"description":"The **MVI** `Model-View-Intent` pattern is a reactive architectural pattern, similar to **MVVM** and **MVP**, focusing on immutability and handling states in unidirectional cycles. The data flow is unidirectional: Intents update the Model's state through the `ViewModel`, and then the View reacts to the new state. This ensures a clear and predictable cycle between logic and the interface.\n\n* Model: Represents the UI state. It is immutable and contains all the necessary information to represent a screen.\n* View: Displays the UI state and receives the user's intentions.\n* Intent: The user's intentions trigger state updates, managed by the `ViewModel`.\n\nVisit the following resources to learn more:",
"description":"Environment variables can be used to customize various aspects of Terraform. You can set these variables to change the default behaviour of terraform such as increase verbosity, update log file path, set workspace, etc. Envrionment variables are optional and terraform does not need them by default.\n\nLearn more from the following resources:",
"description":"Validation rules can be used to specify custom validations to a variable. The motive of adding validation rules is to make the variable comply with the rules. The validation rules can be added using a `validation` block.\n\nLearn more from the following resources:",
"description":"B.J. Fogg, a renowned psychologist, and researcher at Stanford University, proposed the [Fogg Behavior Model (FBM)](https://www.behaviormodel.org/). This insightful model helps UX designers understand and influence user behavior by focusing on three core elements. These key factors are motivation, ability, and triggers.\n\n* **Motivation**: This element emphasizes the user's desire to perform a certain action or attain specific outcomes. Motivation can be linked to three core elements specified as sensation (pleasure/pain), anticipation (hope/fear), and social cohesion (belonging/rejection).\n \n* **Ability**: Ability refers to the user's capacity, both physical and mental, to perform desired actions. To enhance the ability of users, UX designers should follow the principle of simplicity. The easier it is to perform an action, the more likely users will engage with the product. Some factors to consider are time, financial resources, physical efforts, and cognitive load.\n \n* **Triggers**: Triggers are the cues, notifications, or prompts that signal users to take an action. For an action to occur, triggers should be presented at the right time when the user has adequate motivation and ability.\n \n\nUX designers should strive to find the balance between these three factors to facilitate the desired user behavior. By understanding your audience and their needs, implementing clear and concise triggers, and minimizing the effort required for action, the FBM can be an effective tool for designing user-centered products.",
"description":"B.J. Fogg, a renowned psychologist, and researcher at Stanford University, proposed the [Fogg Behavior Model (FBM)](https://www.behaviormodel.org/). This insightful model helps UX designers understand and influence user behavior by focusing on three core elements. These key factors are motivation, ability, and prompts.\n\n* **Motivation**: This element emphasizes the user's desire to perform a certain action or attain specific outcomes. Motivation can be linked to three core elements specified as sensation (pleasure/pain), anticipation (hope/fear), and social cohesion (belonging/rejection).\n \n* **Ability**: Ability refers to the user's capacity, both physical and mental, to perform desired actions. To enhance the ability of users, UX designers should follow the principle of simplicity. The easier it is to perform an action, the more likely users will engage with the product. Some factors to consider are time, financial resources, physical efforts, and cognitive load.\n \n* **Prompts**: Prompts are the cues, notifications, or triggers that signal users to take an action. For an action to occur, prompts should be presented at the right time when the user has adequate motivation and ability.\n \n\nUX designers should strive to find the balance between these three factors to facilitate the desired user behavior. By understanding your audience and their needs, implementing clear and concise prompts, and minimizing the effort required for action, the FBM can be an effective tool for designing user-centered products.",