full hci
TRANSCRIPT
Chapter 1: What is interaction design?
Q1: Usability is broken down into _____A. 4 goalsB. 5 goalsC. 6 goalsD. 7 goals
P20
Q2: Effectiveness refers to _____A. how good a product is at doing what it is supposed to do.B. the way the product supports users in carrying out their tasks.C. the extent to which the product provides the right kind of functionally so that users can
do what they need or want to do.D. how easy a system is to learn to use.
P21
Q3: Efficiency refers to _____A. how good a product is at doing what it is supposed to do.B. the way the product supports users in carrying out their tasks.C. protecting the user from dangerous conditions and undesirable situations.D. the extent to which the product provides the right kind of functionally so that users can
do what they need or want to do.
P21
Q4: Safety refers to _____A. how good a product is at doing what it is supposed to do.B. protecting the user from dangerous conditions and undesirable situationsC. the extent to which the product provides the right kind of functionally so that users can
do what they need or want to do.D. how easy a product is to remember how to use, once learned.
P21
Q5: Utility refers to _____
A. how good a product is at doing what it is supposed to do.B. the way the product supports users in carrying out their tasks.C. the extent to which the product provides the right kind of functionally so that users can
do what they need or want to do.D. how easy a system is to learn to use.
P22
Q6: Learnability refers to _____A. the way the product supports users in carrying out their tasks.B. the extent to which the product provides the right kind of functionally so that users can
do what they need or want to do.C. how easy a system is to learn to use.D. how easy a product is to remember how to use, once learned.
P22
Q7: Memorability refers to _____A. how good a product is at doing what it is supposed to do.B. the way the product supports users in carrying out their tasks.C. how easy a system is to learn to use.D. how easy a product is to remember how to use, once learned.
P23
Q8: “Is the product capable of allowing people to learn, carry out their work efficiently, access the information they need, or buy the goods they want? “. Which usability goal is this question for?
A. EffectivenessB. EfficiencyC. UtilityD. Learnability
P21
Q9: “One users have learned how to use a product to carry out their tasks, can they sustain a high level of productivity?”. Which usability goal is this question for?
A. EffectivenessB. EfficiencyC. UtilityD. Memorability
P21
Q10: “What is the range of errors that are possible using the product and what measures are there to
permit users to recovery easily from them?”. Which usability goal is this question for?A. EffectivenessB. EfficiencyC. SafetyD. Utility
P21
Q11: “Does the product provide an appropriate set of functions that will enable users to carry out all their tasks in the way they want to do them?”. Which usability goal is this question for?
A. EfficiencyB. SafetyC. UtilityD. Learnability
P22
Q12: “Is it possible for the user to work out how to use the product by exploring the interface and trying out certain actions?”. Which usability goal is this question for?
A. EffectivenessB. UtilityC. LearnabilityD. Memorability
P23
Q13: “What kinds of interface support have been provide to help users remember how to carry out tasks, especially for products and operations they use infrequently?”. Which usability goal is this question for?
A. EffectivenessB. UtilityC. LearnabilityD. Memorability
P23
Q14: Which goals are concerned with how users experience an interactive product from their perspective?
A. Usability goalsB. User experience goals
P26
Q15: Which goals are concerned with assessing how useful or productive a system is from its own perspective?
A. Usability goalsB. User experience goals
P26
Q16: All usability and user experience goals will be relevant to the design and evaluation of an interactive product being developed.
A. TrueB. False
P27
Q17: Which sentence is true about design principles? (Choose two)A. They are intended to help designers explain and improve their design.B. They are intended to specify how to design an actual interface.C. They tell the designer how to design a particular icon or how to structure a web portal.D. They ensure that designers have provided certain features at an interface.
P29
Q18: _____ is about sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity.
A. VisibilityB. FeedbackC. ConstraintsD. ConsistencyE. Affordances
P31
Q19: _____ determine ways of restricting the kinds of user interaction that can take place at a given moment.
A. VisibilityB. FeedbackC. ConstraintsD. ConsistencyE. Affordances
P31
Q20: _____ refers to designing interfaces to have similar operations and use similar elements for
achieving similar tasks.A. VisibilityB. FeedbackC. ConstraintsD. ConsistencyE. Affordances
P32
Q21: _____ refers to an attribute of an object that allows people to know how to use it.A. VisibilityB. FeedbackC. ConstraintsD. ConsistencyE. Affordances
P33
Q22: According to Norman, how many kind of affordance are there?A. 1B. 2C. 3D. 4
P33
Q23: Introducing inconsistency can make it more difficult to learn an interface but in the long run can make it easier to use.
A. TrueB. False
P34
Q24: How many basic activities does the process of interaction design involve?A. 3B. 4C. 5D. 6
P17
Q25: You can design a user experience.A. TrueB. False
P15
Q26: What is the process order of interaction design?1. Identifying needs and establishing requirement for the user experience.2. Developing alternative designs that meet those requirement.3. Building interactive versions of the designs so that they can be communicated and assessed.4. Evaluating what is being built throughout the process and the user experience.
A. 1-2-3-4B. 1-2-4-3C. 3-4-1-2D. 3-4-2-1
P17
Q27: Interaction design is multidisciplinary, involving many inputs from wide-ranging disciplines and fields.
A. TrueB. False
P38
Q28: Interaction design is concerned with designing interactive products to support the way people communicate and interact in their everyday and working lives.
A. TrueB. False
P38
Chapter 2: Understanding and conceptualizing interaction
Q1: What is a conceptual model?E. A high-level description of how a system is organized and operatesF. A description of the user interface
P51
G. A framework of general concepts and their interrelationsH. A working strategy
Q2: In a nutshell, what do a conceptual model provide ?E. A working strategyF. A frame work of general concepts and their interrelationsG. None of aboveH. All of above
P51
Q3: What components that a conceptual model should comprise? (choose 3)E. The major metaphors and analogiesF. The concepts and the relationships between conceptsG. The mappingsH. The description of user interface
P52
Q4: What the major metaphors and analogies in conceptual model are used for?E. The major metaphors and analogies that are used to convey to the user how to
understand what a product is for and how to use it for an activityF. The major metaphors and analogies that help users to expose to through the product,
including the task-domain objects they create and manipulate, their attributes, and the operations that can be performed on them
G. The major metaphors and analogies show to users whether one object contains another, the relative importance of actions to others, and whether an object is part of another
P51
Q5: Which statement is not a one of benefits of conceptualizing a design in general terms early on in the design process encourages design teams:
E. To orient themselves towards asking specific kinds of questions about how the conceptual model will be understood by the targeted user
F. To become narrowly focused early onG. To establish a set of common terms they all understand and agree uponH. To reducing the chance of misunderstandings and confusion arising later on
P53
Q6: Which statements are the problems with interface metaphors? (choose 3)E. Break conventional and cultural rulesF. Conflict with design principlesG. Forces users to only understand the system in terms of metaphorsH. Cannot constrain designers in the way they conceptualize a problem space
P61,62
Q7: What is benefit of metaphor?E. Makes learning system easier.F. Help user understand the underlying conceptual model.G. Can be innovative and enable the realm of computers and their application to be made
more accessible to a greater diversity of user.H. All of above.
Q8: What is not in interaction types?E. ExploringF. ConversingG. InstructingH. Discovering
Q9: Which statement is incorrect about interaction types?E. Virtual object can be manipulated by moving, selecting, opening and closing them.F. Exploring involves users moving through virtual or physical environment.G. Instructing is a bad repetitive kinds of action performed on multiple object.H. Differs from instructing in that it more like two-way communication, with the system
acting like a partner rather than a machine that obeys orders.Q10: Which statement is correct about conceptual model?
E. A conceptual model is a low-level description of how a system is organized and operators.
F. Designers don’t need to first think about how system will appear to users.G. Conceptual provides a working strategy and a framework of general concepts and
their inter-relations
Q11: Which statement is incorrect about conversing?E. Differs from instructing in that it more like two-way communication, with the system
acting like a partner rather than a machine that obeys ordersF. Ranges from simple voice recognition menu driven systems to more complex ‘natural
language’ dialoguesG. A model is a simplification of some aspect of human–computer interaction intended to
make it easier for designers to predict and evaluate alternative designsH. Like having a conversation with another human
Q12: Why are Direct Manipulation (DM) interfaces so enjoyable (Choose 3)?E. Novices can learn the basic functionality quicklyF. Experienced users can work extremely rapidly to carry out a wide range of tasks, even
defining new functionsG. Users can immediately see if their actions are furthering their goals and if not do
something elseH. What users can do with it and the concepts they need to understand how to interact
with itQ13: What is true about manipulating
E. Issuing commands using keyboard and function keys and selecting options via menusF. Interacting with the system as if having a conversationG. Interacting with objects in a virtual or physical space by manipulating themH. Moving through a virtual environment or a physical space
Q14: What are not the core principles of direct manipulation?C. Continuous representation of objects and actions of interestD. Physical actions and button pressing instead of issuing commands with complex
syntaxE. Rapid reversible actions with immediate feedback on object of interestF. Involves users moving through virtual or physical environments
Q15: How many types of interaction designer can have with a product/system?C. 3D. 4E. 5F. 6
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Q16: Which statement is true about mode Exploring of interaction?C. Exploring of interaction involves users moving through virtual or physical environmentsD. Exploring of interaction involves manipulating objects and capitalizes on user’s
knowledge of how they do so in the physical worldE. Exploring of interaction is based on the idea of a person having a conversation with a
system, where the system acts as a dialog partnerF. Exploring of interaction describes how users carry out their tasks by telling the system
what to do
P75
Q17: The main benefit of instructing of interaction types is to support quick and efficient interaction.E. TrueF. False
Q18: Interaction types provide the way of thinking about how best to support the activities users will be doing when using a product or service
F. TrueG. False
Q19: Conversional model doesn’t allow users, especially novices and technophobes, to interact with the system in a way that is familiar
F. TrueG. False
Q20: Interaction types (e.g., conversing, instructing) provide a way of thinking about how best to support the activities users will be doing when using a product or service
F. TrueG. False
Q21: Theories, models, and frameworks provide another way of framing and informing design and
researchF. TrueG. False
Q22: A model is a simplification of some aspect of human–computer interaction intended to make it easier for designers to predict and evaluate alternative designs
E. TrueF. False
Q23: A framework is not a set of interrelated conceptsC. TrueD. False
Chapter 8: Data analysis, interpretation, and presentation
Q1: Which statement is INCORRECT about qualitative and quantitative?I. Quantitative data is data that is in the form of numbers, or that can easily be translated
into numbersJ. Quantitative analysis uses numerical methods to ascertain the magnitude, amount, or
size of somethingK. Qualitative data is data that is easy to measure, count, or express in numerical terms
in a sensible fashion (difficult to measure).L. Qualitative analysis focuses on the nature of something and can be represented by
themes, patterns, and stories
P356
Q2: Which step is not one of first steps in analyzing data?I. InterviewsJ. GatheringK. QuestionnairesL. Observation
P357-358
Q3: Which tool is not one of tools to support data analysis?I. N6J. SPSSK. Data RecoveryL. Observer Video-Pro
P387
Q4: Which is not one of main options in presenting the findings of data analysis?H. Using rigorous notationsI. Using storiesJ. Using activity theoryK. Summarizing the findings
(p.405-406)
Q5: What is one of the tasks which quantitative data analysis for interaction design usually involves?
I. Calculating percentagesJ. Calculating averagesK. All of othersL. None of others
(p.409)
Q6: Which is one kind of average in data analysis?I. MeanJ. ModeK. MedianL. All of others
(p.409)
Q7: Which is not one of theories that qualitative data analysis may be framed by?I. Scientific theoryJ. Grounded theoryK. Activity theoryL. Distributed cognition
(p.409-Summary)
Q8: Which is one of the things that graphical representations of quantitative data help in identifying?
I. PatternsJ. OutliersK. Overall view of the dataL. All of others
(p.409-Summary)
Q9:The first step in qualitative analysis is to gain an overall impression of the data and to start looking for patterns
I. TrueJ. False
(p.373).
Q10: Performing an activity theory (AT) analysis enables researchers and designers easy to identify the tensions in a workplace leading to specific needs for new technological tools.
H. TrueI. False
(p.404)
Q11: Which is not one of main steps in simple qualitative analysis?I. Identifying recurring patterns or themesJ. Categorizing dataK. Looking for critical incidentsL. Analyzing materials
(p.373 8.4)
Q12: According to Strauss and Corbin (1998), which are three aspects of “coding” in grounded theory?I. Open coding, Close coding, Axial codingJ. Open coding, Axial coding, Selective codingK. Axial coding, Close coding, Selective CodingL. Open coding, Close coding, Selective Coding
(p.389-Grounded theory)
Q13: Which is the right sort of levels from bottom to top in the original activity theory model?I. Activity, Action, OperationJ. Action, Operation, ActivityK. Operation, Action, ActivityL. Action, Activity, Operation
(p.400-Figure 8.18)
Q14: A grounded theory approach to analysis emphasizes the important role of empirical data in the derivation of theory
G. TrueH. False
(p.393)
Q15: According to Strauss and Corbin (1998), how many aspects of “coding” in grounded theory?G. 1H. 2I. 3J. 4
(p.389-Grounded theory)
Q16: Which is one of the things that graphical representations of quantitative data help in identifying?G. PatternsH. OutliersI. Overall view of the dataJ. All of others
(p.409-Summary)
Q17: What is step of first steps in analyzing data?G. InterviewsH. QuestionnairesI. ObservationJ. All of others
(p.357-358)
Q18: Which statement is true about the qualitative?H. Qualitative data is data that is difficult to measure, count, or express in numerical
terms in a sensible fashionI. Qualitative data is data that is in the form of numbers, or that can easily be translated
into numbers .J. Qualitative analysis uses numerical methods to ascertain the magnitude, amount, or
size of something
(p.356).
Q19: Which statement in interaction design is carried out for one of two purpose: to derive requirements for an interaction product, or to evaluate an interactive product under development?
H. broadly speakingI. data gatheringJ. analysisK. All of others
(p.405 - Presenting the findings)
Q20: A number of rigorous notations have been developed to analyze, capture, and present information for interaction design
H. TrueI. False
(p.405 )
Chapter 9: The process of interaction design
Q1: They are fundamental activities that are recognized in all design EXCEPT:M. Preparing the requirementsN. Understanding the requirementsO. Producing a design that satisfies the requirementsP. Evaluating the design
A (P.416)
Q2: Which is NOT true about Expectation management?M. Realistic expectationsN. Make the users active stakeholdersO. No surprises, no disappointmentsP. Communication, but no hype
B (P.419)
Q3: Which reasons for user involvement are important if the product is to be usable and used? (Choose 2)
M. Expectation ownershipN. OwnershipO. ManagementP. Expectation management
B, D (P.418)
Q4: Which kind of user involvement has constant input but lose touch with the rest of user group?L. Full - timeM. Part-timeN. Long termO. Short term
A (P.419)
Q5: Which kind of user involvement has patchy input and very stressful?
M. Full - timeN. Part-timeO. Long termP. Short term
B (P.419)
Q6: Which kind of user involvement is inconsistency across project life?M. Full - timeN. Part-timeO. Long termP. Short term
C (P.420)
Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group?M. Full - timeN. Part-timeO. Long termP. Short term
D (P.420)
Q8: Choose 3 principles that user-centered approach is based on.M. Empirical measurementN. Empirical designO. Early focus on users and task
A, B, D (P.425)
P. Iterative designQ9: Which basic activity in Interaction Design is fundamental to a user – centered approach?
K. Identifying needs and establishing requirementsL. Developing alternative designsM. Building interactive versions of the designsN. Evaluating designs
A (P.428)
Q10: Which basic activity in Interaction Design can be broken up into 2 sub-activities: Conceptual design and Physical design?
J. Identifying needs and establishing requirementsK. Developing alternative designsL. Building interactive versions of the designsM. Evaluating designs
B (P.429)
Q11: Which basic activity in Interaction Design creates interactive versions of the design to be built?M. Identifying needs and establishing requirementsN. Developing alternative designsO. Building interactive versions of the designsP. Evaluating designs
C (P.429)
Q12: Which basic activity in Interaction Design is the process of determining the usability and acceptability of a product or a design?
M. Identifying needs and establishing requirementsN. Developing alternative designsO. Building interactive versions of the designsP. Evaluating designs
D (P.429)
Q13: User is NOT a personM. Who interact directly with the productN. Who will be affected by the systemO. Who manage direct usersP. Who receive products from the system
B (P.430)
Q14: Stakeholder is a personI. Who test a systemJ. Who make the purchasing decisionK. Who have a direct or indirect influence on the system requirementsL. Who receive products from the system
C (P.430)
Q15: Users can tell you what they ‘need’ to help them achieve their goalsK. TrueL. False
B (P.432)
Q16: Choose the right answers (Choose 2)K. “Flair and creativity” means research and synthesis.L. “Flair and creativity” means look at similar products or look at very different products.M. “Seek inspiration” means research and synthesis.N. “Seek inspiration” means look at similar products or look at very different products.
A, D (P.433, 434)
Q17: Which is used to overcome potential client misunderstandings and to test the technical feasibility of a suggested design and its production?
K. PrototypingL. ProductM. Requirement specificationN. Design components
A (P.442)
Q18: Involving users in the design process helps with expectation management and feelings of ownership, but how and when to involve users is a matter of dispute.
K. TrueL. False
A (P.465)
Q19: Before you can begin to establish requirements, you must understand who the users are and what their goals are in using the product.
H. TrueI. False
A (P.465)
Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages.L. TrueM. False
A (P.465)
Q21: What are lifecycle models in software engineering? (Choose 4)A. WaterfallB. SpiralC. Rapid Applications Development(RAD)D. Agile developmentE. Star lifecycle model
A, B, C, D (P.449)
Q22: What is the waterfall lifecycle model of software development?A. Requirement, Design, Code, Test, MaintenanceB. Design, Requirement, Code, Test, MaintenanceC. Code, Requirement, Design, Test, MaintenanceD. Design, Code, Requirement, Test, Maintenance
A (P.450)
Q23: What is a basic RAD lifecycle model of software development?A. Project initiation, JAD workshops, Iterative design and build, Evaluate final system,
Implementation review.B. JAD workshops, Project initiation, Iterative design and build, Evaluate final system,
Implementation review.C. Iterative design and build, Project initiation, JAD workshops, Evaluate final system,
Implementation review.D. Iterative design and build, Project initiation, JAD workshops, Implementation review,
Evaluate final system.
A (P.452)
Q24: How many phases have a basis RAD lifecycle model?A. 5B. 6C. 7D. 8
A (P.452)
Q25: What is RAD lifecycle model?
A. Rapid Applications DevelopmentB. Rapid Asian DevelopmentC. Research Applications DevelopmentD. Research Asian Development
A (P.451)
Q26: What are lifecycle models in HCI? (Choose 3)A. The Star lifecycleB. The usability engineering lifecycleC. ISO 13407 ‘Human-centered design process for interactive systems” lifecycleD. The waterfall
A, B, C (P.458)
Q27: What is task of the usability engineering lifecycle?A. Requirement analysisB. Design/Testing/DevelopmentC. InstallationD. All of the others.
D (P.460)
Q28: What are the activities of a simple interaction design?A. Identify needs/establish requirementsB. (Re)DesignC. Build an interactive versionD. EvaluateE. All of the others.
E (P.448)
Q29: What are the principles of user-centered design (choose 3)?A. Early focus on users and tasksB. Empirical measurementC. Iterative designD. Interaction design
A, B, C (P.465)
Q30: What is not the human-centered design activity?
A. To understand and specify the context of useB. To specify the user and organizational requirementsC. To produce design solutions.D. To evaluate designs against requirementsE. None of the others.
E (P.463)
Q31: How many basic activities of interaction design?A. 4B. 3C. 2D. 1
p428
Q32: Identifying needs and establishing requirements for the user experience is one of the basic. activities of interaction design?
A. TrueB. False
p428
Q33: What is a user-centered approach?A. Early focus on users and tasks.B. Empirical measurement.C. Iterative designD. All of others
p425
Q34: what are the Early focus on users and tasks?A. Users’ tasks and goals re the driving force behind the developmentB. Users’ behavior and context of use are studied and the system is designed to support
themC. Users’ characteristics are captured and designed for.D. All of other
P426
Q35: Prototyping is a useful technique for facilitating user feedback on designs at all stages.
A. TrueB. False
P465
Q36: How many main usability goals you would like for your system?A. 1B. 2C. 3D. 4
p414
Q37: What is the value of prototyping?A. Save moneyB. Save timeC. Save so much effort and resourceD. No value!
P418
Q38: How many fundamental activities that are recognized in all design?A. 1B. 2C. 3D. 4
P416
Q39: What is involves in interaction design (choose 2)?A. understanding the requirements, producing a design and evaluating the designB. focus attention very clearly on users and their goalsC. producing a design, evaluating the design, checking and maintain
P416
Chapter 10: Identifying needs and establishing requirements
Q1: How many aims that we are trying to achieve in the requirements activity? (Page 474, line 3)Q. 1R. 2S. 3T. 4
Q2: In software engineering, What are two traditional different kinds of requirements.(Page 477)Q. Functional requirements and non-functional requirementsR. Functional requirements and Data requirementsS. Data requirements and Environmental requirementsT. Functional requirements and Environmental requirements
Q3: What is the common form of data gathering(Choose all answers that apply)Q. QuestionnairesR. ObservationS. InterviewsT. All of the others
Q4: Contextual inquiry rests on what main principles:P. Context, partnership, interpretations and focus.Q. Context, partnership and focus.R. Context, partnership and interpretationsS. Context, partnership, interpretations, visible and focus.
Q5: Task analysis is an umbrella term that covers techniques for investigating cognitive processes and physical actions, at a high level of abstraction and in minute detail.
Q. TrueR. False
Q6: A scenario is an “formal narrative descriptions”Q. TrueR. False
Q7: Interviews are used toQ. build a consensus view.R. reach a wider populationS. Understand the context of task performance.T. target specific user groups
Q8: Observations are used toQ. build a consensus view.R. reach a wider populationS. understand the context of task performance.
Q9: Questionnaires are used toO. build a consensus view.P. reach a wider populationQ. understand the context of task performance.R. target specific user groups
Q10: Focus groups are used toN. build a consensus view.O. reach a wider populationP. understand the context of task performance.Q. target specific user groups
Q11: What is the last phase in the requirement activity?Q. Identifying needs.R. Producing a set of stable requirements. – page 476S. Representing data.T. Analyzing and interpreting gathered data.
Q12: In practice, identifying needs and establishing requirements must be completely done before moving into design activities.
Q. TrueR. False – it is an iterative activity – page 476
Q13: Which of the following defines non-functional requirements?Q. Statements of services the system should provide.R. Constraints on the services or functions offered by the system. – page 477S. Requirements that come from the application domain of the system.
Q14: Choose the four aspects of the environment that must be considered when establishing requirements (Choose 4)
M. Physical environment.N. Social environment.O. Organizational environment.P. Contextual environment.Q. Technical environment. – page 477
Q15: Which are common task description types? (Choose 3)M. Scenarios.N. Stories.O. Use cases.P. Essential use cases. – page 505
Q16: Choose the correct statement:O. Use cases describe human activities in a story.P. Scenarios explicitly describe the use of software or other technological support to
achieve a task.Q. Use cases were developed to overcome the limitations of both scenarios and essential
use cases.R. Essential use cases represent abstractions from scenarios and try to avoid the
assumptions of an use case. – page 514Q17: An essential use case consists of (choose 3):
O. User intention.P. System responsibility description.Q. User actions description. – page 514R. System constraints description.
Q18: Essential use cases are more detailed than use cases.M. TrueN. False – page 514
Q19: What is the starting point of an HTA?J. User goal.K. System functionality.L. An available serviceM. User input.
Q20: Each step in an HTA has a corresponding plan.N. TrueO. False – page 516
P32
Chapter 11: Design, prototyping, and construction
Q1: Prototype is a limited representation of a design that allows users to interact with it and to explore its suitability. (p 530)
U. TrueV. False
Q2: Which of following are TRUE (choose 2): (p 576)U. Prototyping may be low fidelity (such as software-based) or high fidelity (such as
paper-based)V. High-fidelity prototypes may be vertical or horizontalW. Low-fidelity prototypes are hard to produceX. Low-fidelity prototypes are simple, cheap and quick produce
Q3: Two aspects of design activity (choose 2): (p 576)U. Image designV. Conceptual designW. Prototype designX. Physical designY. Framework designZ. Product design
Q4: Which of following is TRUE: (p 536)T. Low-fidelity prototype is useful for identifying market requirements while High-fidelity
prototype is not.U. High-fidelity prototype addresses screen layout issuesV. All of otherW. None of other
Q5: Which are NOT advantages of High-fidelity prototype (choose 2): (p 536)
S. Useful communication deviceT. Fully interactiveU. Look and feel of final productV. Clearly defines navigational schemeW. Time-consuming to createX. User-driven
Q6: There are two kinds of prototyping,these are physical prototyping and vertical prototypingS. TrueT. False(vertical and horizontal prototyping)
Q7: Which of following is FALSE: (p 538 + 539)U. Everything that has been learned through the iterated steps of prototyping and
evaluation needn’t be integrated to produce the final product.V. Evolutionary prototyping involves evolving a prototype into the final productW. Throwaway prototyping uses the prototypes as stepping stones towards the final
designX. If an evolutionary prototyping approach is to be taken, the prototypes should be
subjected to rigorous testing along the way.Q8: Which are keys guiding principles of conceptual design (choose 3): (p 540)
T. Iterate, iterate, and iterateU. Use High-fidelity prototyping to get rapid feedback (must be Low-fidelity prototyping)V. Keep an open mind but never forget the users and their context.W. Discuss ideas with other stakeholders as much as possible
Q9: Which of following is TRUE: (p 548 + 549)S. WIMP/GUI interface is the traditional desktop interface which uses windows, icons,
menus, and pointing device.T. Shareable interface includes multimedia presentations and virtual environments.U. Advanced graphical interface are a form of sensor-base interaction.V. All of other
W. None of otherQ10: Which of following is TRUE: (p 576)
R. Conceptual design is outline of what people can do with products and what concepts are needed to understand how to interact with it.
S. Physical design specifies the details of the designT. All of otherU. Should use Low-fidelity prototyping in conceptual design
Q11: Which is TRUE about Physical design:U. Physical design should not conflict with the user’s cognitive processes involved in
achieving the task.V. Physical design specifies the details of the design such as screen layout, and menu
structureW. All of otherX. None of other
Q12: Which of following is FALSE:S. Prototypes can be used in design to explore ideas (p 576)T. Scenarios are used for expressing proposed or imagined situations to help in
conceptual design (p554)U. Prototype are used for expressing proposed or imagined situations to help in
conceptual designV. Scenarios can be used in design to explore ideas (p 576)
Q13: Which of following are FALSE (choose 2):T. A storyboard is a sequence of actions or events that the user and the system go
through to achieve a task (p 558)U. A scenario is one story about how a product may be used to achieve the taskV. A storyboard is one story about how a product may be used to achieve the task.W. A scenario is a sequence of actions or events that the user and the system go through
to achieve a taskQ14: Card-base prototype can be generated from use case output from the requirement activity. (p 561)
R. TrueS. False
Q15: Which is NOT the Bodker’s roles that suggested for scenarios: (p 554)Q. As a basic for the early design (must be overall design)R. For technical implementationS. As a means of cooperation within design teamsT. As a means of cooperation across professional boundaries
Q16: There is no rigid border between conceptual design and physical design (p 551)S. TrueT. False
Q17: Which of following are examples of Low-fidelity prototyping (choose 4) (p 531 -> 535)S. StoryboardT. Index cardU. Concept cardV. Wizard of OzW. Sketching
Q18: Which is NOT one of interface types in HCI: (p 548 + 549)O. GUI interfaceP. Advanced graphical interfaceQ. Tangible interfaceR. End-user interfaceS. Shareable interface
Q19: A conceptual models concerned only one of interaction types such as instructing, conversing, manipulating, and exploring (p 547)
N. TrueO. False
Chapter 2: Understanding and conceptualizing interaction
Q1: What is a conceptual model?W. A high-level description of how a system is organized and operatesX. A description of the user interfaceY. A framework of general concepts and their interrelationsZ. A working strategy
P51
Q2: In a nutshell, what do a conceptual model provide ?Y. A working strategyZ. A frame work of general concepts and their interrelationsAA.None of aboveBB.All of above
P51
Q3: What components that a conceptual model should comprise? (choose 3)AA.The major metaphors and analogiesBB.The concepts and the relationships between conceptsCC. The mappingsDD. The description of user interface
P52
Q4: What the major metaphors and analogies in conceptual model are used for?X. The major metaphors and analogies that are used to convey to the user how to
understand what a product is for and how to use it for an activityY. The major metaphors and analogies that help users to expose to through the product,
including the task-domain objects they create and manipulate, their attributes, and the operations that can be performed on them
Z. The major metaphors and analogies show to users whether one object contains another, the relative importance of actions to others, and whether an object is part of another
P51
Q5: Which statement is not a one of benefits of conceptualizing a design in general terms early on in the design process encourages design teams:
Y. To orient themselves towards asking specific kinds of questions about how the conceptual model will be understood by the targeted user
Z. To become narrowly focused early onAA.To establish a set of common terms they all understand and agree uponBB.To reducing the chance of misunderstandings and confusion arising later on
P53
Q6: Which statements are the problems with interface metaphors? (choose 3)U. Break conventional and cultural rulesV. Conflict with design principlesW. Forces users to only understand the system in terms of metaphorsX. Cannot constrain designers in the way they conceptualize a problem space
P61,62
Q7: What is benefit of metaphor?Y. Makes learning system easier.Z. Help user understand the underlying conceptual model.AA.Can be innovative and enable the realm of computers and their application to be made
more accessible to a greater diversity of user.BB.All of above.
Q8: What is not in interaction types?X. ExploringY. ConversingZ. InstructingAA.Discovering
Q9: Which statement is incorrect about interaction types?X. Virtual object can be manipulated by moving, selecting, opening and closing them.Y. Exploring involves users moving through virtual or physical environment.Z. Instructing is a bad repetitive kinds of action performed on multiple object.
AA.Differs from instructing in that it more like two-way communication, with the system acting like a partner rather than a machine that obeys orders.
Q10: Which statement is correct about conceptual model?V. A conceptual model is a low-level description of how a system is organized and
operators.W. Designers don’t need to first think about how system will appear to users.X. Conceptual provides a working strategy and a framework of general concepts and
their inter-relationsQ11: Which statement is incorrect about conversing?
Y. Differs from instructing in that it more like two-way communication, with the system acting like a partner rather than a machine that obeys orders
Z. Ranges from simple voice recognition menu driven systems to more complex ‘natural language’ dialogues
AA.A model is a simplification of some aspect of human–computer interaction intended to make it easier for designers to predict and evaluate alternative designs
BB.Like having a conversation with another humanQ12: Why are Direct Manipulation (DM) interfaces so enjoyable (Choose 3)?
W. Novices can learn the basic functionality quicklyX. Experienced users can work extremely rapidly to carry out a wide range of tasks, even
defining new functionsY. Users can immediately see if their actions are furthering their goals and if not do
something elseZ. What users can do with it and the concepts they need to understand how to interact
with itQ13: What is true about manipulating
X. Issuing commands using keyboard and function keys and selecting options via menusY. Interacting with the system as if having a conversationZ. Interacting with objects in a virtual or physical space by manipulating themAA.Moving through a virtual environment or a physical space
Q14: What are not the core principles of direct manipulation?T. Continuous representation of objects and actions of interestU. Physical actions and button pressing instead of issuing commands with complex
syntaxV. Rapid reversible actions with immediate feedback on object of interestW. Involves users moving through virtual or physical environments
Q15: How many types of interaction designer can have with a product/system?U. 3V. 4W. 5X. 6
P64
Q16: Which statement is true about mode Exploring of interaction?U. Exploring of interaction involves users moving through virtual or physical environmentsV. Exploring of interaction involves manipulating objects and capitalizes on user’s
knowledge of how they do so in the physical worldW. Exploring of interaction is based on the idea of a person having a conversation with a
system, where the system acts as a dialog partnerX. Exploring of interaction describes how users carry out their tasks by telling the system
what to do
P75
Q17: The main benefit of instructing of interaction types is to support quick and efficient interaction.X. TrueY. False
Q18: Interaction types provide the way of thinking about how best to support the activities users will be doing when using a product or service
T. TrueU. False
Q19: Conversional model doesn’t allow users, especially novices and technophobes, to interact with the
system in a way that is familiarP. TrueQ. False
Q20: Interaction types (e.g., conversing, instructing) provide a way of thinking about how best to support the activities users will be doing when using a product or service
P. TrueQ. False
Q21: Theories, models, and frameworks provide another way of framing and informing design and research
J. TrueK. False
Q22: A model is a simplification of some aspect of human–computer interaction intended to make it easier for designers to predict and evaluate alternative designs
G. TrueH. False
Q23: A framework is not a set of interrelated conceptsE. TrueF. False
Chapter 8: Data analysis, interpretation, and presentation
Q1: Which statement is INCORRECT about qualitative and quantitative?AA.Quantitative data is data that is in the form of numbers, or that can easily be translated
into numbersBB.Quantitative analysis uses numerical methods to ascertain the magnitude, amount, or
size of somethingCC. Qualitative data is data that is easy to measure, count, or express in numerical
terms in a sensible fashion (difficult to measure).DD. Qualitative analysis focuses on the nature of something and can be
represented by themes, patterns, and stories
P356
Q2: Which step is not one of first steps in analyzing data?CC. InterviewsDD. GatheringEE.QuestionnairesFF. Observation
P357-358
Q3: Which tool is not one of tools to support data analysis?EE.N6FF. SPSSGG. Data RecoveryHH. Observer Video-Pro
P387
Q4: Which is not one of main options in presenting the findings of data analysis?AA.Using rigorous notationsBB.Using storiesCC. Using activity theoryDD. Summarizing the findings
(p.405-406)
Q5: What is one of the tasks which quantitative data analysis for interaction design usually involves?
CC. Calculating percentagesDD. Calculating averagesEE.All of othersFF. None of others
(p.409)
Q6: Which is one kind of average in data analysis?Y. MeanZ. ModeAA.MedianBB.All of others
(p.409)
Q7: Which is not one of theories that qualitative data analysis may be framed by?CC. Scientific theoryDD. Grounded theoryEE.Activity theoryFF. Distributed cognition
(p.409-Summary)
Q8: Which is one of the things that graphical representations of quantitative data help in identifying?BB.PatternsCC. OutliersDD. Overall view of the dataEE.All of others
(p.409-Summary)
Q9: The first step in qualitative analysis is to gain an overall impression of the data and to start looking for patterns
BB.TrueCC. False
(p.373).
Q10: Performing an activity theory (AT) analysis enables researchers and designers easy to identify the tensions in a workplace leading to specific needs for new technological tools.
Y. TrueZ. False
(p.404)
Q11: Which is not one of main steps in simple qualitative analysis?CC. Identifying recurring patterns or themesDD. Categorizing dataEE.Looking for critical incidentsFF. Analyzing materials
(p.373 8.4)
Q12: According to Strauss and Corbin (1998), which are three aspects of “coding” in grounded theory?AA.Open coding, Close coding, Axial codingBB.Open coding, Axial coding, Selective codingCC. Axial coding, Close coding, Selective CodingDD. Open coding, Close coding, Selective Coding
(p.389-Grounded theory)
Q13: Which is the right sort of levels from bottom to top in the original activity theory model?BB.Activity, Action, OperationCC. Action, Operation, ActivityDD. Operation, Action, ActivityEE.Action, Activity, Operation
(p.400-Figure 8.18)
Q14: A grounded theory approach to analysis emphasizes the important role of empirical data in the derivation of theory
X. TrueY. False
(p.393)
Q15: According to Strauss and Corbin (1998), how many aspects of “coding” in grounded theory?Y. 1Z. 2AA.3BB.4
(p.389-Grounded theory)
Q16: Which is one of the things that graphical representations of quantitative data help in identifying?Y. PatternsZ. OutliersAA.Overall view of the dataBB.All of others
(p.409-Summary)
Q17: What is step of first steps in analyzing data?Z. InterviewsAA.QuestionnairesBB.ObservationCC. All of others
(p.357-358)
Q18: Which statement is true about the qualitative?V. Qualitative data is data that is difficult to measure, count, or express in numerical
terms in a sensible fashion(p.356).
W. Qualitative data is data that is in the form of numbers, or that can easily be translated into numbers .
X. Qualitative analysis uses numerical methods to ascertain the magnitude, amount, or size of something
Q19: Which statement in interaction design is carried out for one of two purpose: to derive requirements for an interaction product, or to evaluate an interactive product under development?
R. broadly speakingS. data gatheringT. analysisU. All of others
(p.405 - Presenting the findings)
Q20: A number of rigorous notations have been developed to analyze, capture, and present information for interaction design
L. TrueM. False
(p.405 )
Chapter 9: The process of interaction design
Q1: They are fundamental activities that are recognized in all design EXCEPT:EE.Preparing the requirementsFF. Understanding the requirementsGG. Producing a design that satisfies the requirementsHH. Evaluating the design
A (P.416)
Q2: Which is NOT true about Expectation management?GG. Realistic expectationsHH. Make the users active stakeholdersII. No surprises, no disappointmentsJJ. Communication, but no hype
B (P.419)
Q3: Which reasons for user involvement are important if the product is to be usable and used? (Choose 2)
II. Expectation ownershipJJ. OwnershipKK.ManagementLL. Expectation management
B, D (P.418)
Q4: Which kind of user involvement has constant input but lose touch with the rest of user group?EE.Full - timeFF. Part-timeGG. Long termHH. Short term
A (P.419)
Q5: Which kind of user involvement has patchy input and very stressful?
GG. Full - timeHH. Part-timeII. Long termJJ. Short term
B (P.419)
Q6: Which kind of user involvement is inconsistency across project life?CC. Full - timeDD. Part-timeEE.Long termFF. Short term
C (P.420)
Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group?GG. Full - timeHH. Part-timeII. Long termJJ. Short term
D (P.420)
Q8: Choose 3 principles that user-centered approach is based on.FF. Empirical measurement A, B, D (P.425)
GG. Empirical designHH. Early focus on users and taskII. Iterative design
Q9: Which basic activity in Interaction Design is fundamental to a user – centered approach?DD. Identifying needs and establishing requirementsEE.Developing alternative designsFF. Building interactive versions of the designsGG. Evaluating designs
A (P.428)
Q10: Which basic activity in Interaction Design can be broken up into 2 sub-activities: Conceptual design and Physical design?
AA.Identifying needs and establishing requirementsBB.Developing alternative designsCC. Building interactive versions of the designsDD. Evaluating designs
B (P.429)
Q11: Which basic activity in Interaction Design creates interactive versions of the design to be built?GG. Identifying needs and establishing requirementsHH. Developing alternative designsII. Building interactive versions of the designsJJ. Evaluating designs
C (P.429)
Q12: Which basic activity in Interaction Design is the process of determining the usability and acceptability of a product or a design?
EE.Identifying needs and establishing requirementsFF. Developing alternative designsGG. Building interactive versions of the designsHH. Evaluating designs
D (P.429)
Q13: User is NOT a personFF. Who interact directly with the productGG. Who will be affected by the systemHH. Who manage direct usersII. Who receive products from the system
B (P.430)
Q14: Stakeholder is a personZ. Who test a systemAA.Who make the purchasing decisionBB.Who have a direct or indirect influence on the system requirementsCC. Who receive products from the system
C (P.430)
Q15: Users can tell you what they ‘need’ to help them achieve their goalsCC. TrueDD. False
B (P.432)
Q16: Choose the right answers (Choose 2)CC. “Flair and creativity” means research and synthesis.DD. “Flair and creativity” means look at similar products or look at very different
products.EE.“Seek inspiration” means research and synthesis.FF. “Seek inspiration” means look at similar products or look at very different products.
A, D (P.433, 434)
Q17: Which is used to overcome potential client misunderstandings and to test the technical feasibility of a suggested design and its production?
DD. PrototypingEE.ProductFF. Requirement specificationGG. Design components
A (P.442)
Q18: Involving users in the design process helps with expectation management and feelings of ownership, but how and when to involve users is a matter of dispute.
Y. TrueZ. False
A (P.465)
Q19: Before you can begin to establish requirements, you must understand who the users are and what their goals are in using the product.
R. TrueS. False
A (P.465)
Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages.V. TrueW. False
A (P.465)
Q21: What are lifecycle models in software engineering? (Choose 4)F. WaterfallG. SpiralH. Rapid Applications Development(RAD)I. Agile developmentJ. Star lifecycle model
A, B, C, D (P.449)
Q22: What is the waterfall lifecycle model of software development?E. Requirement, Design, Code, Test, MaintenanceF. Design, Requirement, Code, Test, MaintenanceG. Code, Requirement, Design, Test, MaintenanceH. Design, Code, Requirement, Test, Maintenance
A (P.450)
Q23: What is a basic RAD lifecycle model of software development?E. Project initiation, JAD workshops, Iterative design and build, Evaluate final system,
Implementation review.F. JAD workshops, Project initiation, Iterative design and build, Evaluate final system,
Implementation review.G. Iterative design and build, Project initiation, JAD workshops, Evaluate final system,
Implementation review.H. Iterative design and build, Project initiation, JAD workshops, Implementation review,
Evaluate final system.
A (P.452)
Q24: How many phases have a basis RAD lifecycle model?E. 5F. 6G. 7H. 8
A (P.452)
Q25: What is RAD lifecycle model?
E. Rapid Applications DevelopmentF. Rapid Asian DevelopmentG. Research Applications DevelopmentH. Research Asian Development
A (P.451)
Q26: What are lifecycle models in HCI? (Choose 3)E. The Star lifecycleF. The usability engineering lifecycleG. ISO 13407 ‘Human-centered design process for interactive systems” lifecycleH. The waterfall
A, B, C (P.458)
Q27: What is task of the usability engineering lifecycle?E. Requirement analysisF. Design/Testing/DevelopmentG. InstallationH. All of the others.
D (P.460)
Q28: What are the activities of a simple interaction design?F. Identify needs/establish requirementsG. (Re)DesignH. Build an interactive versionI. EvaluateJ. All of the others.
E (P.448)
Q29: What are the principles of user-centered design (choose 3)?E. Early focus on users and tasksF. Empirical measurementG. Iterative design
A, B, C (P.465)
H. Interaction designQ30: What is not the human-centered design activity?
F. To understand and specify the context of useG. To specify the user and organizational requirementsH. To produce design solutions.I. To evaluate designs against requirementsJ. None of the others.
E (P.463)
Q31: How many basic activities of interaction design?E. 4F. 3G. 2H. 1
p428
Q32: Identifying needs and establishing requirements for the user experience is one of the basic. activities of interaction design?
C. TrueD. False
p428
Q33: What is a user-centered approach?E. Early focus on users and tasks.F. Empirical measurement.G. Iterative designH. All of others
p425
Q34: what are the Early focus on users and tasks?E. Users’ tasks and goals re the driving force behind the developmentF. Users’ behavior and context of use are studied and the system is designed to support
themG. Users’ characteristics are captured and designed for.H. All of other
P426
Q35: Prototyping is a useful technique for facilitating user feedback on designs at all stages.
C. TrueD. False
P465
Q36: How many main usability goals you would like for your system?E. 1F. 2G. 3H. 4
p414
Q37: What is the value of prototyping?E. Save moneyF. Save timeG. Save so much effort and resourceH. No value!
P418
Q38: How many fundamental activities that are recognized in all design?E. 1F. 2G. 3H. 4
P416
Q39: What is involves in interaction design (choose 2)?D. understanding the requirements, producing a design and evaluating the designE. focus attention very clearly on users and their goalsF. producing a design, evaluating the design, checking and maintain
P416
Chapter 9: The process of interaction design
Q1: They are fundamental activities that are recognized in all design EXCEPT:II. Preparing the requirementsJJ. Understanding the requirementsKK.Producing a design that satisfies the requirementsLL. Evaluating the design
A (P.416)
Q2: Which is NOT true about Expectation management?KK.Realistic expectationsLL. Make the users active stakeholdersMM. No surprises, no disappointmentsNN. Communication, but no hype
B (P.419)
Q3: Which reasons for user involvement are important if the product is to be usable and used? (Choose 2)
MM. Expectation ownershipNN. OwnershipOO. ManagementPP.Expectation management
B, D (P.418)
Q4: Which kind of user involvement has constant input but lose touch with the rest of user group?II. Full - timeJJ. Part-timeKK.Long termLL. Short term
A (P.419)
Q5: Which kind of user involvement has patchy input and very stressful?
KK.Full - timeLL. Part-timeMM. Long termNN. Short term
B (P.419)
Q6: Which kind of user involvement is inconsistency across project life?GG. Full - timeHH. Part-timeII. Long termJJ. Short term
C (P.420)
Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group?KK.Full - timeLL. Part-timeMM. Long termNN. Short term
D (P.420)
Q8: Choose 3 principles that user-centered approach is based on.JJ. Empirical measurementKK.Empirical designLL. Early focus on users and taskMM. Iterative design
A, B, D (P.425)
Q9: Which basic activity in Interaction Design is fundamental to a user – centered approach?HH. Identifying needs and establishing requirementsII. Developing alternative designsJJ. Building interactive versions of the designsKK.Evaluating designs
A (P.428)
Q10: Which basic activity in Interaction Design can be broken up into 2 sub-activities: Conceptual design and Physical design?
EE.Identifying needs and establishing requirementsFF. Developing alternative designsGG. Building interactive versions of the designsHH. Evaluating designs
B (P.429)
Q11: Which basic activity in Interaction Design creates interactive versions of the design to be built?KK.Identifying needs and establishing requirements C (P.429)
LL. Developing alternative designsMM. Building interactive versions of the designsNN. Evaluating designs
Q12: Which basic activity in Interaction Design is the process of determining the usability and acceptability of a product or a design?
II. Identifying needs and establishing requirementsJJ. Developing alternative designsKK.Building interactive versions of the designsLL. Evaluating designs
D (P.429)
Q13: User is NOT a personJJ. Who interact directly with the productKK.Who will be affected by the systemLL. Who manage direct usersMM. Who receive products from the system
B (P.430)
Q14: Stakeholder is a personDD. Who test a systemEE.Who make the purchasing decisionFF. Who have a direct or indirect influence on the system requirementsGG. Who receive products from the system
C (P.430)
Q15: Users can tell you what they ‘need’ to help them achieve their goalsEE.TrueFF. False
B (P.432)
Q16: Choose the right answers (Choose 2)GG. “Flair and creativity” means research and synthesis.HH. “Flair and creativity” means look at similar products or look at very different
products.II. “Seek inspiration” means research and synthesis.JJ. “Seek inspiration” means look at similar products or look at very different products.
A, D (P.433, 434)
Q17: Which is used to overcome potential client misunderstandings and to test the technical feasibility of a suggested design and its production?
HH. PrototypingII. ProductJJ. Requirement specificationKK.Design components
A (P.442)
Q18: Involving users in the design process helps with expectation management and feelings of ownership, but how and when to involve users is a matter of dispute.
AA.TrueBB.False
A (P.465)
Q19: Before you can begin to establish requirements, you must understand who the users are and what their goals are in using the product.
T. TrueU. False
A (P.465)
Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages.X. TrueY. False
A (P.465)
Q21: What are lifecycle models in software engineering? (Choose 4)K. WaterfallL. SpiralM. Rapid Applications Development(RAD)N. Agile developmentO. Star lifecycle model
A, B, C, D (P.449)
Q22: What is the waterfall lifecycle model of software development?I. Requirement, Design, Code, Test, MaintenanceJ. Design, Requirement, Code, Test, MaintenanceK. Code, Requirement, Design, Test, Maintenance
A (P.450)
L. Design, Code, Requirement, Test, MaintenanceQ23: What is a basic RAD lifecycle model of software development?
I. Project initiation, JAD workshops, Iterative design and build, Evaluate final system, Implementation review.
J. JAD workshops, Project initiation, Iterative design and build, Evaluate final system, Implementation review.
K. Iterative design and build, Project initiation, JAD workshops, Evaluate final system, Implementation review.
L. Iterative design and build, Project initiation, JAD workshops, Implementation review, Evaluate final system.
A (P.452)
Q24: How many phases have a basis RAD lifecycle model?I. 5J. 6K. 7L. 8
A (P.452)
Q25: What is RAD lifecycle model?
I. Rapid Applications DevelopmentJ. Rapid Asian DevelopmentK. Research Applications DevelopmentL. Research Asian Development
A (P.451)
Q26: What are lifecycle models in HCI? (Choose 3)I. The Star lifecycleJ. The usability engineering lifecycleK. ISO 13407 ‘Human-centered design process for interactive systems” lifecycleL. The waterfall
A, B, C (P.458)
Q27: What is task of the usability engineering lifecycle?I. Requirement analysisJ. Design/Testing/DevelopmentK. InstallationL. All of the others.
D (P.460)
Q28: What are the activities of a simple interaction design?K. Identify needs/establish requirementsL. (Re)DesignM. Build an interactive versionN. EvaluateO. All of the others.
E (P.448)
Q29: What are the principles of user-centered design (choose 3)?I. Early focus on users and tasksJ. Empirical measurementK. Iterative designL. Interaction design
A, B, C (P.465)
Q30: What is not the human-centered design activity?K. To understand and specify the context of useL. To specify the user and organizational requirementsM. To produce design solutions.N. To evaluate designs against requirementsO. None of the others.
E (P.463)
Q31: How many basic activities of interaction design?I. 4J. 3K. 2L. 1
p428
Q32: Identifying needs and establishing requirements for the user experience is one of the basic. activities of interaction design?
E. True p428
F. FalseQ33: What is a user-centered approach?
I. Early focus on users and tasks.J. Empirical measurement.K. Iterative designL. All of others
p425
Q34: what are the Early focus on users and tasks?I. Users’ tasks and goals re the driving force behind the developmentJ. Users’ behavior and context of use are studied and the system is designed to support
themK. Users’ characteristics are captured and designed for.L. All of other
P426
Q35: Prototyping is a useful technique for facilitating user feedback on designs at all stages.
E. TrueF. False
P465
Q36: How many main usability goals you would like for your system?I. 1J. 2K. 3L. 4
p414
Q37: What is the value of prototyping?I. Save moneyJ. Save timeK. Save so much effort and resourceL. No value!
P418
Q38: How many fundamental activities that are recognized in all design?I. 1J. 2K. 3L. 4
P416
Q39: What is involves in interaction design (choose 2)?G. understanding the requirements, producing a design and evaluating the designH. focus attention very clearly on users and their goalsI. producing a design, evaluating the design, checking and maintain
P416
Chapter 11: Design, prototyping, and construction
Q1: Prototype is a limited representation of a design that allows users to interact with it and to explore its suitability. (p 530)
MM. TrueNN. False
Q2: Which of following are TRUE (choose 2): (p 576)OO. Prototyping may be low fidelity (such as software-based) or high fidelity (such
as paper-based)PP.High-fidelity prototypes may be vertical or horizontalQQ. Low-fidelity prototypes are hard to produceRR. Low-fidelity prototypes are simple, cheap and quick produce
Q3: Two aspects of design activity (choose 2): (p 576)QQ. Image designRR. Conceptual designSS.Prototype design
TT. Physical designUU. Framework designVV.Product design
Q4: Which of following is TRUE: (p 536)MM. Low-fidelity prototype is useful for identifying market requirements while High-
fidelity prototype is not.NN. High-fidelity prototype addresses screen layout issuesOO. All of otherPP.None of other
Q5: Which are NOT advantages of High-fidelity prototype (choose 2): (p 536)
OO. Useful communication devicePP.Fully interactiveQQ. Look and feel of final productRR. Clearly defines navigational schemeSS.Time-consuming to createTT. User-driven
Q6: There are two kinds of prototyping, these are physical prototyping and vertical prototypingKK.TrueLL. False (vertical and horizontal prototyping)
Q7: Which of following is FALSE: (p 538 + 539)OO. Everything that has been learned through the iterated steps of prototyping and
evaluation needn’t be integrated to produce the final product.PP.Evolutionary prototyping involves evolving a prototype into the final productQQ. Throwaway prototyping uses the prototypes as stepping stones towards the
final designRR. If an evolutionary prototyping approach is to be taken, the prototypes should be
subjected to rigorous testing along the way.Q8: Which are keys guiding principles of conceptual design (choose 3): (p 540)
NN. Iterate, iterate, and iterateOO. Use High-fidelity prototyping to get rapid feedback (must be Low-fidelity
prototyping)PP.Keep an open mind but never forget the users and their context.QQ. Discuss ideas with other stakeholders as much as possible
Q9: Which of following is TRUE: (p 548 + 549)LL. WIMP/GUI interface is the traditional desktop interface which uses windows, icons,
menus, and pointing device.MM. Shareable interface includes multimedia presentations and virtual
environments.NN. Advanced graphical interface are a form of sensor-base interaction.OO. All of otherPP.None of other
Q10: Which of following is TRUE: (p 576)II. Conceptual design is outline of what people can do with products and what concepts
are needed to understand how to interact with it.JJ. Physical design specifies the details of the designKK.All of otherLL. Should use Low-fidelity prototyping in conceptual design
Q11: Which is TRUE about Physical design:OO. Physical design should not conflict with the user’s cognitive processes involved
in achieving the task.PP.Physical design specifies the details of the design such as screen layout, and menu
structureQQ. All of otherRR. None of other
Q12: Which of following is FALSE:
MM. Prototypes can be used in design to explore ideas (p 576)NN. Scenarios are used for expressing proposed or imagined situations to help in
conceptual design (p554)OO. Prototype are used for expressing proposed or imagined situations to help in
conceptual designPP.Scenarios can be used in design to explore ideas (p 576)
Q13: Which of following are FALSE (choose 2):NN. A storyboard is a sequence of actions or events that the user and the system
go through to achieve a task (p 558)OO. A scenario is one story about how a product may be used to achieve the taskPP.A storyboard is one story about how a product may be used to achieve the task.QQ. A scenario is a sequence of actions or events that the user and the system go
through to achieve a taskQ14: Card-base prototype can be generated from use case output from the requirement activity. (p 561)
HH. TrueII. False
Q15: Which is NOT the Bodker’s roles that suggested for scenarios: (p 554)GG. As a basic for the early design (must be overall design)HH. For technical implementationII. As a means of cooperation within design teamsJJ. As a means of cooperation across professional boundaries
Q16: There is no rigid border between conceptual design and physical design (p 551)KK.TrueLL. False
Q17: Which of following are examples of Low-fidelity prototyping (choose 4) (p 531 -> 535)LL. StoryboardMM. Index cardNN. Concept cardOO. Wizard of OzPP.Sketching
Q18: Which is NOT one of interface types in HCI: (p 548 + 549)CC. GUI interfaceDD. Advanced graphical interfaceEE.Tangible interfaceFF. End-user interfaceGG. Shareable interface
Q19: A conceptual models concerned only one of interaction types such as instructing, conversing, manipulating, and exploring (p 547)
V. TrueW. False