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Chapter 1: What is interaction design?

Q1: Usability is broken down into _____ A. 4 goals B. 5 goals C. 6 goals D. 7 goals 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. 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. 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 situations 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 product is to remember how to use, once learned. Q5: Utility refers to _____

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A. how good a product is at doing what it is supposed to do. P22 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. Q6: Learnability refers to _____ A. the way the product supports users in carrying out their tasks. P22 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. Q7: Memorability refers to _____ A. how good a product is at doing what it is supposed to do. P23 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. 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. Effectiveness P21 B. Efficiency C. Utility D. Learnability 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. Effectiveness P21 B. Efficiency C. Utility D. Memorability 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. Effectiveness P21 B. Efficiency C. Safety D. Utility 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. Efficiency P22 B. Safety C. Utility D. Learnability 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. Effectiveness P23 B. Utility C. Learnability D. Memorability 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. Effectiveness P23 B. Utility C. Learnability D. Memorability Q14: Which goals are concerned with how users experience an interactive product from their perspective? A. Usability goals P26 B. User experience goals Q15: Which goals are concerned with assessing how useful or productive a system is from its own perspective? A. Usability goals P26 B. User experience goals Q16: All usability and user experience goals will be relevant to the design and evaluation of an interactive product being developed. A. True P27 B. False Q17: Which sentence is true about design principles? (Choose two) A. They are intended to help designers explain and improve their design. P29 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. 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. Visibility P31 B. Feedback C. Constraints D. Consistency E. Affordances Q19: _____ determine ways of restricting the kinds of user interaction that can take place at a given moment. A. Visibility P31 B. Feedback C. Constraints D. Consistency E. Affordances Q20: _____ refers to designing interfaces to have similar operations and use similar elements for

achieving similar tasks. A. Visibility P32 B. Feedback C. Constraints D. Consistency E. Affordances Q21: _____ refers to an attribute of an object that allows people to know how to use it. A. Visibility P33 B. Feedback C. Constraints D. Consistency E. Affordances Q22: According to Norman, how many kind of affordance are there? A. 1 P33 B. 2 C. 3 D. 4 Q23: Introducing inconsistency can make it more difficult to learn an interface but in the long run can make it easier to use. A. True P34 B. False Q24: How many basic activities does the process of interaction design involve? A. 3 P17 B. 4 C. 5 D. 6 Q25: You can design a user experience. A. True P15 B. False 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. 1-2-3-4 P17 B. 1-2-4-3 C. 3-4-1-2 D. 3-4-2-1 Q27: Interaction design is multidisciplinary, involving many inputs from wide-ranging disciplines and fields. A. True P38 B. False Q28: Interaction design is concerned with designing interactive products to support the way people communicate and interact in their everyday and working lives. A. True P38 B. False

Chapter 2: Understanding and conceptualizing interaction


Q1: What is a conceptual model? E. A high-level description of how a system is organized and operates F. A description of the user interface

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G. A framework of general concepts and their interrelations H. A working strategy Q2: In a nutshell, what do a conceptual model provide ? E. A working strategy P51 F. A frame work of general concepts and their interrelations G. None of above H. All of above Q3: What components that a conceptual model should comprise? (choose 3) E. The major metaphors and analogies P52 F. The concepts and the relationships between concepts G. The mappings H. The description of user interface 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 P51 understand what a product is for and how to use it for an activity F. 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 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 P53 conceptual model will be understood by the targeted user F. To become narrowly focused early on G. To establish a set of common terms they all understand and agree upon H. To reducing the chance of misunderstandings and confusion arising later on Q6: Which statements are the problems with interface metaphors? (choose 3) E. Break conventional and cultural rules P61,62 F. Conflict with design principles G. Forces users to only understand the system in terms of metaphors H. Cannot constrain designers in the way they conceptualize a problem space 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. Exploring F. Conversing G. Instructing H. 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 dont 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 orders F. Ranges from simple voice recognition menu driven systems to more complex natural language dialogues G. A model is a simplification of some aspect of humancomputer interaction intended to make it easier for designers to predict and evaluate alternative designs H. 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 quickly F. Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new functions G. Users can immediately see if their actions are furthering their goals and if not do something else H. What users can do with it and the concepts they need to understand how to interact with it Q13: What is true about manipulating E. Issuing commands using keyboard and function keys and selecting options via menus F. Interacting with the system as if having a conversation G. Interacting with objects in a virtual or physical space by manipulating them H. 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 interest D. Physical actions and button pressing instead of issuing commands with complex syntax E. Rapid reversible actions with immediate feedback on object of interest F. Involves users moving through virtual or physical environments Q15: How many types of interaction designer can have with a product/system? C. 3 P64 D. 4 E. 5 F. 6 Q16: Which statement is true about mode Exploring of interaction? C. Exploring of interaction involves users moving through virtual or physical environments P75 D. Exploring of interaction involves manipulating objects and capitalizes on users knowledge of how they do so in the physical world E. Exploring of interaction is based on the idea of a person having a conversation with a system, where the system acts as a dialog partner F. Exploring of interaction describes how users carry out their tasks by telling the system what to do Q17: The main benefit of instructing of interaction types is to support quick and efficient interaction. E. True F. 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. True G. False Q19: Conversional model doesnt allow users, especially novices and technophobes, to interact with the system in a way that is familiar F. True G. 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. True G. False Q21: Theories, models, and frameworks provide another way of framing and informing design and

research F. True G. False Q22: A model is a simplification of some aspect of humancomputer interaction intended to make it easier for designers to predict and evaluate alternative designs E. True F. False Q23: A framework is not a set of interrelated concepts C. True D. 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 P356 into numbers J. Quantitative analysis uses numerical methods to ascertain the magnitude, amount, or size of something K. 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 Q2: Which step is not one of first steps in analyzing data? I. Interviews P357-358 J. Gathering K. Questionnaires L. Observation Q3: Which tool is not one of tools to support data analysis? I. N6 P387 J. SPSS K. Data Recovery L. Observer Video-Pro Q4: Which is not one of main options in presenting the findings of data analysis? H. Using rigorous notations (p.405-406) I. Using stories J. Using activity theory K. Summarizing the findings Q5: What is one of the tasks which quantitative data analysis for interaction design usually involves? I. Calculating percentages (p.409) J. Calculating averages K. All of others L. None of others Q6: Which is one kind of average in data analysis? I. Mean (p.409) J. Mode K. Median L. All of others Q7: Which is not one of theories that qualitative data analysis may be framed by? I. Scientific theory (p.409J. Grounded theory Summary) K. Activity theory L. Distributed cognition Q8: Which is one of the things that graphical representations of quantitative data help in identifying?

I. Patterns (p.409J. Outliers Summary) K. Overall view of the data L. All of others Q9:The first step in qualitative analysis is to gain an overall impression of the data and to start looking for patterns I. True (p.373). J. False 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. True (p.404) I. False Q11: Which is not one of main steps in simple qualitative analysis? I. Identifying recurring patterns or themes (p.373 8.4) J. Categorizing data K. Looking for critical incidents L. Analyzing materials Q12: According to Strauss and Corbin (1998), which are three aspects of coding in grounded theory? I. Open coding, Close coding, Axial coding (p.389J. Open coding, Axial coding, Selective coding Grounded K. Axial coding, Close coding, Selective Coding theory) L. Open coding, Close coding, Selective Coding Q13: Which is the right sort of levels from bottom to top in the original activity theory model? I. Activity, Action, Operation (p.400-Figure J. Action, Operation, Activity 8.18) K. Operation, Action, Activity L. Action, Activity, Operation Q14: A grounded theory approach to analysis emphasizes the important role of empirical data in the derivation of theory G. True (p.393) H. False Q15: According to Strauss and Corbin (1998), how many aspects of coding in grounded theory? G. 1 (p.389H. 2 Grounded I. 3 theory) J. 4 Q16: Which is one of the things that graphical representations of quantitative data help in identifying? G. Patterns (p.409H. Outliers Summary) I. Overall view of the data J. All of others Q17: What is step of first steps in analyzing data? G. Interviews (p.357-358) H. Questionnaires I. Observation J. All of others Q18: Which statement is true about the qualitative? H. Qualitative data is data that is difficult to measure, count, or express in numerical (p.356). terms in a sensible fashion I. 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 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 speaking (p.405 I. data gathering Presenting the J. analysis findings) K. All of others Q20: A number of rigorous notations have been developed to analyze, capture, and present information for interaction design H. True (p.405 ) I. False

Chapter 9: The process of interaction design


Q1: They are fundamental activities that are recognized in all design EXCEPT: M. Preparing the requirements A (P.416) N. Understanding the requirements O. Producing a design that satisfies the requirements P. Evaluating the design Q2: Which is NOT true about Expectation management? M. Realistic expectations B (P.419) N. Make the users active stakeholders O. No surprises, no disappointments P. Communication, but no hype Q3: Which reasons for user involvement are important if the product is to be usable and used? (Choose 2) M. Expectation ownership B, D (P.418) N. Ownership O. Management P. Expectation management Q4: Which kind of user involvement has constant input but lose touch with the rest of user group? L. Full - time A (P.419) M. Part-time N. Long term O. Short term Q5: Which kind of user involvement has patchy input and very stressful? M. Full - time B (P.419) N. Part-time O. Long term P. Short term Q6: Which kind of user involvement is inconsistency across project life? M. Full - time C (P.420) N. Part-time O. Long term P. Short term Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group? M. Full - time D (P.420) N. Part-time O. Long term P. Short term Q8: Choose 3 principles that user-centered approach is based on. M. Empirical measurement A, B, D (P.425) N. Empirical design O. Early focus on users and task

P. Iterative design Q9: Which basic activity in Interaction Design is fundamental to a user centered approach? K. Identifying needs and establishing requirements A (P.428) L. Developing alternative designs M. Building interactive versions of the designs N. Evaluating designs 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 requirements B (P.429) K. Developing alternative designs L. Building interactive versions of the designs M. Evaluating designs Q11: Which basic activity in Interaction Design creates interactive versions of the design to be built? M. Identifying needs and establishing requirements C (P.429) N. Developing alternative designs O. Building interactive versions of the designs P. Evaluating designs 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 requirements D (P.429) N. Developing alternative designs O. Building interactive versions of the designs P. Evaluating designs Q13: User is NOT a person M. Who interact directly with the product B (P.430) N. Who will be affected by the system O. Who manage direct users P. Who receive products from the system Q14: Stakeholder is a person I. Who test a system C (P.430) J. Who make the purchasing decision K. Who have a direct or indirect influence on the system requirements L. Who receive products from the system Q15: Users can tell you what they need to help them achieve their goals K. True B (P.432) L. False Q16: Choose the right answers (Choose 2) K. Flair and creativity means research and synthesis. A, D (P.433, L. Flair and creativity means look at similar products or look at very different products. 434) M. Seek inspiration means research and synthesis. N. Seek inspiration means look at similar products or look at very different products. Q17: Which is used to overcome potential client misunderstandings and to test the technical feasibility of a suggested design and its production? K. Prototyping A (P.442) L. Product M. Requirement specification N. Design components 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. True A (P.465) L. False 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. True A (P.465) I. False

Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages. L. True A (P.465) M. False Q21: What are lifecycle models in software engineering? (Choose 4) A. Waterfall A, B, C, D B. Spiral (P.449) C. Rapid Applications Development(RAD) D. Agile development E. Star lifecycle model Q22: What is the waterfall lifecycle model of software development? A. Requirement, Design, Code, Test, Maintenance A (P.450) B. Design, Requirement, Code, Test, Maintenance C. Code, Requirement, Design, Test, Maintenance D. Design, Code, Requirement, Test, Maintenance Q23: What is a basic RAD lifecycle model of software development? A. Project initiation, JAD workshops, Iterative design and build, Evaluate final system, A (P.452) 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. Q24: How many phases have a basis RAD lifecycle model? A. 5 A (P.452) B. 6 C. 7 D. 8 Q25: What is RAD lifecycle model? A. Rapid Applications Development B. Rapid Asian Development C. Research Applications Development D. Research Asian Development Q26: What are lifecycle models in HCI? (Choose 3) A. The Star lifecycle B. The usability engineering lifecycle C. ISO 13407 Human-centered design process for interactive systems lifecycle D. The waterfall Q27: What is task of the usability engineering lifecycle? A. Requirement analysis B. Design/Testing/Development C. Installation D. All of the others. Q28: What are the activities of a simple interaction design? A. Identify needs/establish requirements B. (Re)Design C. Build an interactive version D. Evaluate E. All of the others. Q29: What are the principles of user-centered design (choose 3)? A. Early focus on users and tasks B. Empirical measurement C. Iterative design D. Interaction design Q30: What is not the human-centered design activity? A (P.451)

A, B, C (P.458)

D (P.460)

E (P.448)

A, B, C (P.465)

A. To understand and specify the context of use B. To specify the user and organizational requirements C. To produce design solutions. D. To evaluate designs against requirements E. None of the others. Q31: How many basic activities of interaction design? A. 4 B. 3 C. 2 D. 1 Q32: Identifying needs and establishing requirements for the user experience is one of the basic. activities of interaction design? A. True B. False Q33: What is a user-centered approach? A. Early focus on users and tasks. B. Empirical measurement. C. Iterative design D. All of others Q34: what are the Early focus on users and tasks? A. Users tasks and goals re the driving force behind the development B. Users behavior and context of use are studied and the system is designed to support them C. Users characteristics are captured and designed for. D. All of other Q35: Prototyping is a useful technique for facilitating user feedback on designs at all stages. A. True B. False Q36: How many main usability goals you would like for your system? A. 1 B. 2 C. 3 D. 4 Q37: What is the value of prototyping? A. Save money B. Save time C. Save so much effort and resource D. No value! Q38: How many fundamental activities that are recognized in all design? A. 1 B. 2 C. 3 D. 4 Q39: What is involves in interaction design (choose 2)? A. understanding the requirements, producing a design and evaluating the design B. focus attention very clearly on users and their goals C. producing a design, evaluating the design, checking and maintain

E (P.463)

p428

p428

p425

P426

P465

p414

P418

P416

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. 1 R. 2 S. 3 T. 4 Q2: In software engineering, What are two traditional different kinds of requirements.(Page 477) Q. Functional requirements and non-functional requirements R. Functional requirements and Data requirements S. Data requirements and Environmental requirements T. Functional requirements and Environmental requirements Q3: What is the common form of data gathering(Choose all answers that apply) Q. Questionnaires R. Observation S. Interviews T. 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 interpretations S. 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. True R. False Q6: A scenario is an formal narrative descriptions Q. True R. False Q7: Interviews are used to Q. build a consensus view. R. reach a wider population S. Understand the context of task performance. T. target specific user groups Q8: Observations are used to Q. build a consensus view. R. reach a wider population S. understand the context of task performance. Q9: Questionnaires are used to O. build a consensus view. P. reach a wider population Q. understand the context of task performance. R. target specific user groups Q10: Focus groups are used to N. build a consensus view. O. reach a wider population P. 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 476 S. 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. True R. 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 477 S. 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 514 Q17: An essential use case consists of (choose 3): O. User intention. P. System responsibility description. Q. User actions description. page 514 R. System constraints description. Q18: Essential use cases are more detailed than use cases. M. True N. False page 514 Q19: What is the starting point of an HTA? J. User goal. K. System functionality. L. An available service M. User input. Q20: Each step in an HTA has a corresponding plan. N. True P32 O. False page 516

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. True V. 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 horizontal W. Low-fidelity prototypes are hard to produce X. Low-fidelity prototypes are simple, cheap and quick produce Q3: Two aspects of design activity (choose 2): (p 576) U. Image design V. Conceptual design W. Prototype design X. Physical design Y. Framework design Z. 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 issues V. All of other W. None of other Q5: Which are NOT advantages of High-fidelity prototype (choose 2): (p 536) S. Useful communication device T. Fully interactive U. Look and feel of final product V. Clearly defines navigational scheme W. Time-consuming to create X. User-driven Q6: There are two kinds of prototyping,these are physical prototyping and vertical prototyping S. True T. 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 neednt be integrated to produce the final product. V. Evolutionary prototyping involves evolving a prototype into the final product W. Throwaway prototyping uses the prototypes as stepping stones towards the final design X. 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 iterate U. 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 other Q10: 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 design T. All of other U. Should use Low-fidelity prototyping in conceptual design Q11: Which is TRUE about Physical design: U. Physical design should not conflict with the users cognitive processes involved in achieving the task. V. Physical design specifies the details of the design such as screen layout, and menu structure W. All of other X. 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 design V. 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 task V. 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 task Q14: Card-base prototype can be generated from use case output from the requirement activity. (p 561) R. True S. False Q15: Which is NOT the Bodkers roles that suggested for scenarios: (p 554) Q. As a basic for the early design (must be overall design) R. For technical implementation S. As a means of cooperation within design teams T. As a means of cooperation across professional boundaries Q16: There is no rigid border between conceptual design and physical design (p 551) S. True T. False Q17: Which of following are examples of Low-fidelity prototyping (choose 4) (p 531 -> 535) S. Storyboard T. Index card U. Concept card V. Wizard of Oz W. Sketching Q18: Which is NOT one of interface types in HCI: (p 548 + 549) O. GUI interface P. Advanced graphical interface Q. Tangible interface R. End-user interface S. Shareable interface Q19: A conceptual models concerned only one of interaction types such as instructing, conversing, manipulating, and exploring (p 547) N. True O. 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 operates P51 X. A description of the user interface Y. A framework of general concepts and their interrelations Z. A working strategy Q2: In a nutshell, what do a conceptual model provide ? Y. A working strategy P51 Z. A frame work of general concepts and their interrelations AA.None of above BB.All of above Q3: What components that a conceptual model should comprise? (choose 3) AA.The major metaphors and analogies P52 BB.The concepts and the relationships between concepts CC. The mappings DD. The description of user interface 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 P51 understand what a product is for and how to use it for an activity Y. 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 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 P53 conceptual model will be understood by the targeted user Z. To become narrowly focused early on AA.To establish a set of common terms they all understand and agree upon BB.To reducing the chance of misunderstandings and confusion arising later on Q6: Which statements are the problems with interface metaphors? (choose 3) U. Break conventional and cultural rules P61,62 V. Conflict with design principles W. Forces users to only understand the system in terms of metaphors X. Cannot constrain designers in the way they conceptualize a problem space 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. Exploring Y. Conversing Z. Instructing AA.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 dont 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-relations Q11: 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 humancomputer interaction intended to make it easier for designers to predict and evaluate alternative designs BB.Like having a conversation with another human Q12: Why are Direct Manipulation (DM) interfaces so enjoyable (Choose 3)? W. Novices can learn the basic functionality quickly X. Experienced users can work extremely rapidly to carry out a wide range of tasks, even defining new functions Y. Users can immediately see if their actions are furthering their goals and if not do something else Z. What users can do with it and the concepts they need to understand how to interact with it Q13: What is true about manipulating X. Issuing commands using keyboard and function keys and selecting options via menus Y. Interacting with the system as if having a conversation Z. Interacting with objects in a virtual or physical space by manipulating them AA.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 interest U. Physical actions and button pressing instead of issuing commands with complex syntax V. Rapid reversible actions with immediate feedback on object of interest W. Involves users moving through virtual or physical environments Q15: How many types of interaction designer can have with a product/system? U. 3 P64 V. 4 W. 5 X. 6 Q16: Which statement is true about mode Exploring of interaction? U. Exploring of interaction involves users moving through virtual or physical environments P75 V. Exploring of interaction involves manipulating objects and capitalizes on users knowledge of how they do so in the physical world W. Exploring of interaction is based on the idea of a person having a conversation with a system, where the system acts as a dialog partner X. Exploring of interaction describes how users carry out their tasks by telling the system what to do Q17: The main benefit of instructing of interaction types is to support quick and efficient interaction. X. True Y. 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. True U. False Q19: Conversional model doesnt allow users, especially novices and technophobes, to interact with the

system in a way that is familiar P. True Q. 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. True Q. False Q21: Theories, models, and frameworks provide another way of framing and informing design and research J. True K. False Q22: A model is a simplification of some aspect of humancomputer interaction intended to make it easier for designers to predict and evaluate alternative designs G. True H. False Q23: A framework is not a set of interrelated concepts E. True F. 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 P356 into numbers BB.Quantitative analysis uses numerical methods to ascertain the magnitude, amount, or size of something CC. 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 Q2: Which step is not one of first steps in analyzing data? CC. Interviews P357-358 DD. Gathering EE.Questionnaires FF. Observation Q3: Which tool is not one of tools to support data analysis? EE.N6 P387 FF. SPSS GG. Data Recovery HH. Observer Video-Pro Q4: Which is not one of main options in presenting the findings of data analysis? AA.Using rigorous notations (p.405-406) BB.Using stories CC. Using activity theory DD. Summarizing the findings Q5: What is one of the tasks which quantitative data analysis for interaction design usually involves? CC. Calculating percentages DD. Calculating averages EE.All of others FF. None of others Q6: Which is one kind of average in data analysis? Y. Mean Z. Mode AA.Median BB.All of others (p.409)

(p.409)

Q7: Which is not one of theories that qualitative data analysis may be framed by? CC. Scientific theory (p.409DD. Grounded theory Summary) EE.Activity theory FF. Distributed cognition Q8: Which is one of the things that graphical representations of quantitative data help in identifying? BB.Patterns (p.409CC. Outliers Summary) DD. Overall view of the data EE.All of others Q9: The first step in qualitative analysis is to gain an overall impression of the data and to start looking for patterns BB.True (p.373). CC. False 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. True (p.404) Z. False Q11: Which is not one of main steps in simple qualitative analysis? CC. Identifying recurring patterns or themes (p.373 8.4) DD. Categorizing data EE.Looking for critical incidents FF. Analyzing materials Q12: According to Strauss and Corbin (1998), which are three aspects of coding in grounded theory? AA.Open coding, Close coding, Axial coding (p.389BB.Open coding, Axial coding, Selective coding Grounded CC. Axial coding, Close coding, Selective Coding theory) DD. Open coding, Close coding, Selective Coding Q13: Which is the right sort of levels from bottom to top in the original activity theory model? BB.Activity, Action, Operation (p.400-Figure CC. Action, Operation, Activity 8.18) DD. Operation, Action, Activity EE.Action, Activity, Operation Q14: A grounded theory approach to analysis emphasizes the important role of empirical data in the derivation of theory X. True (p.393) Y. False Q15: According to Strauss and Corbin (1998), how many aspects of coding in grounded theory? Y. 1 (p.389Z. 2 Grounded AA.3 theory) BB.4 Q16: Which is one of the things that graphical representations of quantitative data help in identifying? Y. Patterns (p.409Z. Outliers Summary) AA.Overall view of the data BB.All of others Q17: What is step of first steps in analyzing data? Z. Interviews (p.357-358) AA.Questionnaires BB.Observation CC. All of others Q18: Which statement is true about the qualitative? V. Qualitative data is data that is difficult to measure, count, or express in numerical (p.356). terms in a sensible fashion

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 speaking (p.405 S. data gathering Presenting the T. analysis findings) U. All of others Q20: A number of rigorous notations have been developed to analyze, capture, and present information for interaction design L. True (p.405 ) M. False

Chapter 9: The process of interaction design


Q1: They are fundamental activities that are recognized in all design EXCEPT: EE.Preparing the requirements A (P.416) FF. Understanding the requirements GG. Producing a design that satisfies the requirements HH. Evaluating the design Q2: Which is NOT true about Expectation management? GG. Realistic expectations B (P.419) HH. Make the users active stakeholders II. No surprises, no disappointments JJ. Communication, but no hype Q3: Which reasons for user involvement are important if the product is to be usable and used? (Choose 2) II. Expectation ownership B, D (P.418) JJ. Ownership KK.Management LL. Expectation management Q4: Which kind of user involvement has constant input but lose touch with the rest of user group? EE.Full - time A (P.419) FF. Part-time GG. Long term HH. Short term Q5: Which kind of user involvement has patchy input and very stressful? GG. Full - time B (P.419) HH. Part-time II. Long term JJ. Short term Q6: Which kind of user involvement is inconsistency across project life? CC. Full - time C (P.420) DD. Part-time EE.Long term FF. Short term Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group? GG. Full - time D (P.420) HH. Part-time II. Long term JJ. Short term Q8: Choose 3 principles that user-centered approach is based on. FF. Empirical measurement A, B, D (P.425)

GG. Empirical design HH. Early focus on users and task II. Iterative design Q9: Which basic activity in Interaction Design is fundamental to a user centered approach? DD. Identifying needs and establishing requirements A (P.428) EE.Developing alternative designs FF. Building interactive versions of the designs GG. Evaluating designs 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 requirements B (P.429) BB.Developing alternative designs CC. Building interactive versions of the designs DD. Evaluating designs Q11: Which basic activity in Interaction Design creates interactive versions of the design to be built? GG. Identifying needs and establishing requirements C (P.429) HH. Developing alternative designs II. Building interactive versions of the designs JJ. Evaluating designs 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 requirements D (P.429) FF. Developing alternative designs GG. Building interactive versions of the designs HH. Evaluating designs Q13: User is NOT a person FF. Who interact directly with the product B (P.430) GG. Who will be affected by the system HH. Who manage direct users II. Who receive products from the system Q14: Stakeholder is a person Z. Who test a system C (P.430) AA.Who make the purchasing decision BB.Who have a direct or indirect influence on the system requirements CC. Who receive products from the system Q15: Users can tell you what they need to help them achieve their goals CC. True B (P.432) DD. False Q16: Choose the right answers (Choose 2) CC. Flair and creativity means research and synthesis. A, D (P.433, DD. Flair and creativity means look at similar products or look at very different 434) products. EE.Seek inspiration means research and synthesis. FF. Seek inspiration means look at similar products or look at very different products. Q17: Which is used to overcome potential client misunderstandings and to test the technical feasibility of a suggested design and its production? DD. Prototyping A (P.442) EE.Product FF. Requirement specification GG. Design components 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. True A (P.465) Z. False 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. True A (P.465) S. False Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages. V. True A (P.465) W. False Q21: What are lifecycle models in software engineering? (Choose 4) F. Waterfall A, B, C, D G. Spiral (P.449) H. Rapid Applications Development(RAD) I. Agile development J. Star lifecycle model Q22: What is the waterfall lifecycle model of software development? E. Requirement, Design, Code, Test, Maintenance A (P.450) F. Design, Requirement, Code, Test, Maintenance G. Code, Requirement, Design, Test, Maintenance H. Design, Code, Requirement, Test, Maintenance Q23: What is a basic RAD lifecycle model of software development? E. Project initiation, JAD workshops, Iterative design and build, Evaluate final system, A (P.452) 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. Q24: How many phases have a basis RAD lifecycle model? E. 5 A (P.452) F. 6 G. 7 H. 8 Q25: What is RAD lifecycle model? E. Rapid Applications Development F. Rapid Asian Development G. Research Applications Development H. Research Asian Development Q26: What are lifecycle models in HCI? (Choose 3) E. The Star lifecycle F. The usability engineering lifecycle G. ISO 13407 Human-centered design process for interactive systems lifecycle H. The waterfall Q27: What is task of the usability engineering lifecycle? E. Requirement analysis F. Design/Testing/Development G. Installation H. All of the others. Q28: What are the activities of a simple interaction design? F. Identify needs/establish requirements G. (Re)Design H. Build an interactive version I. Evaluate J. All of the others. Q29: What are the principles of user-centered design (choose 3)? E. Early focus on users and tasks F. Empirical measurement G. Iterative design A (P.451)

A, B, C (P.458)

D (P.460)

E (P.448)

A, B, C (P.465)

H. Interaction design Q30: What is not the human-centered design activity? F. To understand and specify the context of use G. To specify the user and organizational requirements H. To produce design solutions. I. To evaluate designs against requirements J. None of the others. Q31: How many basic activities of interaction design? E. 4 F. 3 G. 2 H. 1 Q32: Identifying needs and establishing requirements for the user experience is one of the basic. activities of interaction design? C. True D. False Q33: What is a user-centered approach? E. Early focus on users and tasks. F. Empirical measurement. G. Iterative design H. All of others Q34: what are the Early focus on users and tasks? E. Users tasks and goals re the driving force behind the development F. Users behavior and context of use are studied and the system is designed to support them G. Users characteristics are captured and designed for. H. All of other Q35: Prototyping is a useful technique for facilitating user feedback on designs at all stages. C. True D. False Q36: How many main usability goals you would like for your system? E. 1 F. 2 G. 3 H. 4 Q37: What is the value of prototyping? E. Save money F. Save time G. Save so much effort and resource H. No value! Q38: How many fundamental activities that are recognized in all design? E. 1 F. 2 G. 3 H. 4 Q39: What is involves in interaction design (choose 2)? D. understanding the requirements, producing a design and evaluating the design E. focus attention very clearly on users and their goals F. producing a design, evaluating the design, checking and maintain

E (P.463)

p428

p428

p425

P426

P465

p414

P418

P416

P416

Chapter 9: The process of interaction design

Q1: They are fundamental activities that are recognized in all design EXCEPT: II. Preparing the requirements A (P.416) JJ. Understanding the requirements KK.Producing a design that satisfies the requirements LL. Evaluating the design Q2: Which is NOT true about Expectation management? KK.Realistic expectations B (P.419) LL. Make the users active stakeholders MM. No surprises, no disappointments NN. Communication, but no hype Q3: Which reasons for user involvement are important if the product is to be usable and used? (Choose 2) MM. Expectation ownership B, D (P.418) NN. Ownership OO. Management PP.Expectation management Q4: Which kind of user involvement has constant input but lose touch with the rest of user group? II. Full - time A (P.419) JJ. Part-time KK.Long term LL. Short term Q5: Which kind of user involvement has patchy input and very stressful? KK.Full - time B (P.419) LL. Part-time MM. Long term NN. Short term Q6: Which kind of user involvement is inconsistency across project life? GG. Full - time C (P.420) HH. Part-time II. Long term JJ. Short term Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group? KK.Full - time D (P.420) LL. Part-time MM. Long term NN. Short term Q8: Choose 3 principles that user-centered approach is based on. JJ. Empirical measurement A, B, D (P.425) KK.Empirical design LL. Early focus on users and task MM. Iterative design Q9: Which basic activity in Interaction Design is fundamental to a user centered approach? HH. Identifying needs and establishing requirements A (P.428) II. Developing alternative designs JJ. Building interactive versions of the designs KK.Evaluating designs 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 requirements B (P.429) FF. Developing alternative designs GG. Building interactive versions of the designs HH. Evaluating designs 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 designs

MM. Building interactive versions of the designs NN. 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 requirements D (P.429) JJ. Developing alternative designs KK.Building interactive versions of the designs LL. Evaluating designs Q13: User is NOT a person JJ. Who interact directly with the product B (P.430) KK.Who will be affected by the system LL. Who manage direct users MM. Who receive products from the system Q14: Stakeholder is a person DD. Who test a system C (P.430) EE.Who make the purchasing decision FF. Who have a direct or indirect influence on the system requirements GG. Who receive products from the system Q15: Users can tell you what they need to help them achieve their goals EE.True B (P.432) FF. False Q16: Choose the right answers (Choose 2) GG. Flair and creativity means research and synthesis. A, D (P.433, HH. Flair and creativity means look at similar products or look at very different 434) products. II. Seek inspiration means research and synthesis. JJ. Seek inspiration means look at similar products or look at very different products. Q17: Which is used to overcome potential client misunderstandings and to test the technical feasibility of a suggested design and its production? HH. Prototyping A (P.442) II. Product JJ. Requirement specification KK.Design components 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.True A (P.465) BB.False 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. True A (P.465) U. False Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages. X. True A (P.465) Y. False Q21: What are lifecycle models in software engineering? (Choose 4) K. Waterfall A, B, C, D L. Spiral (P.449) M. Rapid Applications Development(RAD) N. Agile development O. Star lifecycle model Q22: What is the waterfall lifecycle model of software development? I. Requirement, Design, Code, Test, Maintenance A (P.450) J. Design, Requirement, Code, Test, Maintenance K. Code, Requirement, Design, Test, Maintenance L. Design, Code, Requirement, Test, Maintenance

Q23: 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. Q24: How many phases have a basis RAD lifecycle model? I. 5 J. 6 K. 7 L. 8 Q25: What is RAD lifecycle model? I. Rapid Applications Development J. Rapid Asian Development K. Research Applications Development L. Research Asian Development Q26: What are lifecycle models in HCI? (Choose 3) I. The Star lifecycle J. The usability engineering lifecycle K. ISO 13407 Human-centered design process for interactive systems lifecycle L. The waterfall Q27: What is task of the usability engineering lifecycle? I. Requirement analysis J. Design/Testing/Development K. Installation L. All of the others. Q28: What are the activities of a simple interaction design? K. Identify needs/establish requirements L. (Re)Design M. Build an interactive version N. Evaluate O. All of the others. Q29: What are the principles of user-centered design (choose 3)? I. Early focus on users and tasks J. Empirical measurement K. Iterative design L. Interaction design Q30: What is not the human-centered design activity? K. To understand and specify the context of use L. To specify the user and organizational requirements M. To produce design solutions. N. To evaluate designs against requirements O. None of the others. Q31: How many basic activities of interaction design? I. 4 J. 3 K. 2 L. 1 Q32: Identifying needs and establishing requirements for the user experience is one of the basic. activities of interaction design? E. True F. False

A (P.452)

A (P.452)

A (P.451)

A, B, C (P.458)

D (P.460)

E (P.448)

A, B, C (P.465)

E (P.463)

p428

p428

Q33: What is a user-centered approach? I. Early focus on users and tasks. J. Empirical measurement. K. Iterative design L. All of others Q34: what are the Early focus on users and tasks? I. Users tasks and goals re the driving force behind the development J. Users behavior and context of use are studied and the system is designed to support them K. Users characteristics are captured and designed for. L. All of other Q35: Prototyping is a useful technique for facilitating user feedback on designs at all stages. E. True F. False Q36: How many main usability goals you would like for your system? I. 1 J. 2 K. 3 L. 4 Q37: What is the value of prototyping? I. Save money J. Save time K. Save so much effort and resource L. No value! Q38: How many fundamental activities that are recognized in all design? I. 1 J. 2 K. 3 L. 4 Q39: What is involves in interaction design (choose 2)? G. understanding the requirements, producing a design and evaluating the design H. focus attention very clearly on users and their goals I. producing a design, evaluating the design, checking and maintain

p425

P426

P465

p414

P418

P416

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. True NN. 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 horizontal QQ. Low-fidelity prototypes are hard to produce RR. Low-fidelity prototypes are simple, cheap and quick produce Q3: Two aspects of design activity (choose 2): (p 576) QQ. Image design RR. Conceptual design SS.Prototype design TT. Physical design UU. Framework design

VV.Product design Q4: Which of following is TRUE: (p 536) MM. Low-fidelity prototype is useful for identifying market requirements while Highfidelity prototype is not. NN. High-fidelity prototype addresses screen layout issues OO. All of other PP.None of other Q5: Which are NOT advantages of High-fidelity prototype (choose 2): (p 536) OO. Useful communication device PP.Fully interactive QQ. Look and feel of final product RR. Clearly defines navigational scheme SS.Time-consuming to create TT. User-driven Q6: There are two kinds of prototyping, these are physical prototyping and vertical prototyping KK.True LL. 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 neednt be integrated to produce the final product. PP.Evolutionary prototyping involves evolving a prototype into the final product QQ. Throwaway prototyping uses the prototypes as stepping stones towards the final design RR. 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 iterate OO. 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 other PP.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 design KK.All of other LL. Should use Low-fidelity prototyping in conceptual design Q11: Which is TRUE about Physical design: OO. Physical design should not conflict with the users cognitive processes involved in achieving the task. PP.Physical design specifies the details of the design such as screen layout, and menu structure QQ. All of other RR. 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 design PP.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 task PP.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 task Q14: Card-base prototype can be generated from use case output from the requirement activity. (p 561) HH. True II. False Q15: Which is NOT the Bodkers roles that suggested for scenarios: (p 554) GG. As a basic for the early design (must be overall design) HH. For technical implementation II. As a means of cooperation within design teams JJ. As a means of cooperation across professional boundaries Q16: There is no rigid border between conceptual design and physical design (p 551) KK.True LL. False Q17: Which of following are examples of Low-fidelity prototyping (choose 4) (p 531 -> 535) LL. Storyboard MM. Index card NN. Concept card OO. Wizard of Oz PP.Sketching Q18: Which is NOT one of interface types in HCI: (p 548 + 549) CC. GUI interface DD. Advanced graphical interface EE.Tangible interface FF. End-user interface GG. Shareable interface Q19: A conceptual models concerned only one of interaction types such as instructing, conversing, manipulating, and exploring (p 547) V. True W. False

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