Answer:
Compensatory hypertrophy is an increase in size of an organ or tissue after the organs and tissues are either damaged, removed, or cease to function.
Explanation:
Hypertrophy is the term used to describe an increase in cell size. If the enough number of cells in some organ hypertrophy, the whole organ will also hypertrophy.
Compensatory hypertrophy is an increase in size of an organ or tissue after the organs and tissues are either damaged, removed, or cease to function. It can take place in a number of human organs and tissues such as the liver, the kidneys, the heart, the spleen, the lungs, the pancreas etc.
A leaf is made up of many layers and is surrounded by two. Upper epidermis, mesophyll, bundle sheath, vein, mesophyll, lower epidermis, and guard cells.
A very large star of high luminosity and low surface temperature. Red giants are thought to be in a late stage of evolution when no hydrogen remains in the core to fuel nuclear fusion.
<span>It was the culmination of research in the 1930s and early 1940s at the Rockefeller Institute for Medical Research to purify and characterize the "transforming principle" responsible for the transformation phenomenon first described in Griffith's experiment of 1928: killed Streptococcus pneumoniae of the virulent strain type III-S, when injected along with living but non-virulent type II-R pneumococci, resulted in a deadly infection of type III-S pneumococci.</span>
Answer:
Explanation:
1. Visual design
Users can be distracted by the lack of visual design on a prototype because wireframes and other low-fidelity prototypes are very basic. This can cause users to comment on the lack of design and colour and distract both themselves and the researcher from the true goals of the project. The extent of this challenge depends on the level of detail within the prototype.
How to get around this: Ensure the user is aware at the start of a session that the website they are about to view is at an early stage of development and so does not look and feel like they may expect. The research may need to be explicit with some users and point out it is not the visual design that we are interested in for today.
2. Partial journeys
Prototypes often cover only partial user journeys, meaning that users may have to be dropped into a journey at a specific point and may lose the context of the overall task or what they would be coming on the site to do.
How to get around this: As well as creating tasks which set the context, consider including some time at the beginning of the session for users to explore the prototype as they would normally do on that website/app, without giving them long enough to discover the prototype journeys. Introductory questions can also be asked at the start of the session to position the user in the right frame of mind for what the prototype will allow them to do, therefore helping to provide some context alongside the task wording.