| Term 
 | Definition 
 
        | 
Usability is the measure of the quality of a user’s experience when interacting with a product or system or: 
Usability is a quality attribute that assesses how easy user interfaces are to use |  | 
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        | Term 
 
        | What are 6 Usability factors? |  | Definition 
 
        | 
Fit for useEase of LearningEfficiency of useMemorabilityError frequency and severitySubject satisfaction |  | 
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        | Term 
 
        | What does it mean to be fit for use? |  | Definition 
 
        | System functions as expected |  | 
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        | Term 
 
        | What do we consider when looking at ease of learning? |  | Definition 
 
        | 
Do you expect to have to read a manual or the help?How much time are people prepared to invest in learning the system?What are peoples usability expectations for the system? |  | 
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        | Term 
 
        | What do we cosider when looking at error frequency and severity? |  | Definition 
 
        | 
How frequently do people make errors?What is the cost of the errors? |  | 
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        | Term 
 
        | What is the difference between a slip and a mistake? |  | Definition 
 
        | Slip: 
User understands system and goalKnow what action they want to takePerforms incorrect action Mistake: 
May not even have the right goal |  | 
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        | Term 
 
        | How can we prevent slips? |  | Definition 
 | 
        |  | 
        
        | Term 
 
        | How can we prevent mistakes? |  | Definition 
 
        | Make the system easier to understand. |  | 
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        | Term 
 
        | Why should we aim to provide subject satisfaction? |  | Definition 
 
        | If users like the interface:   
They will make less errors.They will persist longer when they are having problems. Aesthetics! How nice it looks is incredibly important in this respect. |  | 
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        | Term 
 
        | What are 3 types of usability evaluation? |  | Definition 
 
        | 
Heuristic evaluationPerformance measurementUsability studies |  | 
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        | Term 
 
        | What are heuristic evaluations performed? |  | Definition 
 
        | Usability experts using a predetermined set of criteria designed to measure the usability of a proposed design.   evaluator follows a scenario through the design and tests each step against the heuristic criteria.   evaluator makes recommendations to the design team either through a written document or during a team meeting. |  | 
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        | Term 
 
        | What is the first law of usability? |  | Definition 
 
        | Heuristic evaluation has only a 50% hit rate.   [image] |  | 
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        | Term 
 
        | What are Neilsen's Heuristics? |  | Definition 
 
        | 
Visibility of System StatusMatch between System and the Real WorldUser Control and FreedomConsistency and StandardsError PreventionRecognition Rather Than RecallFlexibility and Efficiency of UseAesthetic and Minimalist DesignHelp Users to Recognise, Diagnose, and Recover from ErrorsHelp and Documentation |  | 
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        | Term 
 
        | What is the Hick-Hyman law? |  | Definition 
 
        | The time it takes for a person to make a decision as a result of the possible choices. |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | Time to target depends on size and distance. |  | 
        |  | 
        
        | Term 
 
        | What is a usability study? |  | Definition 
 
        |   User test: 
Get real users to try to perform specified tasksObserve and recordAsk their opinionAnalyse results   |  | 
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        | Term 
 
        | When should we use usability tests? |  | Definition 
 
        | Early and often. The earlier those problems are found and fixed, the less expensive the fixes are. |  | 
        |  | 
        
        | Term 
 
        | When creating a usability test what should we do? |  | Definition 
 
        | Plan EVERYTHING! 
Use a templateFill in everything, even parts that are ocmpletely obvious |  | 
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        | Term 
 
        | How should we design our tasks when creating a usability test? |  | Definition 
 
        | 
Be specific!Record completion pathsStep through tasks yourself |  | 
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        | Term 
 
        | Why should we use questionnaires? |  | Definition 
 
        | 
Easiest way to gather satisfaction dataThere are several standard questionnaires  |  | 
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        | Term 
 
        | Should a usability test follow a script? |  | Definition 
 
        |   Yes! It should be scripted exactly. 
GreetingEthicsTask instructionsQuestionnaire   |  | 
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        | Term 
 
        | In regards to a usability test, how is a pilot test performed? |  | Definition 
 
        | 
Try the whole usability test out on one or two peopleAfter pilot fix obvious problemsRepeat |  | 
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        | Term 
 
        | How can we ensure we maintain professionalism during a usability test? |  | Definition 
 
        |   Treat participants with respect 
Assume they are not idiots, it is the software that is wrong Treat developers with respect 
They may have put their heart and soul into the product and worked overtime to get if finished for you to pull it apart Make sure your report is   
Fair and accurateTidyFree from grammar and spelling errors   |  | 
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        | Term 
 
        | What are the 4 basic parts of an action? |  | Definition 
 
        | 
Goal: we begin with some idea of what we want to happen; this is our goal.Execution: we must then execute an action in the world.World: to execute an action we must manipulate objects in the world.Evaluation: we must validate our action and compare the results with our goal |  | 
        |  | 
        
        | Term 
 
        | What are the 7 stages of the Execution/Evaluation action cycle (EEC)? |  | Definition 
 
        | 
GoalForm intention \Specify action   |>ExecutionExecute Action /Perceive world state     \Interpret perception      |>EvaluationEvaluate Interpretation / |  | 
        |  | 
        
        | Term 
 
        | Do goals specify particular actions? |  | Definition 
 
        |   Goal > Intention > Actions > Execution   |  | 
        |  | 
        
        | Term 
 
        | How do we evaluate the results of our actions? |  | Definition 
 
        | 
Perceive new stateInterpret what we perceiveEvaluate new state with goal |  | 
        |  | 
        
        | Term 
 
        | At what point is the EEC initiated? |  | Definition 
 
        | The EEC can be initiated at any point   Some goals are data-driven - initiated when an environmental event is perceived Others are goal-driven - initiated when the person conceives of a new goal
 |  | 
        |  | 
        
        | Term 
 
        | What is the Gulf of execution? |  | Definition 
 
        |   The gap between a user's goalfor action and the means to execute that goal.   |  | 
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        | Term 
 
        | What is the gulf of evaluation? |  | Definition 
 
        | The difficulty a user has in mapping the visuals and messages from the system back into his own mental model. |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | cognitive representation of something that defines a logical and believable estimation as to how a thing is constructed or how it functions. |  | 
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        | Term 
 
        | What are the features of a mental model? |  | Definition 
 
        | 
UnscientificPartialUnstableInconsistantPersonal |  | 
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        | Term 
 
        | Why are mental models usefull? |  | Definition 
 
        | Designs that align with a user’s mental model will be easier for him or her to use. |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | The concept of mapping describes how we make connections between things |  | 
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        | Term 
 
        | Why should we use mappings? |  | Definition 
 
        | Proper mapping can increase the usability of an interface.   Use natural mapping whenever possible. |  | 
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        | Term 
 
        | What is semantic distance? |  | Definition 
 
        | The distance between what people want to do and the meaning of an interface element. |  | 
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        | Term 
 
        | What is Articulatory Distance? |  | Definition 
 
        | The distance between the physical appearance of an interface element and what it actually means. |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | A quality of an object, or an environment, which allows an individual to perform an action. 
 (Norman considers an affordance to be a relationship between an object and a user, not a property of an object)
 |  | 
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        | Term 
 
        | What is Affordance confusion? |  | Definition 
 
        | When certain aspects of an object do not work in a way in which we assume they should. |  | 
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        | Term 
 
        | What are some fun facts about affordances? |  | Definition 
 
        |   
What may be an affordance to one person may not be to anotherThe perception of affordance fosters usabilityThe affordances a user may need must be presentAffordances must not contradict the user’sexpectations   |  | 
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        | Term 
 
        | When designing a use interface what should we focus on? |  | Definition 
 
        | Reducing the gulf of execution and the gulf of evaluation. |  | 
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        | Term 
 
        | What tools are involved in concetual design? |  | Definition 
 
        | 
BrainstormingCard sortSemantic networksPersonasScenariosFlowchartsCognitive walkthroughsUse cases |  | 
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        | Term 
 
        | What does conceptual design involve? |  | Definition 
 
        | 
Structuring the information spaceCreating alternative solutionsDetermining which design concept to pursue |  | 
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        | Term 
 
        | What can card sorting be used for? |  | Definition 
 
        |   
discover user-centered groupingsorganize the information collected in the discovery phasedefine groupings for menus, controls and Web page contentgenerate labels for menus, buttons and navigation links.   |  | 
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        | Term 
 
        | What are some of the advantages of Card sort? |  | Definition 
 
        | 
They are quick and easy to perform.They can be done before any preliminary designs have been made.They will let you know how people organize information.They will expose underlying structures. |  | 
        |  | 
        
        | Term 
 
        | What are some of the disadvantages of card sort? |  | Definition 
 
        | 
They only involve the elements that you have written on the cards.They suggest solutions that imply structures.They become difficult to navigate with more categories. |  | 
        |  | 
        
        | Term 
 
        | Waht is a semantic network? |  | Definition 
 
        | A semantic network is a web of concepts that are linked through association. |  | 
        |  | 
        
        | Term 
 
        | What are some of te advantages of semantic networks? |  | Definition 
 
        | 
They allow an easy way to explore the problem space.They provide a way to create clusters of related elements.They provide a graphical view of the problem space.They resonate with the ways in which people process information. |  | 
        |  | 
        
        | Term 
 
        | What are the disadvantages of a semantic network? |  | Definition 
 
        | 
They require knowledge of the problem space.They can lead beyond the problem space.There is no formal semantics for defining symbol meaning. |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | Personas are archetypes of actual users, defined by the user’s goals and attributes. |  | 
        |  | 
        
        | Term 
 
        | How are personas created? |  | Definition 
 
        | A persona is created by identifying the primary stakeholders and creating an identity based on the stakeholder profiles and other collection activities such as interviews and surveys. |  | 
        |  | 
        
        | Term 
 
        | What should personas include? |  | Definition 
 
        | 
A nameGoals and motivating forcesBehaviours and a personality |  | 
        |  | 
        
        | Term 
 
        | What are the advantages of personas? |  | Definition 
 
        | 
They are quick and easy to create.They provide a consistent model for all team members.They are easy to use with other design methods.They make the user real in the mind of the designer. |  | 
        |  | 
        
        | Term 
 
        | What are the disadvantages of personas? |  | Definition 
 
        | 
They can be difficult to create if the target audience is international.Having too many personas will make the work difficult.There is a risk of incorporating unsupported designer assumption. |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | A description of a typical task. |  | 
        |  | 
        
        | Term 
 
        | What does a scenario describe? |  | Definition 
 
        | 
The basic goalThe conditions that exist at the beginning of the taskThe activities in which the persona will engageThe outcomes of those activities |  | 
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        | Term 
 | Definition 
 
        | 
Simple network diagrams that identify the pages of a Web site and the navigational links between them Or even 
Sophisticated diagrams that capture conditional junctures and computational processes |  | 
        |  | 
        
        | Term 
 
        | What is a cognitive walkthrough? |  | Definition 
 
        | The evaluator takes the part of the primary stakeholder and tries to accomplish that stakeholder’s various tasks |  | 
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        | Term 
 
        | What does physical design involve? |  | Definition 
 
        | 
What it will look likeWhat components it will requireHow the screens will be laid out |  | 
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        | Term 
 
        | What tools are used at the physical design phase? |  | Definition 
 
        | 
Low-fidelity prototypesEvaluationsWireframesFunctional prototypes |  | 
        |  | 
        
        | Term 
 
        | What are the two types of low fidelity prototypes Neilsen distinguished between? |  | Definition 
 | 
        |  | 
        
        | Term 
 
        | What is the difference between a vertical prototype and a horizontal one? |  | Definition 
 
        | 
A horizontal prototype covers the breadth of functionalityA vertical prototype covers the depth of functionality |  | 
        |  | 
        
        | Term 
 
        | What are the 3 main criteria for low fidelity prototypes? |  | Definition 
 
        | 
Easy an inexpensive to makeFlexible enough to be constantly changes and rearrangedComplete enough to yield useful feedback about specific design options |  | 
        |  | 
        
        | Term 
 
        | What are the advantages of paper prototypes? |  | Definition 
 
        | 
People are more comfortable criticizing paper prototypesThey can be used early and often.They are inexpensive and easy to create.They make design ideas visual.No special knowledge is required; all team members can create them. |  | 
        |  | 
        
        | Term 
 
        | What are the disadvantages of paper prototypes? |  | Definition 
 
        | 
They are not interactive.They cannot be used to calculate response timings.They do not deal with interface issues such as color or font size |  | 
        |  | 
        
        | Term 
 
        | When should we begin evaluting our design? |  | Definition 
 
        | early in the design process. |  | 
        |  | 
        
        | Term 
 
        | What does the MacLeamy curve show? |  | Definition 
 
        | Design Effort/Effect vs. Time 
ability to impact cost and functional capabilitiescost of design changestraditional design processIntegrated Project Delivery Process IPD basically has its bump earlier |  | 
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        | Term 
 
        | What was Neilsens advice for usability evaluations? |  | Definition 
 
        | 
Use multiple independent evaluatorsUse observer to record evaluatorGo through interface several timesCompare interaction against list of heuristicsUse heuristics specific to designList heuristic problems and how the heuristic is violated |  | 
        |  | 
        
        | Term 
 
        | What are Shneiderman's 8 golden rules? |  | Definition 
 
        | 
Strive for consistencyEnable frequent users to use shortcutsOffer informative feedbackDesign dialogs to yield closureOffer error prevention and simple error handlingPermit easy reversal of actionsSupport internal locus of controlReduce short-term memory load |  | 
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        | Term 
 
        | What are Norman's 7 principles? |  | Definition 
 
        | 
Use both knowledge in the world and knowledge in the head.Simplify the structure of tasks.Make things visible: bridge the gulfs of Execution and Evaluation.Get the mappings right.Exploit the power of constraints, both natural and artificial. Design for error.When all else fails, standardize. |  | 
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        | Term 
 
        | What do wireframes define? |  | Definition 
 
        | 
Basic page layoutScreen components |  | 
        |  | 
        
        | Term 
 
        | How are wireframes developed? |  | Definition 
 
        | 
from flowcharts and paper prototypesbasically more evolved paper prototypes that include detailed information about the interface elements |  | 
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        | Term 
 
        | What can wireframes be used for? |  | Definition 
 
        | to create template layouts that can be used to impose a consistent structure throughout the interface. |  | 
        |  | 
        
        | Term 
 
        | In regards to wireframes, how should webpages be designed? |  | Definition 
 
        | 
Use layouts that are common to the domainUse flexible design for Web pages |  | 
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        | Term 
 
        | How does working in a standardized enviroment help us? |  | Definition 
 
        | Increases efficiency and promotes learning |  | 
        |  | 
        
        | Term 
 
        | What are functional prototypes? |  | Definition 
 
        | 
interactive prototypes that represent various degrees of functionality.can either be horizontal or vertical |  | 
        |  | 
        
        | Term 
 
        | In regards to Interface design, what are the benefits of high-level software tools? |  | Definition 
 
        | 
User interface independanceMethodology and NotationRapid prototypingSoftware support |  | 
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        | Term 
 
        | How do high-level software tools provide user interface independence? |  | Definition 
 
        | 
They separate interface design from internals.They enable multiple user interface strategies.They enable multiple-platform support.They establish the role of the user interface architect.They enforce standards |  | 
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        | Term 
 
        | How do high-level software tools provide the benefit of Methodoloy and Notation? |  | Definition 
 
        | 
They facilitate the development of design procedures.They help in finding ways to talk about design.They create project management. |  | 
        |  | 
        
        | Term 
 
        | How do high-level software tools provide the benefit of rapid prototyping? |  | Definition 
 
        | 
They make it possible to try out ideas very early.They make it possible to test, revise, test, revise, . . .They engage end users—managers and customers |  | 
        |  | 
        
        | Term 
 
        | How do high-level software tools provide the benefit of software support?
 |  | Definition 
 
        | 
They increase productivity.They offer constraint and consistency checks.They facilitate team approaches.They ease maintenance. |  | 
        |  | 
        
        | Term 
 
        | What do design principles do? |  | Definition 
 
        | 
Guide interaction designers and help them make decisions that are based on established criteriaThey do not prescribe specific outcomes; they function within the context of a particular design project. |  | 
        |  | 
        
        | Term 
 
        | What can design principles be used for? |  | Definition 
 
        | To determine if there are gulfs of execution or evaluation. |  | 
        |  | 
        
        | Term 
 
        | What design principles does the gulf of execution relate to? |  | Definition 
 
        | effectiveness principles. |  | 
        |  | 
        
        | Term 
 
        | What design principles does the gulf of evaluationrelate to? |  | Definition 
 | 
        |  | 
        
        | Term 
 
        | How does functionality become usefullness/effectiveness? |  | Definition 
 
        | 
Presentation filterComprehensibility BarrierEfficiency/usabilityLearnability barrier |  | 
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        | Term 
 
        | What are the components of a framework for design principles? |  | Definition 
 
        |   Usability Goals   
There are two main usability goals in the framework; comprehensibility and learnability. Design Principle Categories   
The framework also divides the design principles into twomain groups; efficiency principles and effectiveness principles. Format to Describe Design Principles   
The framework uses the format “serves the principle of … which promotes …” to describe the different principles.Familiarity serves the principle of memorability, whichpromotes usability.   |  | 
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        | Term 
 
        | In regards to usablity testing, what are the functionality requirements? |  | Definition 
 
        | The system must have adequate functionality for a particular task.
 |  | 
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        | Term 
 
        | In regards to usablity testing, what is the presentation filter? |  | Definition 
 
        | The functionality must be made accessible through the presentation filter (interface). |  | 
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        | Term 
 
        | In regards to usablity testing, how do we overcome the comprehensibility barrier? |  | Definition 
 
        | If the presentation is comprehensible, the comprehensibility barrier will be superseded.   This depends on the degree of efficiency/usability in the interface design. |  | 
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        | Term 
 
        | In regards to usability testing, how do we overcome the learnability barrier? |  | Definition 
 
        | If the interface is comprehensible it will be learnable, there is a direct relationship. |  | 
        |  | 
        
        | Term 
 
        | In regards to usability testing, how do we gain effectiveness/usefullness? |  | Definition 
 
        | If the user can learn the interface s/he can take advantage of the functionality and the interface will, therefore, be useful. |  | 
        |  | 
        
        | Term 
 
        | Why is comprehensibility important? |  | Definition 
 
        | 
An interface design that is easy to comprehend will be efficient and effective.If a user does not understand the interface it will be useless. |  | 
        |  | 
        
        | Term 
 
        | How is Comprehensibility achieved? |  | Definition 
 
        | it highly dependent on the way in which the interface communicates its functionality to the user. |  | 
        |  | 
        
        | Term 
 
        | How is learnibility achieved? |  | Definition 
 
        | it is is based on comprehensibility: if you can’t understand it, you can’t learn it.   An interface with high usability will be easier to learn |  | 
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        | Term 
 
        | What is the relationship between Comprehensibility and Learnabilty? |  | Definition 
 
        | recursive: we start with comprehensibility which affects learnability, which will in turn increase comprehensibility |  | 
        |  | 
        
        | Term 
 
        | What makes something effective/useful? |  | Definition 
 
        | Utility Safety
 Flexibility
 Stability
 |  | 
        |  | 
        
        | Term 
 
        | What makes something efficient/usable? |  | Definition 
 
        | Simplicity Memorability
 Predictability
 Visibility
 |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | the usefulness of a design. |  | 
        |  | 
        
        | Term 
 
        | What is the effectiveness goal? |  | Definition 
 
        | a design must fulfill the user’s needs by affording the required functionality. |  | 
        |  | 
        
        | Term 
 
        | In terms of design principles, what is utility? |  | Definition 
 
        | what the user can do with the system. |  | 
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        | Term 
 
        | In regards to design principles, why is safety important to effectiveness? |  | Definition 
 
        | If a design has a high degree of safety, it will prove more useful than a design that involves a high degree of risk. |  | 
        |  | 
        
        | Term 
 
        | How can recovery be implemented in interaction designs? |  | Definition 
 
        | By incorporating appropriate undo functionality and robust error recovery routines.
 |  | 
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        | Term 
 
        | In regard to design principles, what is the advantage of flexible tools? |  | Definition 
 
        | Can be used in multiple environments and may address diverse needs. |  | 
        |  |