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Glossary

A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z

A

Accu-track

An accu-track asset is one for which you plan to monitor your usage so that you can determine (or improve) your usage rate for the need that the asset covers. When you add an asset, you set whether or not you want it to be accu-tracked on the More Asset Data page. (Assets are set to be accu-tracked by default, so normally you don't need to do anything.) When you set an asset to be accu-tracked, you'll get reminders to check the inventory level (or the remaining uses or the lifetime, depending on the asset type). Also, accu-track assets are shown by default on the Usage Rate Analysis report.

Acquire, Acquired date

You acquire an asset by purchasing it, receiving it as a gift, receiving it in trade, or otherwise obtaining it for your own use.

An asset's acquired date is the date on which you acquire the asset. For more details, see asset status or In Depth: The Life Cycle of an Asset.

Active, Activate, Activation date

An asset becomes active when you start using it.

An asset's activation date is the date on which you start using the asset. For durables, it really doesn't matter. For supplies and apparel, this is when you start depleting (using up) or wearing out the asset. For more details, see asset status or In Depth: The Life Cycle of an Asset.

Age, Aging

Your assets don't just sit there in inventory. They age. Supplies run out. Apparel wears out. Durables expire. MakeLifeEasy predicts the state of your assets by aging them. Each night, it predicts the "Days left" of each asset. That way, assets with low "Days left" will rise up on your shopping lists, so you'll know that you need to replace them.

Agents

An agent is someone who has one or more clients in MakeLifeEasy and who works to help those clients meet their goals and keep their needs fulfilled. Agents may provide services including expert advisement, shopping, etc.

Apparel (clothing)

Apparel is a nice highbrow word for clothing. Apparel is also a management type in MakeLifeEasy, because apparel is neither consumed (like supplies) nor durable, but something in between: it is re-usable. You can use each piece of apparel up to a certain point, then it is no longer suitable for its needed purpose (e.g., a business shirt), though it may be repurposable for wearing around the house, or maybe ultimately as a rag. MakeLifeEasy ages apparel using a number of uses, usage rate, and a lifetime.

Article

A specific type of a piece of clothing (e.g. shirt, suit, dress, shoes, etc.).

Asset

In MakeLifeEasy, anything and everything you own is an asset. After you buy a product, it becomes your asset. You buy an asset to cover a need. See also Basic Concepts: Assets.

Asset status

The state in which an asset exists in its "lifecycle". Basically, supplies start out in "Holding"(H) status, then become "Active" (A), then "Inactive" (I), then "Disposed" (D). The full lifecycle is described in In Depth: The Life Cycle of an Asset. See also Current assets.

Automatic sign-in ("Sign me in automatically")

Check this box to let MakeLifeEasy save your username and encrypted password on this computer (for MakeLifeEasy use only). Then you will be automatically signed in on this computer.

This option is recommended on your private computer(s). If this is a shared computer (at a store, library, school, cafe, etc.) then do not check this box.

NOTE:




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B

Best use

For a specific apparel asset, what is the best situation in which it can be used? Examples: See situation.

Browse, browsing

Browsing is the process of clicking through the tree of need folders to find a need. Contrast this with searching.

Buyer

A buyer is someone or someplace to which you sell assets or post them for sale. Often the buyer doesn't actually purchase the item, but acts as your intermediary to help you sell the item, such as an auction site.

Buying advice

See the Buying Advice report.


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C

Calling page

Some pages use popup windows to collect data or perform other actions. A page that pops up a window is called a "calling page". The calling page "calls" the popup window to get data or perform an action, and the popup window does its job and returns you to the calling page. Usually a popup window also returns some data (e.g., to a list) to the calling page.

Capsule

A capsule is a set of apparel items -- say six to twelve articles -- that, when used together in different combinations, can produce about twenty different looks (outfits). A capsule is often based on a suit and a set of separates (jackets, pants, skirts, etc.). For example, a capsule could consist of a basic suit, a jacket, a skirt, five tops, and two neck accessories. A set of just four capsules (based around four suits) can make about eighty different looks.

MakeLifeEasy helps you to build and maintain capsules using the "Add Many Wardrobe Needs" page, the "Capsule Manager" page, and the "Wardrobe Needs" list. Also see Working With Capsules.

Checkpoint, Checkpoint report

When you're accu-tracking an asset, you should check it's levels at one or more checkpoints, to adjust your usage rate if needed. Different checkpoints are more or less useful for certain asset types. The available checkpoints are:

Client

If you are a customer of MakeLifeEasy and you have an agent who works for you to meet your goals and keep your needs fulfilled, then you are a "client" of that agent.

Consume, Consumed, Consumable(s)

To consume an asset is to use it up. Supplies are also known as "consumed assets" or "consumables". The terms "supplies", "consumed assets" and "consumable" all have the same meaning in MakeLifeEasy. See also management types.

Cost per day

The amount of money spent each day to cover a need. Using Cost per day, you can rank your needs on a level playing field.

See also Cost per day in the introduction.

Count, count

In MakeLifeEasy, the word "count" has two meanings: as the number of entities in a product, and as a unit of measure for "discrete" items (e.g., a 500-count bottle of vitamins). We use "Count" (with a capital "C") for the former and "count" (with a small "c") for the latter.

Count is the number of entities in a product. Usually the Count is 1, but it's more if several entities are bundled together in a pack. For example, a 6-pack of 12 floz cans of soda has a Count of 6 when purchased. If 2 have already been consumed, it has a Count of 4. A 12-pack of baseballs has a Count of 12 when purchased. See also Size and In Depth: Entering Product Size.

count is a unit of measure used when weight, volume, length, or area won't do. See units.

Counting

See physical inventory.

Cover, coverage, covering

An asset "covers" a need when it fulfills the requirement for that need. For example, if you need citrus fruit, you can cover that need by buying oranges.

Current Asset(s)

Current assets include assets which are not "Done" or in a past-Done state (Pending Disposal or Disposed). Therefore current assets are those which are in one of the following states: Holding, Pending Active ("Active?"), Active, Paused, or Pending Done ("Done?"). See In Depth: The Life Cycle of an Asset for more information on the asset states.

Current Client

An agent can select a single client to work with at a point in time: to view their assets (inventory), needs (shopping list), etc. This client is the agent's "current client".


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D

Days left

Describes the amount of time an asset has left. Also describes the amount of time a need has left by collecting the days left of all the assets that cover it.

To repeat, here's the basic formula for the days left of a supply:

Days left = (Asset's amount left) / (Usage rate)

Pretty simple, but powerful. Here are some examples:

For a need covered by supplies or apparel, you can add up the days left of each of the assets that cover it to get the total days left of the need. Say you have a 4-pack of 32 floz bottles of spunch, and you use 4 floz/day. Then the need has 32 days left. If you buy another 4-pack, the need now has 64 days left.

De-activate, deactivate

See inactivate.

Department, dept

The department from which apparel is purchased (e.g. men's, women's, etc.). In the Image Management System, this is the top folder.

Durable, Durables

Durable assets don't run out and have a very large number of uses (e.g., furniture, appliances). See also management types.


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E

Entity

An entity is one single thing ...

An entity is an "individually wrapped" portion of a product: a single can, bottle, box, bar, etc.

In most cases an entity is the same thing as the product itself.

For example, for a single bottle of shampoo, the product is the bottle of shampoo and so is the entity. An entity is different from a product when the product's Count is greater than one. For example, for a six pack of soda, the product is the six pack, and the entity is a single can.

However, there's an exception to the above statement for products like vitamins, where there are "individually formed" portions of the product (capsules, tablets, pills, packets, softgels, sticks (of gum), etc.) within each "individually wrapped" portion. In this case you have a choice: you can use the "individually wrapped" portion (e.g. the bottle, box, etc.) or you can use the smaller, "individually formed" portion (the capsule, pill, etc.) Your choice depends on how you want to take physical inventory of the asset (e.g. by the bottle or by the pill) and other factors. See Size measures for more details.

Usually, you'll want to choose the smallest entity you can (e.g., pills), but you do have a choice. Regardless of which method is used, this equation must always be true: The total size of the product equals the count of entities multiplied by the size of each entity.

Experts

An expert is an agent with expertise in the relevant subject.

Expire

When an asset of any type (supply, durable, or apparel) has reached the end of its useful life (for purposes of covering the need for which it was acquired), it is expired. See also use up and wear out.

Expire Date

The expire date is the date of the end of the asset's lifetime. Note that supplies may run out before the expire date, and assets may wear out before the expire date.


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F

Filter, Filtering

Many MakeLifeEasy pages are used to view lists of data. Filtering a list means restricting the records that appear in the list based on conditions you choose ("filter conditions"). Some people call this "searching", but in MakeLifeEasy "searching" refers to finding records in the database based on one or more keywords. Also, some people call this "sorting", but in MakeLifeEasy sorting refers to displaying a set of records in a particular order. On many MakeLifeEasy pages, you have the ability to search, filter, and sort in any combination you choose, for maximum flexibility. See How To... Use list pages.

Folder

You can use folders to organize your needs into a need tree. Folders provide a useful way to organize the needs in your database, providing logical places to create and store your needs. A folder is either a top folder or a subfolder. A top folder often corresponds to a type of store; for example, "Food". A subfolder could be a store department, aisle, section, shelf, specific product type, or something else that helps you organize your needs. Here are some examples:

  • Health & Beauty >> Hair care (hair care is a subfolder; like a store aisle)
  • Food >> Beverages >> Colas (the last two are subfolders; like a store aisle and shelf)

    If it helps, you can use these store-type folders. But you'll probably have at least some folders of your very own; maybe something like this:

  • Health & Beauty >> Spring & Summer
  • Health & Beauty >> Fall & Winter

    Free-text

    Free-text fields allow you to enter any text, retricted only by length. The data entered does not have to be in any standard form (e.g. numbers or dates).


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    G


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    H


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    I

    Inactive, Inactivate, Inactivation date

    An asset will become inactive when you stop using it. There are two cases: First, an asset will become inactive when it reaches the end of its useful life. For durables, when the asset expires, it becomes inactive. For supplies, when the asset is depleted (used up) or expired, it becomes inactive. For apparel, when the asset is depleted (worn out) or expired, it becomes inactive. Also, an asset can become inactive because you choose to stop using it before it has reached the end of its useful life.

    An asset's inactivation date is the date on which you stop using the asset for good. (If it's only temporary, you pause the asset.) For more details, see asset status or In Depth: The Life Cycle of an Asset.

    Inherit, Inherited, Inheritance

    One of the more powerful features of MakeLifeEasy is that certain data is passed ("inherited") from one record to another. This saves you time and allows your application to learn from your past experience, and from the experience of other members, if you so choose.

    Here are the main cases where inventory management data is inherited in MakeLifeEasy:

    • When you create a new folder from a standard folder, the data is inherited from the standard folder to your new folder.
    • When you create a new folder under a folder (standard or custom), the data is inherited from the parent folder to your new folder.
    • When you create a new need (standard or custom), the data is inherited from the need's folder to the new need.
    • When you create a new asset, the data is inherited from the need to your new asset.
    • In some cases, data may be inherited from a previously used product to either a new need or a new asset or both.

    In most cases you can override the inheritance. You can do this when MakeLifeEasy displays the data to you before you save it, so that you can make changes.

    See also Override and Learning.

    ISBN

    See International Standard Book Number.

    International Standard Book Number

    The International Standard Book Number (ISBN) is the industry-standard unique identifier for books. The ISBN is 10 digits long. See also UPC.

    Inventory management data

    Inventory management data describes how an asset will exist and how you will use it, including the asset's lifetime, usage rate, and number of uses available. Inventory management data is specified for folders, needs, assets, and products, so that it can be inherited to simplify data loading and learned to improve how MakeLifeEasy works for you. See the Inventory Management Data Panel for details on the specific pieces of data used.

    Inventory status

    To be provided.


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    J


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    K

    Keywords

    Keywords are used to search for items (needs, assets, products, etc.) in your database. You can use the wildcard character (*) in keywords. For example, the keyword "wat*" will match with "watch", "water", and "watermelon".

    Kit

    To be provided.


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    L

    Last Check Date, Last Checked Date

    The date on which the status of an asset was last checked, that is, the last time you took a physical inventory of the asset. For example, if you verified that a box of Blue Rego was half used up on 6/1/02, then 6/1/02 is the last checked date of the asset.

    Lead Time(s)

    The lead time given for a need determines how soon it shows up on your shopping list before the assets covering it will be depleted (run out, wear out, expire, etc.)

    Learning

    One of the more powerful features of MakeLifeEasy is that you develop your own personal database of purchase and usage data, which you can use to improve your purchase and usage patterns. Over time, you and your database will "learn" about how you purchase and use products.

    One of the simplest ways MakeLifeEasy learns is by doing the opposite of inheritance: saving new data back "up" and "over" to your reference data. The inheritance feature copies your known data for new folders, needs, and assets. This is used as a starting point. But you can also do the opposite: when you learn more about how quickly you use assets, how many uses you get out of them, or how long they last, you can save this knowledge for future use by pushing it back up the tree.

    Another way MakeLifeEasy learns is by monitoring how you use assets, sensing how your usage rates will change, and suggesting intelligent changes to your usage rates. You can control this manually using the Usage Rate Analysis page.

    Also, keep in mind that this is only the first version of MakeLifeEasy. We've got several improvements in the works. Start building your database now for future analyses that we'll provide.

    Level check

    A level check is a check of an asset's inventory level (how much is left). This is sometimes called "taking inventory" or "physical inventory" Standard levels at which to check assets are provided by the checkpoint reports.

    Lifetime (Expires)

    An asset's lifetime is how long you expect it to last before it expires, becomes obsolete, goes out of style, or otherwise comes to the end of its usefulness.

    Likelihood To Sell

    This is a property of an asset that you assign: If you'd consider selling it, how likely would you be to sell it. If you're unsure, use a large likelyhood, say 80-100%. Be open-minded. You might be pleased with the results.

    Location

    The location of an asset specifies where the asset physically exists. Usually you don't need to specify a location for an asset or a need. You only need to specify a location for an asset if it's important that you know where it is.

    You can also specify a location for a need. This may be useful if you need the same thing at two different locations, and they are managed differently. However, it's usually better to pool these into a single need.


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    M

    Management Type

    The management type is used to determine how you want to age an asset.

    1. Durable assets don't run out and have a very large number of uses (e.g., furniture, appliances).
    2. Supplies are used up (e.g., groceries, drugstore products, copier paper, gasoline).
    3. Apparel assets have a limited number of uses (e.g. clothing, shoes, toner cartridges, some toys).

    You can also manage things that don't fit these names well, like services and re-used assets. For more details, see management types.

    Master shopping list

    Your master shopping list is just all of your individual shopping lists (by top folder) put together. Sometimes this is referred to as your "shopping lists". See shopping list.

    Merchant

    A merchant is someone who is in the business of selling products and services. A merchant is similar to a seller, but a seller can be anybody who sells you something.


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    N

    Need

    A need is an item that's on your shopping list, or will be in the future. See also Basic Concepts: Needs.

    Need consistency

    Need consistency refers to whether you've used a standard need for your own. Here are the codes for need consistency:

    -STD----------A standard need that you're not using
    -STD+mine-A standard need that you ARE using
    ---------mine-A NON-standard need that you're using

    In general, the more you can use standard needs, the better. You'll have access to more accurate shared data, and merchants can make you better offers. But everybody's different, so don't hesitate to use custom needs when you need them. Also, when you need custom needs, a good technique is to create them "below" standard folders. You can get most of the benefits of the standard folders that way.

    So, in general, try to use "-STD----------" or "-STD+mine-" folders and needs when creating new folders and needs, and reduce your "---------mine-" folders and needs in favor of "-STD+mine-" folders and needs when you can. See Standardizing Your Folders.

    Need status

    The state in which a need exists. The two main states are Active (A) and Inactive (I). See In Depth: The Life Cycle of a Need.

    Need tree

    Needs are arranged in a hierarchy of folders just as files are arranged on your computer...

    ...with one difference: you can have multiple needs with the same name at the same location in the tree, and they can have the same name as a single folder at that location. This allows you to have the same (named) need for different situations, and to have them next to a folder that holds more specific needs. For example, you can have this organization:

    • Health & beauty >> Shampoo (a Need) [this one is for mom]
    • Health & beauty >> Shampoo (a Need) [this one is for dad]
    • Health & beauty >> Shampoo >> Baby Shampoo (a Need) [this one is for baby]

    Here's some common terminology for hierarchies or "trees":

    • Folders at the first level are often called top folders.
    • A folder's parent (parent folder) exists one level above that folder in the tree.
    • A folder's child (child folders) or children exist(s) one level below that folder in the tree. This can also be called a subfolder.
    • A folder's siblings exist(s) at the same level as that folder in the tree, and have the same parent.
    • A folder's ancestors exist at some level above that folder in the tree.
    • A folder's descendants exist at some level below that folder in the tree.
    • A branch of a tree starts with an ancestor and contains all its descendants.
    • A leaf of a tree is a folder (or need) with no descendants (it's at the end of a branch).
    • If you delete an ancestor and all its descendants, you've pruned the tree.

    The "(no need)" need

    Your "(no need)" need is pre-created for you. It is a general-purpose need for assets you don't plan to re-order soon, if ever, like cars, furniture, appliances, electronics, etc. When entering those types of assets, you can just assign them to cover this need instead of creating an individual need for each asset.

    Notes

    Notes are freeform text that you can add to any record for your own use. Every type of record can hold notes, including receipts, receipt lines, products, assets, needs, etc.

    Since you have several places where you can store a note, try to "hang" your notes on the correct record type. For example, say a product you buy contains a potentially harmful additive. Hang that note on the Product, not the Asset, nor the Receipt, etc., so that you can always see the note when you want to repurchase that product.

    Number of Uses

    This is the number of times you can use an apparel asset before it becomes too "worn out" to cover your need for the asset. For example, a business suit may be worn 50 times before it is no longer suitable to be worn for important meetings. This depends heavily on your personal needs, usage patterns, judgement, and other factors.

    Notice

    See lead time.


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    O

    Offer

    A bid from a seller to cover one or more of your needs with one or more of their product or service offerings.

    An offer can be created by an agent.

    • Agents that do sell products (i.e. apparel sellers) can offer specific products from their stores.

    • Agents that don't sell products (e.g. image consultants) can suggest specific products from any seller. Then the client can buy the product from the seller.

    So an offer from a non-selling agent is really a "suggestion".

    Offline, Online

    "Offline" merchants are "brick and mortar" merchants, i.e., those "not on the internet". An offline receipt is one received from an offline merchant.

    "Online" merchants are internet merchants, i.e. those offering goods for sale on the World Wide Web. An online receipt is one received from an online merchant.

    Override

    In many cases inherited data (usually inventory management data) can be changed ("overridden") by viewing the data in a page and changing it before saving the data. See Inherit.


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    P

    Pause, Paused

    An asset becomes paused when you temporarily set it to a paused state. The asset will stop depleting until you re-activate it. For more details, see asset status or In Depth: The Life Cycle of an Asset.

    Person

    An asset's person specifies who owns or uses the asset. Similarly, a need's person specifies who has that need. Usually you don't need to specify a person for an asset or a need. It may be useful to assign a need to a specific person if you want to break down expenses by person or cost per day by person. A person is a specific type of user.

    Physical inventory

    Taking physical inventory is the process of checking how many assets you currently have. For example, say you've bought four bottles of shampoo. If you've elected to accu-track that asset, the Check Asset Levels < report will remind you when it's time to check when half is left. When you check your shampoo level and find that you have 2-1/2 bottles left, you've taken physical inventory of that asset. In other words, you physically went in and inventoried it.

    Popup page

    MakeLifeEasy often uses popup pages to collect data or perform other actions. Popup pages hide extra data fields until if/when you want to see them, or they allow you to quickly perform actions, like adding new records to lists. A page that pops up a window is called a calling page. The calling page "calls" the popup window to get data or perform an action, and the popup window does its job and returns you to the calling page. Usually a popup window also returns some data (e.g., to a list) to the calling page.

    Priority

    To be provided.

    Product

    A product is something offered by a merchant (a seller) for sale. After you buy a product, it becomes one of your assets. See also Size measures.

    Purpose

    This element is intended for future use. However, in the Image Management System, it's used to hold the capsule.

    An asset's purpose specifies what the asset can be used for. Usually it's not needed. Most assets have only one purpose throughout their lifetime, so you won't need to specify a purpose - it will be obvious. For now, you can use the purpose in any way that you like. See also repurposing an asset.


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    Q


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    R

    Receipt, Receipt Header

    A receipt consists of a header and one or more lines. The header contains overall data about the receipt, including the date, the seller, and notes.

    Receipt Line, Receipt Detail

    A receipt consists of a header and one or more lines. Each receipt line describes a specific product acquired on the receipt. The receipt line data includes the quantity purchased, product purchased, and total price paid for that line.

    Repurpose

    This feature will be provided in a future release.

    Reused, Reusable

    A more general term for an apparel asset is a reused asset, and in fact you can use the Apparel management type for any type of reused asset. Reused assets have a limited number of uses (e.g. clothing, shoes, toner cartridges, some toys). The terms "reused" and "reusable" have the same meaning in MakeLifeEasy. See also management types.


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    S

    Search, Searching

    You search for items (needs, assets, products, etc.) in your database by entering one or more keywords. MakeLifeEasy will find all items that contain the keyword(s) provided. You can use the wildcard character (*) in keywords. For example, the keyword "wat*" will match with "watch", "water", and "watermelon".

    See also browsing.

    Seller

    A seller is someone or someplace from which you acquire assets (e.g. buy something). For example, a seller can be a local store, an online store, an auctioneer, etc. See also merchant.

    Semi-Durable

    This is an old term for an apparel or reusable asset. This term is no longer used, though it may appear in MakeLifeEasy text. Just forget you heard it.

    Service

    A service is something that a seller does for you where you receive an intangible asset, but not a tangible asset. Examples include haircuts, oil changes (okay, you do get oil with this one), computer repair, etc. You can manage services using the durables management type.

    Shopping list

    A shopping list is a set of needs defined under a single top folder in your need tree. Sometimes we refer to your "shopping lists", which is all of these individual shopping lists put together, also called your master shopping list.

    Shopping schedule

    A shopping schedule defines the time pattern that you prefer to use to shop at a specific type of store (e.g. a grocery store, drugstore, etc.). MakeLifeEasy can synchronize your needs so that they tend to need fulfillment on your scheduled shopping dates, reducing the time you need to spend shopping.

    The purpose and use of these schedules is defined in How To... Use my shopping schedules.

    Sign out

    When you are done using MakeLifeEasy, you can just close your browser. This will end your session. You don't need to sign out. However, you can use sign out to turn off automatic sign in.

    Situation

    The "environment" in which a need exists. Examples:

    • You may decide you need a blue pin-striped suit for a "corporate" environment.
    • You may decide you need a checked sweater for a "business casual" environment.
    • You may decide you need a golf shirt for a "active/sportswear" environment.
    See also best use.

    Size

    Size is the starting amount of a supply entity available to consume. That is, it's the number and unit of measure for each individual entity in the product. For example, if you buy a 6-pack of 12 floz cans of cola, the size is "12 floz". For durables and apparel, the size is always "1 count". See also Count and In Depth: Entering Product Size.

    Size measures

    A unit price slice, entity, product, and asset may all contain different amounts. Here's the distinction:

    1. A unit price slice is the amount you could get for the store's advertised unit price (e.g. 1 oz).
    2. An entity is a single packaged item (e.g. a can, a box, etc.).
    3. A product is the packaged-up item the store has for sale (identified with a UPC on it).
    4. An asset is the batch of those products that you buy (often just one, but maybe more if you're stocking up).
    When you by 1 of a 1-pack product, the amount of the entity, product, and asset are the same. Here's a complicated case where all three are different:

    Say SuperClub sells 4-packs of 7 oz cans of Edge Shaving Gel, and you buy two. Here are the size measures for that situation:

    Size term: Example: Amount:
    Unit price slice 1 oz shaving gel 1 oz
    Entity 7 oz (can) Edge shaving gel 7 oz
    Product 4-pack of 7 oz cans Edge shaving gel 28 oz
    Asset 2  4-packs of 7 oz cans Edge shaving gel 56 oz

    More notes:
    1. The Total Count is the number of products purchased times the number of entities (e.g. cans) in the product. In this example, the total count is eight (=2*4).
    2. The Entity in this example is one can.

    See also Unit price slice, Entity, Product, and Asset.

    Subfolder

    A subfolder is a folder defined under a top folder in the need tree. Subfolders are often called just "folders". Subfolders are used to organize your needs within a top folder. For example, if you need mustard and ketchup, you can place them under the top folder "Food" and the subfolder "Condiments".

    Supplies

    Supplies are consumed or used up a portion at a time (e.g., groceries, drugstore products, copier paper, gasoline). See also management types.


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    T

    Top folder

    A top folder is a folder defined at the top level of the need tree. Often, but not always, a top folder is the name of a type of store. For example, here are some of the standard top folders provided in MakeLifeEasy: Apparel (Children's), Apparel (Men's), Apparel (Women's), Appliances, Art & decorations, Baby care, Cleaning, Computers, Food, Health & Beauty, Home Improvement, and Jewelry & valuables. You can create your own top folders, but use the standard folders as much as possible to organize your needs.

    Tree

    See need tree.

    Typical Rebuy Interval, TRI

    The Typical Rebuy Interval for a need is your usual, average time period between shopping trips to cover that need.

    If you enter a usage rate (for a need or an asset) in "1 asset(s) per time period", (for example, "1 asset(s) every 6 week(s)"), then that time period ("6 week(s)") is the "typical rebuy interval" (or "TRI") for the need. That is, if you use one asset every six weeks, you need to go shopping to cover that need every six weeks.

    Can you see that your "re-buy" rate of a need is, over time, the same as your usage rate? Unless you're stocking up (or using up a big pre-stocked inventory), you will use all the assets that you buy, so your "rate of buying" is the same as your "rate of using".

    Over time, a need's Typical Rebuy Interval (TRI) is the same as its usage rate.

    You may find it easier at first to enter an asset's usage rate using a typical rebuy interval. Then you can "refine" it later to a more precise "usage" format, with help from MakeLifeEasy. For example, you can enter a starting usage rate of "1 asset(s) every 6 week(s)" and later you can refine it to "2 oz every 1 day(s)", as MakeLifeEasy helps you to determine this more precise rate. In addition, another reason to "refine" the need's usage rate is to get accurate unit price data for supplies and apparel. See unit prices.

    See usage rate.


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    U

    Unit, units

    Units are the smallest element of measurement used to define the size of a product. Here's a table of the units used in MakeLifeEasy:

    Name Base
    Type
    Unit Price
    Units
    Factor To
    Unit Price
    Units
    countcountcount1
    flozvolumefloz1
    ftlengthyd0.3333333
    gweightoz0.03527396
    galvolumefloz128
    kgweightoz35.27396
    lbweightoz16
    litervolumefloz33.81402
    mcgweightoz0.00000003527396
    mgweightoz0.00003527396
    mlvolumefloz0.03381402
    mtrlengthyd1.093613
    ozweightoz1
    pintvolumefloz16
    quartvolumefloz32
    sqftareasqft1
    ydlengthyd1

    1. The Base Type defines the basic attribute being measured: either area, count, length, volume, or weight. All units with the same base type can be converted between one another. For more information, see the units compatibility table below.
    2. Note that "count" are the only units with a base type of "count"; that is, only "count" units can be converted to "count" units.
    3. The Unit Price Units are the units in which the unit price is specified. There is one standard Unit Price Units for each base type, and they are as follows: sqft for area, count for count, yd for length, floz for volume, and oz for weight. MakeLifeEasy performs all conversions to show unit prices in these standard units.
    4. The Factor to Unit Price Units is the number of Unit Price Units in the given unit. For example, 1 lb contains 16 oz.

    For more information:

    Unit prices

    The unit price of a product is the price of the product divided by the number of unit price slices in the asset. This is exactly the same way it's calculated by a store. The unit price of an asset is calculated the same way. The average unit price of covering a need is the average of the unit prices of the assets that have covered that need.

    NOTE: The need-level unit prices will only include assets with units having the same base type as the need's "usage rate units". If your need's "usage rate units" are in "asset(s)", you won't get accurate unit price data for supplies and apparel. To fix this, you can convert your need's "usage rate units" to specific units of measure (e.g., oz, floz, count, etc.). See typical rebuy interval.

    Unit Price Slice (a.k.a. Unit Price Quantum)

    See Size measures.

    Unit Price Units

    These are the units in which unit price is measured for an asset, and they are the same as your usage rate units. For example, if you set an asset's usage rate to be "2 floz/day", the asset's unit price units will be "floz", so you will get your usage price data in "$/floz" for this asset. See also Size measures.

    Unit price statistics

    To be provided.

    Units compatibility

    Here's the general rule for units compatibility:

    Product units are compatible with usage rate units having the same Base Type, and with usage rate units of "ENTITY(s)".

    This table is simply an expanded diagram of the rule. It shows which usage rate units can be used for the product units you provide.

    Management
    Type:
    Product
    Units
    Allowed:
    <=
    For these
    product
    units,
    use these
    usage rate
    units
    =>
    Usage Rate
    Units
    Allowed:
    DURABLES count => n/a
    APPAREL count => use(s)
    SUPPLIES Count-type:
    count
    (special cases only)
    => Count-type:
    count,
    and ENTITY(s)
    SUPPLIES Weight-type:
    g, kg, lb, mcg, mg, oz
    => Weight-type:
    g, kg, lb, mcg, mg, oz,
    and ENTITY(s)
    SUPPLIES Volume-type:
    floz, gal, liter, ml, pint, quart
    => Volume-type:
    floz, gal, liter, ml,
    pint, quart,
    and ENTITY(s)
    SUPPLIES Length-type:
    ft, mtr, yard
    => Length-type:
    ft, mtr, yard,
    and ENTITY(s)
    SUPPLIES Area-type:
    sqft
    => Area-type:
    sqft,
    and ENTITY(s)


    Universal Product Code (UPC)

    Universal product code (UPC) The Universal Product Code (UPC) is the industry-standard unique identifier used on all manner of goods for sale. Most consumer products have a 12-digit UPC. It's shown here in both numeric and bar code format. This is what the store's scanner reads.

    In MakeLifeEasy, use the number under the bar code including the numbers before and after the bar code on each side.

    See also ISBN.

    Use, Uses, Use(s)

    Every time you wear an apparel asset, you have used it.

    Usage Rate

    A usage rate is the rate at which you use up a supply or apparel (re-usable) asset. Supplies "run out" and apparel assets "wear out".

    The basic usage rate for a supply is always measured in "standard units/day". So, for example, your usage rate for milk will be measured in floz/day (that is, fluid ounces per day), because fluid ounces are the standard units for milk. However, you and/or MakeLifeEasy may easily convert this to other equivalent units, for example:

  • floz/year
  • gallons/year
  • half-gallon cartons per year

    Any or all of these different usage rates may be displayed in your buying advice and used to automatically buy new assets for you.

    The basic usage rate for an apparel (re-usable) item is always measured in "uses/day", and this may also be converted to equivalent values, for example, "uses/month".

    Note that durable assets are not used up or worn out (at least, not before they are expected to expire). So, durable assets don't have usage rates; they have lifetimes only.

    Your usage rates are a key element for providing automatic buying, freedom from shopping, and for learning to improve your purchasing and usage of products.

    See also usage rate units and typical rebuy interval.

    Use Up

    When there is no more of a supply-type asset available to cover the need for which it was acquired, it is used up. See also expire and wear out.

    User

    An asset's user specifies who or what uses the asset. Similarly, a need's user specifies who or what uses that need. A user is like a person, but can be more general, including a car, a pet, or anything that has needs. Usually you don't need to specify a user for an asset or a need. It may be useful to assign a need to a specific user if you want to break down expenses by user or cost per day by user. For example, it can be used to break down maintenance expenses by car.


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    V


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    W

    Wear Out

    When an apparel-type asset is no longer suitable to cover the need for which it was acquired, it is worn out. See also expire and use up.


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    X


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    Y


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    Z


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