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Welcome to the Design rules MCQs Page

Dive deep into the fascinating world of Design rules with our comprehensive set of Multiple-Choice Questions (MCQs). This page is dedicated to exploring the fundamental concepts and intricacies of Design rules, a crucial aspect of Human Computer Interaction. In this section, you will encounter a diverse range of MCQs that cover various aspects of Design rules, from the basic principles to advanced topics. Each question is thoughtfully crafted to challenge your knowledge and deepen your understanding of this critical subcategory within Human Computer Interaction.

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Check out the MCQs below to embark on an enriching journey through Design rules. Test your knowledge, expand your horizons, and solidify your grasp on this vital area of Human Computer Interaction.

Note: Each MCQ comes with multiple answer choices. Select the most appropriate option and test your understanding of Design rules. You can click on an option to test your knowledge before viewing the solution for a MCQ. Happy learning!

Design rules MCQs | Page 13 of 14

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Answer: (a).Providing clear mappings between user intentions and system controls Explanation:Bridging the gulfs of execution and evaluation means making clear what the system can do and how user actions achieve those system controls.
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Answer: (c).They should reflect the task, so a small movement has a small effect and a large movement has a large effect Explanation:Controls, sliders, and dials should reflect the task, meaning a small movement should have a small effect, and a large movement should have a large effect.
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Answer: (b).They make it impossible to do anything but the correct action in the correct way Explanation:Constraints, both natural and artificial, make it impossible to do anything but the correct action in the correct way, guiding the user in completing the task.
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Answer: (b).To anticipate the errors users could make and design recovery into the system Explanation:Designing for error means anticipating the errors users could make and designing recovery mechanisms into the system.
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Answer: (d).To enable users to learn mappings once and apply them consistently across systems Explanation:Standardization allows users to learn mappings once and apply them consistently across systems, making interactions more familiar and easier.
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Answer: (c).An invariant solution to a recurrent problem within a specific context Explanation:A pattern is an invariant solution to a recurrent problem within a specific context, capturing the common elements that hold between all instances of the solution.
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Answer: (c).To reuse successful design knowledge and solutions Explanation:Patterns allow designers to reuse successful design knowledge and solutions, providing abstracted solutions to common design problems.
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Answer: (d).The common elements that hold between all instances of the solution Explanation:The solution statement in a pattern describes the common elements that hold between all instances of the solution, but the specific implementation will depend on the circumstance and the designer's creativity.
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Answer: (b).Patterns capture only the invariant properties of good design, while design specifications provide step-by-step instructions. Explanation:Patterns capture only the invariant properties of good design, providing abstracted solutions to recurrent problems, while detailed design specifications offer specific step-by-step instructions.
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Answer: (b).Patterns reference each other, showing how they can be applied together in design. Explanation:Patterns are connected into a language when they reference each other, showing how they can be applied together in design. This creates a hierarchy and allows for a more comprehensive design approach.

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