@ -0,0 +1,24 @@
|
||||
---
|
||||
title: "Technical Discovery"
|
||||
type: concept
|
||||
tags: [sales, pre-sales, methodology]
|
||||
---
|
||||
|
||||
## Definition
|
||||
结构化需求分析过程,揭示买方架构、集成需求、安全约束和真正的技术决策标准,而非仅依赖公开的 RFP 文档。
|
||||
|
||||
## Core Elements
|
||||
- 架构需求分析
|
||||
- 集成点识别
|
||||
- 安全约束确认
|
||||
- 技术决策标准挖掘
|
||||
- 真实需求 vs 表面需求区分
|
||||
|
||||
## Relationship to Sales Engineer
|
||||
技术发现是售前工程师的核心能力之一,在 POC 和演示之前必须完成。发现的质量直接决定后续所有技术活动的方向正确性。
|
||||
|
||||
## Connections
|
||||
- [[Sales Engineer]] — 执行技术发现的主体
|
||||
- [[Demo Engineering]] — 技术发现的输出用于设计演示
|
||||
- [[POC-Scoping]] — 技术发现的结果定义 POC 范围
|
||||
- [[Solution Architecture]] — 技术发现是解决方案架构的前置输入
|
||||
30
wiki/concepts/Terminal-Emulation.md
Normal file
30
wiki/concepts/Terminal-Emulation.md
Normal file
@@ -0,0 +1,30 @@
|
||||
---
|
||||
title: "Terminal Emulation"
|
||||
type: concept
|
||||
tags: [terminal, emulation, vt100, xterm]
|
||||
---
|
||||
|
||||
## 定义
|
||||
终端仿真(Terminal Emulation)是一种软件技术,通过模拟传统物理终端的行为,使现代应用程序能够与基于文本的接口进行交互。
|
||||
|
||||
## 核心要素
|
||||
- VT100/xterm 标准支持
|
||||
- ANSI 转义序列解析
|
||||
- 光标控制
|
||||
- 字符编码处理(UTF-8/Unicode)
|
||||
|
||||
## 技术原理
|
||||
1. 接收来自应用程序的字符输入
|
||||
2. 解析 ANSI 转义序列
|
||||
3. 更新终端状态
|
||||
4. 渲染文本到显示设备
|
||||
|
||||
## 应用场景
|
||||
- SSH 客户端
|
||||
- 终端仿真器应用
|
||||
- 远程服务器管理
|
||||
|
||||
## 相关技术
|
||||
- [[VT100]]:终端标准规范
|
||||
- [[ANSI Escape Sequence]]:终端控制指令
|
||||
- [[SwiftTerm]]:Swift 实现库
|
||||
34
wiki/concepts/VT100.md
Normal file
34
wiki/concepts/VT100.md
Normal file
@@ -0,0 +1,34 @@
|
||||
---
|
||||
title: "VT100"
|
||||
type: concept
|
||||
tags: [terminal, standard, ansi]
|
||||
---
|
||||
|
||||
## 定义
|
||||
VT100 是 DEC(Digital Equipment Corporation)公司于 1978 年发布的终端标准,是现代终端仿真器实现的事实标准。
|
||||
|
||||
## 核心特性
|
||||
- ANSI escape sequence 支持
|
||||
- 屏幕光标控制
|
||||
- 属性设置(加粗、下划线、闪烁等)
|
||||
- 屏幕清除和行删除
|
||||
- 键盘功能键映射
|
||||
|
||||
## 标准版本
|
||||
- VT100:基础版本
|
||||
- VT220:在 VT100 基础上增加功能键和更多控制序列
|
||||
- xterm:终端仿真器扩展,增加 256 色、鼠标支持等
|
||||
|
||||
## ANSI 转义序列示例
|
||||
- `\x1b[31m` — 红色文本
|
||||
- `\x1b[0m` — 重置属性
|
||||
- `\x1b[2J` — 清除屏幕
|
||||
- `\x1b[H` — 光标归位
|
||||
|
||||
## 相关技术
|
||||
- [[Terminal Emulation]]:终端仿真
|
||||
- [[ANSI Escape Sequence]]:ANSI 转义序列
|
||||
- [[SwiftTerm]]:Swift 实现库
|
||||
|
||||
## 参考文档
|
||||
- https://vt100.net/docs/
|
||||
27
wiki/concepts/WebXR.md
Normal file
27
wiki/concepts/WebXR.md
Normal file
@@ -0,0 +1,27 @@
|
||||
---
|
||||
title: "WebXR"
|
||||
type: concept
|
||||
tags: [xr, webxr, standard, api]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## Definition
|
||||
WebXR Device API 是 W3C 制定的浏览器标准接口,用于提供沉浸式虚拟现实(VR)和增强现实(AR)体验。
|
||||
|
||||
## Core Attributes
|
||||
- 浏览器原生支持
|
||||
- 跨平台兼容性
|
||||
- 手势追踪输入
|
||||
- 头部追踪和空间定位
|
||||
|
||||
## Related Concepts
|
||||
- [[Spatial Computing]]:应用场景
|
||||
- [[Immersive-Cockpit]]:应用模式
|
||||
|
||||
## Related Entities
|
||||
- [[A-Frame]]:WebXR 框架
|
||||
- [[Three.js]]:3D 渲染库
|
||||
- [[Babylon.js]]:3D 引擎
|
||||
|
||||
## Application
|
||||
浏览器端 VR/AR 应用、沉浸式游戏、XR 培训体验
|
||||
29
wiki/concepts/临场感增强.md
Normal file
29
wiki/concepts/临场感增强.md
Normal file
@@ -0,0 +1,29 @@
|
||||
---
|
||||
title: "临场感增强"
|
||||
type: concept
|
||||
tags: [xr, spatial-computing, ux, presence]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## 定义
|
||||
通过 UI 设计提升用户在虚拟环境中的沉浸感和真实存在感的技术与方法。
|
||||
|
||||
## 核心目标
|
||||
- 增强用户在虚拟环境中的沉浸感
|
||||
- 最小化虚拟与现实之间的认知差距
|
||||
- 提升交互的自然性和直观性
|
||||
|
||||
## 设计策略
|
||||
- 基于舒适度的 UI 放置
|
||||
- 运动约束优化
|
||||
- 视角锚定机制
|
||||
- 实时反馈设计
|
||||
|
||||
## 相关概念
|
||||
- [[空间界面设计]]:设计方法
|
||||
- [[Motion Sickness Threshold]]:晕动症约束
|
||||
- [[Immersive Cockpit]]:应用场景
|
||||
|
||||
## 相关实体
|
||||
- [[XR Interface Architect]]:设计主体
|
||||
- [[XR Cockpit Interaction Specialist]]:协作角色
|
||||
42
wiki/concepts/信号驱动销售.md
Normal file
42
wiki/concepts/信号驱动销售.md
Normal file
@@ -0,0 +1,42 @@
|
||||
---
|
||||
title: "信号驱动销售"
|
||||
type: concept
|
||||
tags: [sales, outbound, strategy]
|
||||
---
|
||||
|
||||
## 定义
|
||||
基于购买信号(Buying Signal)触发外呼的销售方法论,通过识别和响应潜在客户的主动行为信号进行精准触达。
|
||||
|
||||
## 核心原则
|
||||
- 触达必须由证据(信号)触发,而非配额驱动
|
||||
- 信号触发触达比无差别冷外呼转化率高 4-8 倍
|
||||
|
||||
## 信号层级
|
||||
|
||||
### Tier 1 — 主动购买信号(最高优先级)
|
||||
- 直接意图:G2/评论网站访问、定价页面浏览、竞品对比搜索
|
||||
- RFP 或供应商评估公告
|
||||
- 明确的技术评估招聘启事
|
||||
|
||||
### Tier 2 — 组织变更信号
|
||||
- 目标角色职能的领导层变动
|
||||
- 融资事件(B+轮且有增长目标 = 有预算和紧迫性)
|
||||
- 所服务部门的招聘激增
|
||||
- 并购活动
|
||||
|
||||
### Tier 3 — 技术图谱和行为信号
|
||||
- 技术栈变更
|
||||
- 会议参与或演讲
|
||||
- 内容参与:下载白皮书、参加网络研讨会
|
||||
- 竞品合同续约时机
|
||||
|
||||
## 关键指标
|
||||
- Signal-to-Contact Rate:信号到触达的时间,目标 < 30 分钟
|
||||
- Reply Rate:回复率,目标 12-25%(基于信号)
|
||||
- Positive Reply Rate:正向回复率,目标 5-10%
|
||||
- Meeting Conversion Rate:会议转化率,40-60%
|
||||
|
||||
## 相关概念
|
||||
- [[ICP 定义]]
|
||||
- [[账户分级模型]]
|
||||
- [[多渠道序列设计]]
|
||||
29
wiki/concepts/多模态输入.md
Normal file
29
wiki/concepts/多模态输入.md
Normal file
@@ -0,0 +1,29 @@
|
||||
---
|
||||
title: "多模态输入"
|
||||
type: concept
|
||||
tags: [xr, spatial-computing, input, interaction]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## 定义
|
||||
XR 界面中整合多种输入方式并提供无障碍回退机制的交互设计方法。
|
||||
|
||||
## 输入模式
|
||||
- 直接触摸(Direct Touch)
|
||||
- 凝视+捏合(Gaze + Pinch)
|
||||
- 控制器(Controller)
|
||||
- 手势(Hand Gesture)
|
||||
- 语音(Voice)
|
||||
|
||||
## 设计原则
|
||||
- 结构化多模态输入
|
||||
- 提供无障碍回退机制
|
||||
- 支持不同能力和场景需求
|
||||
|
||||
## 相关概念
|
||||
- [[空间界面设计]]:应用领域
|
||||
- [[空间计算]]:技术基础
|
||||
|
||||
## 相关实体
|
||||
- [[XR Interface Architect]]:设计主体
|
||||
- [[XR Immersive Developer]]:开发协作
|
||||
30
wiki/concepts/空间界面设计.md
Normal file
30
wiki/concepts/空间界面设计.md
Normal file
@@ -0,0 +1,30 @@
|
||||
---
|
||||
title: "空间界面设计"
|
||||
type: concept
|
||||
tags: [xr, spatial-computing, ux, interface]
|
||||
date: 2026-04-20
|
||||
---
|
||||
|
||||
## 定义
|
||||
为 XR 环境创建直观用户界面的设计方法论,涵盖 HUD、浮动菜单、面板和交互区域。
|
||||
|
||||
## 核心要素
|
||||
- 交互应如本能般自然,而非需要学习指令
|
||||
- UI 与人类行为对齐
|
||||
- 舒适度和可发现性优先
|
||||
|
||||
## 应用场景
|
||||
- 沉浸式搜索界面
|
||||
- 3D 空间选择和操作
|
||||
- 虚拟仪表盘设计
|
||||
- 可穿戴设备界面
|
||||
|
||||
## 相关概念
|
||||
- [[空间计算]]:技术基础
|
||||
- [[Motion Sickness Threshold]]:晕动症阈值约束
|
||||
- [[多模态输入]]:输入方式
|
||||
- [[临场感增强]]:设计目标
|
||||
|
||||
## 相关实体
|
||||
- [[XR Interface Architect]]:设计主体
|
||||
- [[XR Immersive Developer]]:开发协作
|
||||
Reference in New Issue
Block a user