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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 8 of 14

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Answer: (b).The ability to undo the effects of previous interactions after recognizing an error. Explanation:Recoverability is the ability to reach a desired goal by undoing the effects of previous interactions after recognizing an error in the user's actions.
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Answer: (c).Forward error recovery involves negotiation towards the desired state, while backward error recovery attempts to undo the effects and return to a prior state. Explanation:Forward error recovery involves negotiating from the current state towards the desired state, while backward error recovery attempts to undo the effects of previous interactions and return to a prior state.
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Answer: (c).It reflects the amount of effort required to undo an effect in relation to the initial action. Explanation:The principle of commensurate effort states that the difficulty of undoing an effect should be proportional to the difficulty of performing the initial action. It ensures that recovery procedures are appropriately balanced in effort with the actions that led to the error.
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Answer: (d).The rate of communication between the system and the user. Explanation:Responsiveness measures the rate of communication between the system and the user, often expressed as response time, the duration the system takes to express state changes to the user.
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Answer: (c).It maintains consistency in response time for similar computational resources. Explanation:Response time stability refers to the invariance of response time for identical or similar computational resources. Consistency in response time is essential for users to anticipate system reactions and apply motor skills effectively.
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Answer: (b).To assess the completeness and adequacy of the system's task coverage. Explanation:Task conformance addresses both task completeness (coverage of all tasks of interest) and task adequacy (the user's understanding of the tasks). It evaluates whether the system supports all relevant tasks and if users can perform them as desired.
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Answer: (a).The level of system services mapped onto all computational tasks. Explanation:Task completeness refers to the extent to which the system services can be mapped onto all the user tasks identified during task analysis in the work domain.
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Answer: (b).To allow the user to define new tasks not previously conceived. Explanation:System services should be suitably general so that the user can define new tasks that were not previously conceived, thus accommodating unforeseen uses and functionalities.
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Answer: (a).Task conformance ensures that direct manipulation interfaces match user tasks. Explanation:Task conformance ensures that the tasks represented by direct manipulation interfaces (the separate world) match the tasks as understood by the user and supported by the system, ensuring successful user interactions.
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Answer: (b).To provide guidelines for building interactive systems. Explanation:Standards for interactive system design serve as guidelines to ensure that designers follow a set of rules while building interactive systems.

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