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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
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 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.
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. Effectiveness
B. Efficiency
C. Utility
D. 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. Effectiveness
B. Efficiency
C. Utility
D. 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. Effectiveness
B. Efficiency
C. Safety
D. 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. Efficiency
B. Safety
C. Utility
D. 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. Effectiveness
B. Utility
C. Learnability
D. 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. Effectiveness
B. Utility
C. Learnability
D. Memorability
P23
Q14: Which goals are concerned with how users experience an interactive product from their
perspective?
A. Usability goals
B. User experience goals
P26
Q15: Which goals are concerned with assessing how useful or productive a system is from its own
perspective?
A. Usability goals
B. 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. True
B. 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. Visibility
B. Feedback
C. Constraints
D. Consistency
E. Affordances
P31
Q19: _____ determine ways of restricting the kinds of user interaction that can take place at a given
moment.
A. Visibility
B. Feedback
C. Constraints
D. Consistency
E. Affordances
P31
Q20: _____ refers to designing interfaces to have similar operations and use similar elements for
achieving similar tasks.
A. Visibility
B. Feedback
C. Constraints
D. Consistency
E. Affordances
P32
Q21: _____ refers to an attribute of an object that allows people to know how to use it.
A. Visibility
B. Feedback
C. Constraints
D. Consistency
E. Affordances
P33
Q22: According to Norman, how many kind of affordance are there?
A. 1
B. 2
C. 3
D. 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. True
B. False
P34
Q24: How many basic activities does the process of interaction design involve?
A. 3
B. 4
C. 5
D. 6
P17
Q25: You can design a user experience.
A. True
B. 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. 1-2-3-4
B. 1-2-4-3
C. 3-4-1-2
D. 3-4-2-1
P17
Q27: Interaction design is multidisciplinary, involving many inputs from wide-ranging disciplines and
fields.
A. True
B. 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. True
B. 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 operates
F. A description of the user interface
P51
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
F. A frame work of general concepts and their interrelations
G. None of above
H. All of above
P51
Q3: What components that a conceptual model should comprise? (choose 3)
E. The major metaphors and analogies
F. The concepts and the relationships between concepts
G. The mappings
H. 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 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
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 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
P53
Q6: Which statements are the problems with interface metaphors? (choose 3)
E. Break conventional and cultural rules
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
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. 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
D. 4
E. 5
F. 6
P64
Q16: Which statement is true about mode Exploring of interaction?
C. Exploring of interaction involves users moving through virtual or physical environments
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
P75
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
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
P356
Q2: Which step is not one of first steps in analyzing data?
I. Interviews
J. Gathering
K. Questionnaires
L. Observation
P357-358
Q3: Which tool is not one of tools to support data analysis?
I. N6
J. SPSS
K. Data Recovery
L. Observer Video-Pro
P387
Q4: Which is not one of main options in presenting the findings of data analysis?
H. Using rigorous notations
I. Using stories
J. Using activity theory
K. Summarizing the findings
(p.405-406)
Q5: What is one of the tasks which quantitative data analysis for interaction design usually involves?
I. Calculating percentages
J. Calculating averages
K. All of others
L. None of others
(p.409)
Q6: Which is one kind of average in data analysis?
I. Mean
J. Mode
K. Median
L. All of others
(p.409)
Q7: Which is not one of theories that qualitative data analysis may be framed by?
I. Scientific theory
J. Grounded theory
K. Activity theory
L. Distributed cognition
(p.409-
Summary)
Q8: Which is one of the things that graphical representations of quantitative data help in identifying?
I. Patterns
J. Outliers
K. Overall view of the data
L. 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. True
J. 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. True
I. False
(p.404)
Q11: Which is not one of main steps in simple qualitative analysis?
I. Identifying recurring patterns or themes
J. Categorizing data
K. Looking for critical incidents
L. 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 coding
J. Open coding, Axial coding, Selective coding
K. Axial coding, Close coding, Selective Coding
L. 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, Operation
J. Action, Operation, Activity
K. Operation, Action, Activity
L. 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. True
H. False
(p.393)
Q15: According to Strauss and Corbin (1998), how many aspects of coding in grounded theory?
G. 1
H. 2
I. 3
J. 4
(p.389-
Grounded
theory)
Q16: Which is one of the things that graphical representations of quantitative data help in identifying?
G. Patterns
H. Outliers
I. Overall view of the data
J. All of others
(p.409-
Summary)
Q17: What is step of first steps in analyzing data?
G. Interviews
H. Questionnaires
I. Observation
J. 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 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
(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 speaking
I. data gathering
J. analysis
K. 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. True
I. 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 requirements
N. Understanding the requirements
O. Producing a design that satisfies the requirements
P. Evaluating the design
A (P.416)

Q2: Which is NOT true about Expectation management?
M. Realistic expectations
N. Make the users active stakeholders
O. No surprises, no disappointments
P. 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 ownership
N. Ownership
O. Management
P. 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 - time
M. Part-time
N. Long term
O. Short term
A (P.419)

Q5: Which kind of user involvement has patchy input and very stressful?
M. Full - time
N. Part-time
O. Long term
P. Short term
B (P.419)

Q6: Which kind of user involvement is inconsistency across project life?
M. Full - time
N. Part-time
O. Long term
P. Short term
C (P.420)

Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group?
M. Full - time
N. Part-time
O. Long term
P. Short term
D (P.420)


Q8: Choose 3 principles that user-centered approach is based on.
M. Empirical measurement
N. Empirical design
O. Early focus on users and task
A, B, D (P.425)

P. Iterative design
Q9: Which basic activity in Interaction Design is fundamental to a user centered approach?
K. Identifying needs and establishing requirements
L. Developing alternative designs
M. Building interactive versions of the designs
N. 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 requirements
K. Developing alternative designs
L. Building interactive versions of the designs
M. 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 requirements
N. Developing alternative designs
O. Building interactive versions of the designs
P. 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 requirements
N. Developing alternative designs
O. Building interactive versions of the designs
P. Evaluating designs
D (P.429)

Q13: User is NOT a person
M. Who interact directly with the product
N. Who will be affected by the system
O. Who manage direct users
P. Who receive products from the system
B (P.430)

Q14: Stakeholder is a person
I. Who test a system
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
C (P.430)

Q15: Users can tell you what they need to help them achieve their goals
K. True
L. 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. Prototyping
L. Product
M. Requirement specification
N. 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. True
L. 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. True
I. False
A (P.465)

Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages.
L. True
M. False
A (P.465)
Q21: What are lifecycle models in software engineering? (Choose 4)
A. Waterfall
B. Spiral
C. Rapid Applications Development(RAD)
D. Agile development
E. Star lifecycle model
A, B, C, D
(P.449)

Q22: What is the waterfall lifecycle model of software development?
A. Requirement, Design, Code, Test, Maintenance
B. Design, Requirement, Code, Test, Maintenance
C. Code, Requirement, Design, Test, Maintenance
D. 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. 5
B. 6
C. 7
D. 8
A (P.452)

Q25: What is RAD lifecycle model?
A. Rapid Applications Development
B. Rapid Asian Development
C. Research Applications Development
D. Research Asian Development
A (P.451)

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
A, B, C (P.458)

Q27: What is task of the usability engineering lifecycle?
A. Requirement analysis
B. Design/Testing/Development
C. Installation
D. All of the others.
D (P.460)

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.
E (P.448)

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
A, B, C (P.465)

Q30: What is not the human-centered design activity?
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.
E (P.463)

Q31: How many basic activities of interaction design?
A. 4
B. 3
C. 2
D. 1
p428
Q32: Identifying needs and establishing requirements for the user experience is one of
the basic. activities of interaction design?
A. True
B. False
p428

Q33: What is a user-centered approach?
A. Early focus on users and tasks.
B. Empirical measurement.
C. Iterative design
D. 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 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
P426

Q35: Prototyping is a useful technique for facilitating user feedback on designs at all
stages.
A. True
B. False
P465

Q36: How many main usability goals you would like for your system?
A. 1
B. 2
C. 3
D. 4
p414

Q37: What is the value of prototyping?
A. Save money
B. Save time
C. Save so much effort and resource
D. No value!
P418

Q38: How many fundamental activities that are recognized in all design?
A. 1
B. 2
C. 3
D. 4
P416

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
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
O. 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. 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
X. A description of the user interface
Y. A framework of general concepts and their interrelations
Z. A working strategy
P51
Q2: In a nutshell, what do a conceptual model provide ?
Y. A working strategy
Z. A frame work of general concepts and their interrelations
AA. None of above
BB. All of above
P51
Q3: What components that a conceptual model should comprise? (choose 3)
AA. The major metaphors and analogies
BB. The concepts and the relationships between concepts
CC. The mappings
DD. 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 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
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 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
P53
Q6: Which statements are the problems with interface metaphors? (choose 3)
U. Break conventional and cultural rules
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
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. 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
V. 4
W. 5
X. 6
P64
Q16: Which statement is true about mode Exploring of interaction?
U. Exploring of interaction involves users moving through virtual or physical environments
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
P75
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
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
P356
Q2: Which step is not one of first steps in analyzing data?
CC. Interviews
DD. Gathering
EE. Questionnaires
FF. Observation
P357-358
Q3: Which tool is not one of tools to support data analysis?
EE. N6
FF. SPSS
GG. Data Recovery
HH. Observer Video-Pro
P387
Q4: Which is not one of main options in presenting the findings of data analysis?
AA. Using rigorous notations
BB. Using stories
CC. Using activity theory
DD. Summarizing the findings
(p.405-406)
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
(p.409)
Q6: Which is one kind of average in data analysis?
Y. Mean
Z. Mode
AA. Median
BB. All of others
(p.409)
Q7: Which is not one of theories that qualitative data analysis may be framed by?
CC. Scientific theory
DD. Grounded theory
EE. Activity theory
FF. Distributed cognition
(p.409-
Summary)
Q8: Which is one of the things that graphical representations of quantitative data help in identifying?
BB. Patterns
CC. Outliers
DD. Overall view of the data
EE. 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. True
CC. 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. True
Z. False
(p.404)
Q11: Which is not one of main steps in simple qualitative analysis?
CC. Identifying recurring patterns or themes
DD. Categorizing data
EE. Looking for critical incidents
FF. 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 coding
BB. Open coding, Axial coding, Selective coding
CC. Axial coding, Close coding, Selective Coding
DD. 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, Operation
CC. Action, Operation, Activity
DD. Operation, Action, Activity
EE. 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. True
Y. False
(p.393)
Q15: According to Strauss and Corbin (1998), how many aspects of coding in grounded theory?
Y. 1
Z. 2
AA. 3
BB. 4
(p.389-
Grounded
theory)
Q16: Which is one of the things that graphical representations of quantitative data help in identifying?
Y. Patterns
Z. Outliers
AA. Overall view of the data
BB. All of others
(p.409-
Summary)
Q17: What is step of first steps in analyzing data?
Z. Interviews
AA. Questionnaires
BB. Observation
CC. 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 speaking
S. data gathering
T. analysis
U. 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. True
M. 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 requirements
FF. Understanding the requirements
GG. Producing a design that satisfies the requirements
HH. Evaluating the design
A (P.416)

Q2: Which is NOT true about Expectation management?
GG. Realistic expectations
HH. Make the users active stakeholders
II. No surprises, no disappointments
JJ. 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 ownership
JJ. Ownership
KK. Management
LL. 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 - time
FF. Part-time
GG. Long term
HH. Short term
A (P.419)

Q5: Which kind of user involvement has patchy input and very stressful?
GG. Full - time
HH. Part-time
II. Long term
JJ. Short term
B (P.419)

Q6: Which kind of user involvement is inconsistency across project life?
CC. Full - time
DD. Part-time
EE. Long term
FF. Short term
C (P.420)

Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group?
GG. Full - time
HH. Part-time
II. Long term
JJ. 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 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
EE. Developing alternative designs
FF. Building interactive versions of the designs
GG. 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 requirements
BB. Developing alternative designs
CC. Building interactive versions of the designs
DD. 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 requirements
HH. Developing alternative designs
II. Building interactive versions of the designs
JJ. 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 requirements
FF. Developing alternative designs
GG. Building interactive versions of the designs
HH. Evaluating designs
D (P.429)

Q13: User is NOT a person
FF. Who interact directly with the product
GG. Who will be affected by the system
HH. Who manage direct users
II. Who receive products from the system
B (P.430)

Q14: Stakeholder is a person
Z. Who test a system
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
C (P.430)

Q15: Users can tell you what they need to help them achieve their goals
CC. True
DD. 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. Prototyping
EE. Product
FF. Requirement specification
GG. 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. True
Z. 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. True
S. False
A (P.465)

Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages.
V. True
W. False
A (P.465)
Q21: What are lifecycle models in software engineering? (Choose 4)
F. Waterfall
G. Spiral
H. Rapid Applications Development(RAD)
I. Agile development
J. Star lifecycle model
A, B, C, D
(P.449)

Q22: What is the waterfall lifecycle model of software development?
E. Requirement, Design, Code, Test, Maintenance
F. Design, Requirement, Code, Test, Maintenance
G. Code, Requirement, Design, Test, Maintenance
H. 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. 5
F. 6
G. 7
H. 8
A (P.452)

Q25: What is RAD lifecycle model?
E. Rapid Applications Development
F. Rapid Asian Development
G. Research Applications Development
H. Research Asian Development
A (P.451)

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
A, B, C (P.458)

Q27: What is task of the usability engineering lifecycle?
E. Requirement analysis
F. Design/Testing/Development
G. Installation
H. All of the others.
D (P.460)

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.
E (P.448)

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, 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.
E (P.463)

Q31: How many basic activities of interaction design?
E. 4
F. 3
G. 2
H. 1
p428
Q32: Identifying needs and establishing requirements for the user experience is one of
the basic. activities of interaction design?
C. True
D. False
p428

Q33: What is a user-centered approach?
E. Early focus on users and tasks.
F. Empirical measurement.
G. Iterative design
H. 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 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
P426

Q35: Prototyping is a useful technique for facilitating user feedback on designs at all
stages.
C. True
D. False
P465

Q36: How many main usability goals you would like for your system?
E. 1
F. 2
G. 3
H. 4
p414

Q37: What is the value of prototyping?
E. Save money
F. Save time
G. Save so much effort and resource
H. No value!
P418

Q38: How many fundamental activities that are recognized in all design?
E. 1
F. 2
G. 3
H. 4
P416

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
P416




Chapter 9: The process of interaction design

Q1: They are fundamental activities that are recognized in all design EXCEPT:
II. Preparing the requirements
JJ. Understanding the requirements
KK. Producing a design that satisfies the requirements
LL. Evaluating the design
A (P.416)

Q2: Which is NOT true about Expectation management?
KK. Realistic expectations
LL. Make the users active stakeholders
MM. No surprises, no disappointments
NN. 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 ownership
NN. Ownership
OO. Management
PP. 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 - time
JJ. Part-time
KK. Long term
LL. Short term
A (P.419)

Q5: Which kind of user involvement has patchy input and very stressful?
KK. Full - time
LL. Part-time
MM. Long term
NN. Short term
B (P.419)

Q6: Which kind of user involvement is inconsistency across project life?
GG. Full - time
HH. Part-time
II. Long term
JJ. Short term
C (P.420)

Q7: Which kind of user involvement is consistent, but loose touch with the rest of user group?
KK. Full - time
LL. Part-time
MM. Long term
NN. Short term
D (P.420)


Q8: Choose 3 principles that user-centered approach is based on.
JJ. Empirical measurement
KK. Empirical design
LL. Early focus on users and task
MM. 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 requirements
II. Developing alternative designs
JJ. Building interactive versions of the designs
KK. 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 requirements
FF. Developing alternative designs
GG. Building interactive versions of the designs
HH. 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
LL. Developing alternative designs
C (P.429)

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
JJ. Developing alternative designs
KK. Building interactive versions of the designs
LL. Evaluating designs
D (P.429)

Q13: User is NOT a person
JJ. Who interact directly with the product
KK. Who will be affected by the system
LL. Who manage direct users
MM. Who receive products from the system
B (P.430)

Q14: Stakeholder is a person
DD. Who test a system
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
C (P.430)

Q15: Users can tell you what they need to help them achieve their goals
EE. True
FF. 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. Prototyping
II. Product
JJ. Requirement specification
KK. 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. True
BB. 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. True
U. False
A (P.465)

Q20: Prototyping is a useful technique for facilitating user feedback on designs at all stages.
X. True
Y. False
A (P.465)
Q21: What are lifecycle models in software engineering? (Choose 4)
K. Waterfall
L. Spiral
M. Rapid Applications Development(RAD)
N. Agile development
O. Star lifecycle model
A, B, C, D
(P.449)

Q22: What is the waterfall lifecycle model of software development?
I. Requirement, Design, Code, Test, Maintenance
J. Design, Requirement, Code, Test, Maintenance
K. Code, Requirement, Design, Test, Maintenance
L. Design, Code, Requirement, Test, Maintenance
A (P.450)

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.
A (P.452)

Q24: How many phases have a basis RAD lifecycle model?
I. 5
J. 6
K. 7
L. 8
A (P.452)

Q25: What is RAD lifecycle model?
I. Rapid Applications Development
J. Rapid Asian Development
K. Research Applications Development
L. Research Asian Development
A (P.451)

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
A, B, C (P.458)

Q27: What is task of the usability engineering lifecycle?
I. Requirement analysis
J. Design/Testing/Development
K. Installation
L. All of the others.
D (P.460)

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.
E (P.448)

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
A, B, C (P.465)

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.
E (P.463)

Q31: How many basic activities of interaction design?
I. 4
J. 3
K. 2
L. 1
p428
Q32: Identifying needs and establishing requirements for the user experience is one of
the basic. activities of interaction design?
E. True
F. False
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
p425

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
P426

Q35: Prototyping is a useful technique for facilitating user feedback on designs at all
stages.
E. True
F. False
P465

Q36: How many main usability goals you would like for your system?
I. 1
J. 2
K. 3
L. 4
p414

Q37: What is the value of prototyping?
I. Save money
J. Save time
K. Save so much effort and resource
L. No value!
P418

Q38: How many fundamental activities that are recognized in all design?
I. 1
J. 2
K. 3
L. 4
P416

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
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 High-
fidelity 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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