Unit 2 Module Uiux
Unit 2 Module Uiux
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Perform rapid prototyping and testing: Prototyping and testing the product will quickly
identify problems and allow you to develop solutions. Prototyping and testing must be
continually performed during all stages of development to uncover all potential defects. If
thorough testing is not performed before product release, the testing will occur in the
user’s office. Encountering a series of problems early in system use will create a negative
first impression in the customer’s mind, and this may harden quickly, creating attitudes
that may be difficult to change. It is also much harder and more costly to fix a product
after its release.
Modify and iterate the design as much as necessary: While design will proceed
through a series of stages, problems detected in one stage may force the developer to
revisit a previous stage.. Establish user performance and acceptance criteria and continue
testing and modifying until all design goals are met.
Integrate the design of all the system components: The software, the documentation,
the help function, and training needs are all important elements of a graphical system or
Web site and all should be developed concurrently. Time will also exist for design trade-
offs to be thought out more carefully
2.2.3 Usability
The term usability used to describe the effectiveness of human performance. The term usability
is defined as ―the capability to be used by humans easily and effectively, where, easily =
to a specified level of subjective assessment, effectively = to a specified level of human
performance.‖
Common Usability Problems
Mandel (1994) lists the 10 most common usability problems in graphical systems as
reported by IBM usability specialists. They are:
Ambiguous menus and icons.
Languages that permit only single-direction movement through a system.
Input and direct manipulation limits.
Highlighting and selection limitations.
Unclear step sequences.
More steps to manage the interface than to perform tasks.
Complex linkage between and within applications.
Inadequate feedback and confirmation.
Lack of system anticipation and intelligence.
Inadequate error messages, help, tutorials, and documentation.
Some Practical Measures of Usability
Are people asking a lot of questions or often reaching for a manual?
Are frequent exasperation responses heard?
Are there many irrelevant actions being performed?
Are there many things to ignore?
Do a number of people want to use the product?
Some Objective Measures of Usability
Shackel (1991) presents the following more objective criteria for measuring usability.
How effective is the interface? Can the required range of tasks be accomplished:
At better than some required level of performance (for example, in terms of speed
and errors)?
By some required percentage of the specified target range of users?
Within some required proportion of the range of usage environments?
How learnable is the interface? Can the interface be learned:
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Within some specified time from commissioning and start of user training?
Based on some specified amount of training and user support?
Within some specified relearning time each time for intermittent users?
How flexible is the interface? Is it flexible enough to:
Allow some specified percentage variation in tasks and/or environments beyond
those first specified?
What are the attitudes of the users? Are they: Within acceptable levels of human
cost in terms of tiredness, discomfort, frustration, and personal effort?
Such that satisfaction causes continued and enhanced usage of the system?
The Design Team
Provide a balanced design team, including specialists in:
Development
Human factors
Visual design
Usability assessment
Documentation
Training
Know your user or client
To create a truly usable system, the designer must always do the following:
Understand how people interact with computers.
Understand the human characteristics important in design.
Identify the user’s level of knowledge and experience.
Identify the characteristics of the user’s needs, tasks, and jobs.
Identify the user’s psychological characteristics.
Identify the user’s physical characteristics.
Employ recommended methods for gaining understanding of users.
Why People Have Trouble with Computers
What makes a system difficult to use in the eyes of its user? Listed below are several contributing
factors that apply to traditional business systems.
Use of jargon.
Non-obvious design.
Non-obvious design.
Disparity in problem-solving strategies.
Design inconsistency.
Responses to Poor Design
Errors are a symptom of problems. The magnitude of errors in a computer- based system
has been found to be as high as 46 percent for commands, tasks, or transactions. Errors,
and other problems that befuddle one, lead to a variety of psychological and physical user
responses.
Psychological user responses are Confusion, Annoyance, Frustration, Panic or stress,
Boredom.
Physical user responses are Abandonment of the system, Partial use of the system,
Indirect use of the system, Modification of the task, Compensatory activity, Misuse of the
system, Direct programming.
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2.2.4 Important Human Characteristics In Design
1. Perception
Perception is our awareness and understanding of the elements and objects of our environment
through the physical sensation of our various senses, including sight, sound, smell, and so forth.
Perception is influenced, in part, by experience. Other perceptual characteristics include the
following:
Proximity. Our eyes and mind see objects as belonging together if they are near each
other in space.
Similarity. Our eyes and mind see objects as belonging together if they share a common
visual property, such as color, size, shape, brightness, or orientation.
Matching patterns. We respond similarly to the same shape in different sizes. The letters
of the alphabet, for example, possess the same meaning, regardless of physical size.
Succinctness. We see an object as having some perfect or simple shape because
perfection or simplicity is easier to remember.
Closure. Our perception is synthetic; it establishes meaningful wholes. If something does
not quite close itself, such as a circle, square, triangle, or word, we see it as closed
anyway.
Unity. Objects that form closed shapes are perceived as a group.
Continuity. Shortened lines may be automatically extended.
Balance. We desire stabilization or equilibrium in our viewing environment. Vertical,
horizontal, and right angles are the most visually satisfying and easiest to look at.
Expectancies. Perception is also influenced by expectancies; sometimes we perceive not
what is there but what we expect to be there. Missing a spelling mistake in proofreading
something we write is often an example of a perceptual expectancy error; we see not how
a word is spelled, but how we expect to see it spelled.
Context. Context, environment, and surroundings also influence individual perception.
For example, two drawn lines of the same length may look the same length or different
lengths, depending on the angle of adjacent lines or what other people have said about the
size of the lines.
Signals versus noise. Our sensing mechanisms are bombarded by many stimuli, some of
which are important and some of which are not. Important stimuli are called signals; those
that are not important or unwanted are called noise.
2. Memory
Memory is viewed as consisting of two components, long-term and short-term (or working)
memory.
Short-term, or working, memory receives information from either the senses or long-term
memory, but usually cannot receive both at once, the senses being processed separately.
Within short-term memory a limited amount of information processing takes place.
Information stored within it is variously thought to last from 10 to 30 seconds, with the
lower number being the most reasonable speculation. Knowledge, experience, and
familiarity govern the size and complexity of the information that can be remembered.
Long-term memory contains the knowledge we possess. Information received in short-
term memory is transferred to it and encoded within it, a process we call learning. It is a
complex process requiring some effort on our part. The learning process is improved if the
information being transferred from short-term memory has structure and is meaningful
and familiar. Learning is also improved through repetition. Unlike short-term memory,
with its distinct limitations, long-term memory capacity is thought to be unlimited. An
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important memory consideration, with significant implications for interface design, is the
difference in ability to recognize or recall words.
3. Sensory Storage
Sensory storage is the buffer where the automatic processing of information collected from our
senses takes place. It is an unconscious process, large, attentive to the environment, quick to
detect changes, and constantly being replaced by newly gathered stimuli. In a sense, it acts like
radar, constantly scanning the environment for things that are important to pass on to higher
memory.
Repeated and excessive stimulation can fatigue the sensory storage mechanism, making it
less attentive and unable to distinguish what is important (called habituation). Avoid
unnecessarily stressing it.
Design the interface so that all aspects and elements serve a definite purpose. Eliminating
interface noise will ensure that important things will be less likely to be missed.
4. Visual Acuity
The capacity of the eye to resolve details is called visual acuity. It is the phenomenon that
results in an object becoming more distinct as we turn our eyes toward it and rapidly
losing distinctness as we turn our eyes away—that is, as the visual angle from the point of
fixation increases.
It has been shown that relative visual acuity is approximately halved at a distance of 2.5
degrees from the point of eye fixation
The eye’s sensitivity increases for those characters closest to the fixation point (the ―0‖)
and decreases for those characters at the extreme edges of the circle (a 50/50 chance exists
for getting these characters correctly identified). This may be presumed to be a visual
―chunk‖ of a screen
5. Foveal and Peripheral Vision
Foveal vision is used to focus directly on something; peripheral vision senses anything in
the area surrounding the location we are looking at, but what is there cannot be clearly
resolved because of the limitations in visual acuity just described.
Foveal and peripheral vision maintain, at the same time, a cooperative and a competitive
relationship. Peripheral vision can aid a visual search, but can also be distracting.
In its cooperative nature, peripheral vision is thought to provide clues to where the eye
should go next in the visual search of a screen.
In its competitive nature, peripheral vision can compete with foveal vision for attention.
What is sensed in the periphery is passed on to our information- processing system along
with what is actively being viewed foveally.
6. Information Processing
The information that our senses collect that is deemed important enough to do something
about then has to be processed in some meaningful way.
There are two levels of information processing going on within us. One level, the highest
level, is identified with consciousness and working memory. It is limited, slow, and
sequential, and is used for reading and understanding.
In addition to this higher level, there exists a lower level of information processing, and
the limit of its capacity is unknown. This lower level processes familiar information
rapidly, in parallel with the higher level, and without conscious effort.
Both levels function simultaneously, the higher level performing reasoning and problem
solving, the lower level perceiving the physical form of information sensed.
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7. Mental Models
A mental model is simply an internal representation of a person’s current understanding of
something. Usually a person cannot describe this mental mode and most often is unaware
it even exists.
Mental models are gradually developed in order to understand something, explain things,
make decisions, do something, or interact with another person. Mental models also enable
a person to predict the actions necessary to do things if the action has been forgotten or
has not yet been encountered.
A person already familiar with one computer system will bring to another system a mental
model containing specific visual and usage expectations. If the new system complies with
already-established models, it will be much easier to learn and use.
The key to forming a transferable mental model of a system is design consistency and
design standards.
8. Movement Control
Particularly important in screen design is Fitts’ Law (1954). This law states that:
The time to acquire a target is a function of the distance to and size of the target.
This simply means that the bigger the target is, or the closer the target is, the faster it will
be reached. The implications in screen design are:
Provide large objects for important functions.
Take advantage of the ―pinning‖ actions of the sides, top, bottom, and corners of the
screen.
9. Learning
Learning, as has been said, is the process of encoding in long-term memory information.
A design developed to minimize human learning time can greatly accelerate human
performance. People prefer to stick with what they know, and they prefer to jump in and
get started that is contained in short-term memory.
Learning can be enhanced if it:
Allows skills acquired in one situation to be used in another somewhat like it.
Design consistency accomplishes this.
Provides complete and prompt feedback.
Is phased, that is, it requires a person to know only the information needed at that
stage of the learning process.
10. Skill
The goal of human performance is to perform skillfully. To do so requires linking inputs
and responses into a sequence of action. The essence of skill is performance of actions or
movements in the correct time sequence with adequate precision.
Skills are hierarchical in nature, and many basic skills may be integrated to form
increasingly complex ones. Lower-order skills tend to become routine and may drop out
of consciousness.
11. Individual Differences
In reality, there is no average user. A complicating but very advantageous human
characteristic is that we all differ—in looks, feelings, motor abilities, intellectual abilities,
learning abilities and speed, and so on.
Individual differences complicate design because the design must permit people with
widely varying characteristics to satisfactorily and comfortably learn the task or job, or
use the Web site.
Multiple versions of a system can easily be created. Design must provide for the needs of
all potential users.
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2.3 HUMAN INTERACTION SPEEDS
2.3.1 Human Considerations in Design
KNOWLEDGE EXPERIENCE
Computer Literacy Highly technical or experienced, moderate computer
experience, or none.
System Experience High, moderate, or low knowledge of a particular system
and its methods of interaction.
Application Experience High, moderate, or low knowledge of similar systems.
Task Experience Level of knowledge of job and job tasks.
Other Systems job Use Frequent or infrequent use of other systems in doing
Education High school, college, or advanced degree.
Reading Level Less than 5th grade, 5th–12th, more than 12th grade
Typing Skill Expert (135 WPM), skilled (90 WPM), good (55 WPM),
Average (40 WPM), or "hunt and peck" (10 WPM). Native
Language or Culture English, another, or several.
JOB/TASK/NEED
Type of System Use Mandatory or discretionary use of the system
Frequency of Use Continual, frequent, occasional, or once-in-a-lifetime use
of system.
Task or Need Importance High, moderate, or low importance of the task
beingperformed.
Task Structure Repetitiveness or predictability of tasks being automated,
high, moderate, or low.
Social Interactions Verbal communication with another person required
or notrequired.
Primary Training Extensive or formal training, self-training through
manuals, or no training
Turnover Rate High, moderate, or low turnover rate for jobholders.
Job Category Executive, manager, professional, secretary, clerk
Lifestyle For Web e-commerce systems, includes hobbies,
recreational pursuits, and economic status.
PSYCHOLOGICAL CHARACTERISTICS
Attitude Positive, neutral, or negative feeling toward job or system
Motivation Low, moderate, or high due to interest or fear.
Patience Patience or impatience expected in accomplishing goal.
Expectations Kinds and reasonableness.
Stress Level High, some, or no stress generally resulting
from taskperformance.
Cognitive Style Verbal or spatial, analytic or intuitive, concrete or abstract.
PHYSICAL CHARACTERISTICS
Age Young, middle aged, or elderly
Gender Male or female.
Handedness Left, right, or ambidextrous.
Disabilities Blind, defective vision, deafness, motor handicap
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Human Interaction Speeds
The speed at which people can perform using various communication methods
has been studied by a number of researchers. The following, are summarized as
table below
Reading
Prose text: 250–300 words per minute.
Proofreading text on paper: 200 words per minute.
Proofreading text on a monitor: 180 words per minute.
Listening: 150–160 words per minute.
Speaking to a computer: 105 words per minute.
After recognition corrections: 25 words per minute.
Keying
Typewriter
Fast typist: 150 words per minute and higher.
Average typist: 60–70 words per minute.
Computer
Transcription: 33 words per minute.
Composition: 19 words per minute.
Two finger typists
Memorized text: 37 words per minute.
Copying text: 27 words per minute.
Hand printing
Memorized text: 31 words per minute.
Copying text: 22 words per minute.
Methods for Gaining an Understanding of Users
Gould (1988) suggests using the following kinds of techniques to gain an
understanding of users, their tasks and needs, the organization where they work,
and the environment where the system may be used.
Visit user locations, particularly if they are unfamiliar to you, to gain an
understanding of the user’s work environment.
Talk with users about their problems, difficulties, wishes, and what works
well now. Establish direct contact; avoid relying on intermediaries.
Observe users working or performing a task to see what they do, their
difficulties, and their problems.
Videotape users working or performing a task to illustrate and study
problems and difficulties.
Learn about the work organization where the system may be installed.
Have users think aloud as they do something to uncover details that may
not otherwise be solicited.
Try the job yourself. It may expose difficulties that are not known, or
expressed, by users.
Prepare surveys and questionnaires to obtain a larger sample of user
opinions.
Establish testable behavioral target goals to give management a measure
for what progress has been made and what is still required.
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Search and Navigation: UIs offer search functionalities and navigation menus to help
users find and access relevant information quickly. This can include searching for
products, documents, customer records, or specific data within a system.
Reporting and Analytics: Business UIs often include features for generating reports and
visualizing data through charts, graphs, and dashboards. Users can interact with these
elements to analyze business performance, track key metrics, and make informed
decisions.
Workflow Management: UIs enable the management and tracking of business processes
and workflows. Users can initiate, monitor, and manage tasks, approvals, and
notifications within a structured workflow environment.
Collaboration and Communication: UIs facilitate communication and collaboration
among team members or external stakeholders. This can include features like messaging,
file sharing, commenting, and real-time collaboration on documents or projects.
Customer Relationship Management (CRM): UIs in CRM systems provide
functionalities for managing customer interactions, tracking leads, managing sales
pipelines, and providing customer support. Users can access customer profiles, update
contact information, and manage sales activities.
Inventory Management: UIs in inventory management systems support functions such
as tracking stock levels, managing purchase orders, monitoring product movements, and
generating reports on inventory status.
Order Processing: UIs are used to handle the end-to-end order processing workflow,
including order placement, order tracking, invoicing, and fulfillment management. Users
can input and process orders, manage shipping details, and handle customer inquiries
related to orders.
Financial Management: UIs in financial systems provide functionalities for managing
budgets, expenses, invoices, and financial transactions. Users can enter financial data,
generate invoices, track payments, and perform financial analysis.
Human Resources (HR) Management: UIs in HR systems support functions like
employee onboarding, payroll management, leave tracking, performance evaluations, and
employee self-service. Users can access and update employee information, manage HR
processes, and perform administrative tasks.
These are just a few examples of how UI supports different business functions. The specific
features and functionalities will vary depending on the nature of the business and the software
application or website being used.
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vague or incomplete data. Here are some recommended direct methods for getting input
from users
Individual Face-to-Face Interview
A one-on-one visit with the user to obtain information. It may be structured or somewhat
open-ended.
A formal questionnaire should not be used, however. Useful topics to ask the user to
describe in an interview include:
The activities performed in completing a task or achieving a goal or objective.
The methods used to perform an activity.
What interactions exist with other people or systems?
It is also very useful to also uncover any:
Potential measures of system usability
Unmentioned exceptions to standard policies or procedures.
Relevant knowledge the user must possess to perform the activity.
Advantages
Advantages of a personal interview are that you can give the user your full
attention, can easily include follow-up questions to gain additional information,
will have more time to discuss topics in detail, and will derive a deeper
understanding of your users, their experiences, attitudes, beliefs, and desires.
Disadvantages
Disadvantages of interviews are that they can be costly and time- consuming to
conduct, and someone skilled in interviewing techniques should perform them.
Telephone Interview or Survey
A structured interview conducted via telephone.
Advantages
Arranging the interview in advance allows the user to prepare for it.
Telephone interviews are less expensive and less invasive than personal
interviews.
They can be used much more frequently and are extremely effective for very
specific information.
Disadvantage
It is impossible to gather contextual information, such as a description of the
working environment, replies may be easily influenced by the interviewer’s
comments, and body language cues are missing.
Also, it may be difficult to contact the right person for the telephone interview.
Traditional Focus Group
A small group of users and a moderator brought together to verbally discuss the
requirements.
The purpose of a focus group is to probe user’s experiences, attitudes, beliefs, and
desires, and to obtain their reactions to ideas or prototypes
Setting up focus group involves the following:
Establish the objectives of the session.
Select participants representing typical users, or potential users.
Write a script for the moderator to follow.
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Ask participants to provide a name for each grouping on the colored blank cards,
using words that the user would expect to see that would lead them to that particular
grouping.
Make a record of the groupings using the numbers on the back of each card.
Reshuffle the cards for the next session.
When finished, analyze the results looking for commonalities among the different
sorting sessions
2.5.2 Indirect Methods
An indirect method of requirements determination is one that places an intermediary between the
developer and the user. This intermediary may be electronic or another person
Problems of Indirect Method
First, there may be a filtering or distortion of the message, either intentional or
unintentional.
Next, the intermediary may not possess a complete, or current, understanding of user’s
needs, passing on an incomplete or incorrect message.
Finally, the intermediary may be a mechanism that discourages direct user- developer
contact for political reasons.
MIS Intermediary
A company representative defines the user’s goals and needs to designers and developers.
This representative may come from the Information Services department itself, or he or
she may be from the using department.
Paper Survey or Questionnaire
A survey or questionnaire is administered to a sample of users using traditional mail
methods to obtain their needs.
Advantage
Questionnaires have the potential to be used for a large target audience located
most anywhere, and are much cheaper than customer visits.
They generally, however, have a low return rate
Disadvantage
They may take a long time to collect and may be difficult to analyze.
Questionnaires should be composed mostly of closed questions
Questionnaires should be relatively short and created by someone experienced in
their design.
Electronic Survey or Questionnaire
A survey or questionnaire is administered to a sample of users using e-mail or the Web to
obtain their needs.
In creating an electronic survey:
Determine the survey objectives.
Determine where you will find the people to complete the survey.
Create a mix of multiple choice and open-ended questions requiring short answers
addressing the survey objectives.
Keep it short, about 10 items or less is preferable.
Keep it simple, requiring no more than 5–10 minutes to complete
Consider a follow-up more detailed survey, or surveys, called iterative surveys. Ask
people who complete and return the initial survey if they are willing to answer more
detailed questions. If so, create and send the more detailed survey.
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A third follow-up survey can also be designed to gather additional information about the
most important requirements and tasks
Iterative surveys, of course, take a longer time to complete.
Electronic Focus Group
A small group of users and a moderator discuss the requirements online using
workstations.
Advantages
Advantages of electronic focus groups over traditional focus groups are that the
discussion is less influenced by group dynamics; has a smaller chance of being
dominated by one or a few participants; can be anonymous, leading to more
honest comments and less caution in proposing new ideas
Disadvantages
The depth and richness of verbal discussions does not exist and the
communication enhancement aspects of seeing participant’s body language are
missing.
Marketing and Sales
Company representatives who regularly meet customers obtain suggestions or needs,
current and potential.
Support Line
Information collected by the unit that helps customers with day-to-day problems is
analyzed (Customer Support, Technical Support, Help Desk, etc.).
E-Mail or Bulletin Board
Problems, questions, and suggestions from users posted to a bulletin board or through e-
mail are analyzed.
User Group
Improvements are suggested by customer groups who convene periodically to discuss
software usage. They require careful planning.
Competitor Analyses
A review of competitor’s products or Web sites is used to gather ideas, uncover design
requirements and identify tasks.
Trade Show
Customers at a trade show are presented a mock-up or prototype and asked for
comments.
Other Media Analysis
An analysis of how other media, print or broadcast, present the process, information, or
subject matter of interest.
System Testing
New requirements and feedback are obtained from ongoing product testing
Requirements Collection Guidelines
Establish 4 to 6 different developer-user links.
Provide most reliance on direct links.
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system. When the user then encounters the system, his or her existing mental model will,
hopefully, mesh well with the system’s conceptual model.
2.6.4 Establish design standards or style guides.
Reflect the user’s mental model not the designer’s: A user will have different
expectations and levels of knowledge than the designer. So, the mental models of the user
and designer will be different. The user is concerned with the task to be performed, the
business objectives that must be fulfilled.
Draw physical analogies or present metaphors: Replicate what is familiar and well
known. Duplicate actions that are already well learned. A metaphor, to be effective, must
be widely applicable within an interface.
Comply with expectancies, habits, routines, and stereotypes: Use familiar
associations, avoiding the new and unfamiliar. With color, for example, accepted
meanings for red, yellow, and green are already well established. Use words and symbols
in their customary ways.
Provide action-response compatibility: All system responses should be compatible
with the actions that elicit them. Names of commands, for example, should reflect the
actions that will occur.
Make invisible parts and process of a system visible: New users of a system often
make erroneous or incomplete assumptions about what is invisible and develop a faulty
mental model. As more experience is gained, their mental models evolve to become more
accurate and complete.
Provide proper and correct feedback: Be generous in providing feedback. Keep a
person informed of what is happening, and what has happened, at all times, including:
Provide visible results of actions. o Display actions in progress.
Provide a continuous indication of status.
Present as much context information as possible.
Provide clear, constructive, and correct error messages.
2.6.5 Establish system usability design goals.
Ease of Use: The UI should be intuitive and easy to navigate, allowing users to perform
tasks quickly and without confusion. Minimize the learning curve by designing clear and
logical workflows and minimizing the need for extensive training.
Efficiency and Productivity: Aim to streamline business processes and maximize user
productivity. Reduce the number of steps and interactions required to complete tasks, and
provide shortcuts and efficient workflows to save time.
Clear and Consistent Design: Maintain a consistent design throughout the UI, including
visual elements, icons, buttons, and terminology. Use clear and concise language to
ensure users understand the system's functionalities and actions.
Responsiveness and Performance: Ensure that the UI responds quickly to user
interactions, minimizing delays and providing a smooth user experience. Optimize the
performance of the UI to prevent any lag or slow loading times.
Error Prevention and Recovery: Design the UI with a focus on error prevention by
providing clear instructions, validation mechanisms, and error handling. Offer users the
ability to recover from errors easily, with informative error messages and options to undo
or correct actions.
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