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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 4 of 14

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Answer: (a).The user must know where to look for changes in the system's state. Explanation:The main issue with eventual honesty is that the user must know where to look for changes in the system's state, and if the user is not aware of where to find the changes, he may not notice them.
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Answer: (d).An observable and informative account of changes in the system's state Explanation:The principle of honesty aims to provide an observable and informative account of changes in the system's state, ensuring that users can assess the effects of past operations accurately.
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Answer: (c).The correlation between the user's existing knowledge and the knowledge required for effective interaction. Explanation:The principle of familiarity in an interactive system measures the correlation between the user's existing knowledge and the knowledge required for effective interaction. It relates to how well the system aligns with the user's previous experiences and knowledge.
Q34.
What term is used to describe the familiarity of an interactive system that makes the new technology more accessible to users with little experience in a certain domain?
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Answer: (d).Guessability Explanation:The term used to describe the familiarity of an interactive system that makes the new technology more accessible to users with little experience in a certain domain is "guessability."
Q35.
What concept suggests that there are intrinsic properties or affordances of any visual object that suggest how they can be manipulated?
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Answer: (c).Guessability Explanation:The concept that suggests there are intrinsic properties or affordances of any visual object that suggest how they can be manipulated is "guessability."
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Answer: (b).By correlating the user's existing knowledge with the knowledge required for interaction Explanation:Effective use of affordances in a graphical user interface enhances the familiarity of the interactive system by correlating the user's existing knowledge with the knowledge required for interaction. Affordances suggest how interface objects can be manipulated, making the system more familiar and user-friendly.
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Answer: (c).The user's ability to apply knowledge from one situation to another situation that is similar in some way. Explanation:The principle of generalizability in an interactive system supports the user's ability to apply knowledge from one situation to another situation that is similar in some way, leading to a more complete predictive model of the system for the user.
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Answer: (d).Increasing generalizability across a wide variety of applications within the same environment Explanation:One of the main advantages of standards and programming style guides is that they increase generalizability across a wide variety of applications within the same environment, allowing users to apply their knowledge consistently throughout the system.
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Answer: (a).Similar situations or similar task objectives Explanation:Consistency in an interactive system refers to the likeness in behavior arising from similar situations or similar task objectives.
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Answer: (a).Consistency is a single property that can be either satisfied or not satisfied, while other principles are relative to something else. Explanation:Consistency is a single property of an interactive system that can be either satisfied or not satisfied, while other principles like familiarity and generalizability depend on being applied relative to something else.

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