Glossary
Statistics and business-metric terms in one place.
Statistics
- Meanβ covered in a lesson
- Sum of all values divided by their count. Sensitive to outliers.
- Medianβ covered in a lesson
- The value exactly in the middle of the sorted list. Robust to outliers.
- Modeβ covered in a lesson
- The most frequent value. Useful for categories.
- Varianceβ covered in a lesson
- Average of squared deviations from the mean; spread in "squared" units.
- Standard deviation (Ο)β covered in a lesson
- Square root of variance: the typical deviation from the mean, in the same units as the data.
- Percentile / quartileβ covered in a lesson
- The value below which a given share of the data lies (Q1 is 25%, the median 50%, Q3 75%).
- Normal distributionβ covered in a lesson
- The symmetric "bell" defined by ΞΌ and Ο. The 68-95-99.7 rule.
- Skewnessβ covered in a lesson
- Asymmetry of a distribution; a long tail on one side.
- Probabilityβ covered in a lesson
- The share of cases in which an event happens over a long run (from 0 to 1).
- Law of large numbersβ covered in a lesson
- As trials accumulate, the observed share converges to the true probability.
- Conditional probabilityβ covered in a lesson
- Probability of an event given that another is known. P(A|B) β P(B|A).
- Bayesβ theoremβ covered in a lesson
- The rule for updating a probability with new data and the base rate.
- CLTβ covered in a lesson
- Central limit theorem: the distribution of sample means tends to normal.
- Standard errorβ covered in a lesson
- Typical random spread of an estimate (e.g. of a mean); shrinks as 1/βn.
- Confidence intervalβ covered in a lesson
- A range built so that, over repeated experiments, a set share of intervals (95%) covers the truth.
- Bootstrapβ covered in a lesson
- Estimating uncertainty by resampling the sample from itself with replacement.
- Null hypothesis (H0)β covered in a lesson
- The "no effect" assumption; the one you try to reject.
- p-valueβ covered in a lesson
- Probability of a result at least this extreme if there is no effect. Small p means chance is a poor explanation.
- Type I error (Ξ±)β covered in a lesson
- False alarm: declaring an effect that does not exist.
- Type II error (Ξ²)β covered in a lesson
- A miss: overlooking a real effect. Power = 1βΞ².
- Powerβ covered in a lesson
- The chance of detecting an effect when it truly exists.
- t-testβ covered in a lesson
- A test of whether the means of two groups differ significantly.
- Multiple comparisonsβ covered in a lesson
- Testing many hypotheses at once; false alarms pile up (Bonferroni correction).
- Correlation (r)β covered in a lesson
- A number from β1 to +1: strength and direction of a linear relationship. Not causation.
- Regression / OLSβ covered in a lesson
- The line minimizing squared errors; predicts one quantity from another.
- Simpsonβs paradoxβ covered in a lesson
- An overall relationship flips sign when the data is split into groups.
- Overfittingβ covered in a lesson
- The model memorized the noise of the training data and fails on new data.
- Precision / Recallβ covered in a lesson
- Precision: what share of flagged items is correct; recall: what share of the target class you caught.
- ROC / AUCβ covered in a lesson
- Classifier quality curve across all thresholds; AUC is the area under it (1 is ideal, 0.5 is chance).
- Survivorship biasβ covered in a lesson
- Drawing conclusions from what "survived" into the data while ignoring what dropped out.
- Goodhartβs lawβ covered in a lesson
- When a measure becomes a target, it gets gamed and stops being a good measure.
Business metrics
- North Star Metric
- The single metric that best reflects the core value of the product.
- DAU / MAU
- Daily / Monthly Active Users; their ratio is "stickiness".
- Retention
- The share of users who come back after 1/7/30 days.
- Churn
- The share of users or subscribers who left during a period.
- ARPU / ARPPU
- Average revenue per user / per paying user.
- LTV
- Lifetime value: total revenue from a customer over their whole life.
- CAC
- Customer acquisition cost. Healthy when LTV β₯ 3Γ CAC.
- GMV
- Gross Merchandise Value: total value of goods sold through the platform.
- Take Rate
- The platformβs effective commission: the share of GMV it keeps.
- Conversion Rate (CR)
- The share of users who completed the target action.
- AOV
- Average Order Value.
- NRR
- Net Revenue Retention: revenue growth from existing customers (>100% means growth without new ones).
- MRR
- Monthly Recurring Revenue of a subscription business.
- Fulfillment / Match Rate
- The share of requests that ended in a successful deal or ride; matching quality.
- Same-store sales
- Sales of existing locations (excluding new openings): honest chain growth.
- Guardrail metricsβ covered in a lesson
- Quality limits watched alongside the target metric; they catch gaming (Goodhartβs law).
- ACV
- Annual Contract Value β the average yearly value of one customerβs contract in B2B/SaaS.
- ARR
- Annual Recurring Revenue of a subscription business; ARR = MRR Γ 12.
- KYC
- Know Your Customer β verifying a customerβs identity when opening an account; mandatory in banking and fintech.
- Interchange
- The fee a payment network withholds from every card transaction; the main revenue source for neobanks.
- TPV
- Total Payment Volume β the total value of payments processed by a platform; fintechβs equivalent of GMV.
- SKU
- Stock Keeping Unit β a unique product listing in a catalog; assortment width is measured in SKUs.
- FBO
- Fulfillment by Operator β storage and shipping from the platformβs own warehouse rather than the sellerβs.
- GBV
- Gross Booking Value β the total value of services booked on a platform; travel/bookingβs equivalent of GMV.
- TAC
- Traffic Acquisition Cost β what a search engine pays partners for being the default search provider.
- ROAS
- Return on Ad Spend β revenue per dollar of ad spend.
- NPS
- Net Promoter Score β a loyalty index: the share of promoters minus the share of detractors.
- CPI
- Cost Per Install β the cost of one app install; a core acquisition metric in gaming and mobile.
- UA
- User Acquisition β the team, budget and channels responsible for bringing in new players or customers.
- F2P
- Free-to-Play β a model where the product is free for everyone, and a minority of paying users drives revenue.
- D1 / D7 / D30
- Retention on day 1 / 7 / 30: the share of users who return exactly that many days after installing.
- ETA
- Estimated Time of Arrival β how soon a courier, driver or order will arrive.
- LMS
- Learning Management System β a platform for running and tracking online courses.
- RPM
- Revenue Per Mille β revenue per thousand views; the core monetization metric for video creators.
- CPC
- Cost Per Click β the price of one click on an ad in an auction.
- SEM
- Search Engine Marketing β paid promotion in search results, as opposed to free SEO.
- Look-to-Book
- The share of search sessions that end in a booking; a key conversion metric in travel.
- Contribution margin
- Revenue minus variable cost per unit (an order, a ride); shows whether a platform earns on each transaction before fixed costs.
- Bookings
- The total of all player payments over a period before app-store fees; the core revenue metric of F2P games.
- Trial β Paid
- Conversion from a trial period to a paying subscriber.
- CTR
- Click-Through Rate β the share of viewers who clicked an ad, thumbnail or link.
- SEO
- Search Engine Optimization β free promotion in search results through site relevance and quality, as opposed to paid SEM.
- B2B / B2C
- Business-to-business / business-to-consumer β selling to companies or directly to end consumers.
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