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Interaction Design Quiz

This is a take-home quiz. You may turn in a hardcopy or you may submit a softcopy through email:
anwars7830@gmail.com. All submitted material must be your own individual work.

Multiple choice (1 point each). Circle the best answer.


1. Needs analysis and task analysis are conducted primarily to address the product's
A. learnability.
B. efficiency.
C. utility.
D. memorability.

2. One user research method that requires much initial planning but can collect information from many users is a
A. survey.
B. series of interviews.
C. usability test.
D. contextualized interview.

3. A user research method that provides much detail on a task is


A. a survey.
B. a phone interview.
C. a contextual inquiry.
D. a competitive analysis.

4. A user research method for reliably learning how much time users actually spend on a task is
A. a site observation.
B. a phone interview.
C. a contextual inquiry.
D. a survey.

5. Which of the following is NOT an interface design problem?


A. inconsistent problem-solving approaches
B. excessive use of computer jargon and acronyms
C. the use of black background on a screen form
D. design inconsistency
E. less than intuitive design

6. Here are the key concern in the interaction design, except:


A. Affordance D. Platform
B. Signfier E. Simulation
C. Model

7. Interaction design can be defined as the following statement, except:


A. Defines the structure and behavior of interactive systems
B. Create meaningful relationships between people and the products and the services that they use
C. Developing engaging interface with logical and thought out behaviors and action
D. Delivering the product to the client in the appropriate manner through referential method
E. Achieving goals within constraints by choosing most appropriate trade-off

8. Which of the following IxD method use mental model to identify the requirement?
A. User Experience D. Pleasure Model
B. Goal-driven Design E. Usability Compliances
C. Cognitive Design

9. Alan Dix defined usability goals as:


A. How quickly can users perform tasks
B. How many errors do users make
C. How easily new user navigate the interface
D. How quickly users can recover from the mistakes
E. Do users enjoy the interface and results

10. Here are the collection of principles known as Golden Rules of Interface Design (Shneiderman, 1986), except:
A. Strive for consistency
B. Offer proficiency establishment
C. Offer informative feedback
D. Offer simple error handling
E. Permit easy reversal of actions

11. Here are the right order of five dimension methods:


A. Words, graphic, space, time, behavior
B. Words, graphic, object, time, attitude
C. Words, image, space, time, attitude
D. Words, image, object, emotion, behavior
E. Words, graphic, object, emotion, reaction

12. There are misconceptions in the designer’s perspective in regard to usability, except:
A. Usability has to do with visual appeal
B. Usability can be achieved by dummy proofing
C. Usability is equivalent to being user friendly
D. Doing usability has to do with usability testing
E. Doing usability involves specified context
13. ISO 9241 (2002) defines usability in a specified context of use based on:
A. Robustness D. Flexibility
B. Memorability E. Service
C. Reliability

14. Cases where the destination of a link is not visible in the bad design example, refer to:
A. Mystery MN D. Usability Ignorance
B. Friction IxD E. Superfluous Animation
C. Detrimental UX

15. Here are not the quality of UX:


A. Utility and Usability
B. Persuasiveness and Graphic Design
C. Utility and Functional Integrity
D. Usefulness and Joy to Use
E. Availability and Navigation

16. What is the bad design for ATM in term of physiological context?
A. Isolation hole-in-the-wall
B. No barriers from the others
C. Spit out the card after cash
D. Need to queue for a moment
E. Language barriers in the menu

17. What is the signifiers in the emergency door?


A. Bright color C. Proper handler E. Keyhole
B. Press Push text D. Material used

18. Ergonomics is known for:


A. Human Factor D. Mental Model
B. Variability Study E. Grounded Theory
C. Ethnography

19. Here are the example in human hearing should be considered in the context of processing sound:
A. Vibration D. Amplifier E. Transmitter
B. Impulse E. Intensity

20. Characteristic of the sound that relates to the different types called as:
A. Pitch D. Timbre E. Amplitude
B. Tempo D. Frequency

21. Sensory receptor that respond to pressure is:


A. Olfactoryreceptors D. Mechanoreceptors
B. Thermoreceptors E. Photoreceptors
C. Nociceptors

22. Social norm dictate certain design in term of:


A. Supportability C. Learnability E. Reversability
B. Usability D. Acceptability

23. The example of detective control in the organization is:


A. Authorization D. Supervision
B. Authentication E. Control totals
C. Training

24. The example of directive control in the organization is:


A. Documented procedures D. Incidents report
B. Complaint handling E. Threats report
C. Access control

25. Norman explained the affordance relates to the clues as to how to use the:
A. Knowledge C. Capabilities E. Culture
B. Ability D. Properties

26. Which one is the ergonomic design for alphanumeric keyboard?


A. QWERTY C. AZERTY E. DVORAK
B. QWERTZ D. HCESAR

27. Which one is the default monitor used few years ago:
A. Thin Film Transistor
B. Liquid Crystal Display
C. Organic Light Emitting Diode
D. Cathode Ray Tube
E. High Dynamic Range
28. Here is the example of future design in ubiquitous computing:
A. Head-mounted Displays D. Intelligent Web
B. Computer generated VR E. Cost-based Analysis
C. Pay-as-you-go

29. Mental models are parsimonious, which means:


A. People will understand some parts of a system better than others
B. People have a tendency to forget about details
C. People are exhibiting superstitious behavior
D. People might confuse certain device with another if they share similiarity in color or size
E. People are willing to undertake additional physical operations to minimize mental efforts

30. Human center design relies on:


A. Controlled settings D. Scripted Interviews
B. Dynamic conversation E. Demographics
C. Fictional characters

31. What is the affordance for navigation in User Interface?


A. Point Click C. Label Item E. Icons
B. Metaphors D. Cursor Color

32. What is the second phase in IxD Lifecycle?


A. Establishing Requirement
B. Identifying Needs
C. Testing and Evaluation
D. Developing Alternative Design
E. Building Interactive Version

33. What is the first activity to design interactive system?


A. Understanding D. Reanalyze
B. Envisionment E. Reconfigure
C. Implementation

34. The final product in the last stage for mobile apps is:
A. Prototype D. Sketch
B. Mockup E. Storyboard
C. Wireframe

35. Dialog between the computer and the user:


A. Ix Style C. Ix Lifecycle E. Ix Framework
B. Ix Proccess D. Ix Paradigm

36. The example of Interaction Padadigm is:


A. Direct Manipulation D. Spreadsheets
B. Point and Click E. 3D Interface
C. Natural Language

37. Here are the right mindset for the designer to have:
A. Get feedback now and often
B. Reframe the problem to get in detail
C. Give meaning to ordinary thing
D. Work with people like you in skill
E. Structure help the creativity to emerge
38. Defining requirements can be generated through:
A. Discussions with stakeholders
B. Interaction with relavant people
C. Observations of existing system
D. Focus groups and workshops
E. Content Analysis of the stories

39. Here is the example of non-functional requirement:


A. History classification login based on identifier
B. Statement in each menu that user highlight
C. Personalization of default group user
D. Load balancing in managing traffic
E. Notification of submission deadline

40. Here is the example of functional requirement:


A. Privacy agreement D. Regular Backup
B. Curriculum vitae E. Loading Process
C. Customization

41. The end result in the third stage is:


A. User Specification D. Presentation Menu
B. Requirement Analysis E. Quality Assurance
C. Conceptual Design

42. Here is not the technique use to help with conceptual design:
A. Use cases D. Site map
B. Simulation E. Navigation structure
C. Entity-relationship

43. What is the relationship between input and task in Interaction Framework?
A. Presentasion D. Observation
B. Articulation E. Communication
C. Performance

44. Evolution qualities in non-functional relates to:


A. Platform used D. Connection used
B. Resource constraint E. Response time
C. Network Scalability

45. Main problem for design to be failed based on Carroll opinion, except:
A. Design moves have many possibilities
B. Having to fit with existing design
C. The slippery nature
D. Long iterative process
E. Generalities lag behind situation

46. The reason to document the scenario in IxD relate to:


A. Understand the limitation of skills
B. Know users’ capacities
C. Verify the feedback with expert
D. Consider on how the user learn the system
E. Provide traceability for improvement

47. Operational design focuses on the event that relates to:


A. Cause, Trigger and Undertaken
B. Create, Concern and Consider
C. Input, Store and Output
D. Move, Flow and Process
E. Activity, Action and Arrangement

48. The common technique used in envisionment is:


A. Survey D. Cardboard
B. Interview E. Brainstorm
C. Mindmap

49. The design that concern with fixing on colors, shapes, sizes and information layout is:
A. Conceptual Design D. Design of Interaction
B. Operational Design E. Technical Design
C. Representational Design

50. Implementation is important to find:


A. Bugs C. Virus E. Trojan
B. Worms D. Threats

51. Wireframe do not focus on:


A. The range of functions available
B. The relative priorities of the functions
C. The rules for displaying kind of information
D. The effect of different scenarios on the display
E. The visualization of ideas and thought

52. During design process, there are several artefacts produced, except:
A. Design Language D. Scenario Corpus
B. Requirement/Problems E. Object Model
C. Sequence Diagram

53. The rational for the development of a corpus scenarios is to uncover:


A. Dimensions C. Hierarchies E. Issues
B. Structures D. Abstracts

54. Careful application of aesthetic concepts can also aid:


A. Availbility C. Productivity E. Complexity
B. Consistency D. Comprehensibility

55. Bill Verplank argues that interaction design focuses on:


A. How do you think? D. How do you feel?
B. How do you like? E. How do you get?
C. How do you say?

56. Emotional design put emphasis on:


A. Readibility C. Behavior E. Shortcut
B. Responsibility D. Control
57. Designer should know the principles of universal design in developing Interactive system to:
A. Provide improvement for services
B. Offer better integration features
C. Increase brand awareness
D. Maintain loyalty from customer
E. Motivate the industry growth

58. A system with a high degree of usability will have the following characteristics:
A. It will be economically acceptable by majority consumers in the market
B. It will accommodate the user need in the sophisticated relationship
C. It will be efficient for people to do things using an appropriate amount of effort
D. It will balance the relavant element with the respect to domain
E. It will be presented the result in the simple way to understand

59. For user control, buttons are better in the way of:
A. Distinct D. Discrete
B. Automatic E. Manual
C. Continuous

60. Data model is results from the modelling process of:


A. Physical D. Conceptual
B. Technical E. Representational
C. Operational

61. Cultural constraints rely on:


A. People’s understanding D. Learned conventions
B. Movement of things E. Common-sense
C. Physical object

62. Persona can be described as the approach in which, except:


A. Fictional characters created to represent different user types
B. Produce hypothesis to understanding the possibilities of activities
C. Frequent channel has been identified to specify the way to access system
D. Working phase is started with design process then coding statement
E. Provide various character traits of specific user along with set of objective

63. Acceptability refers to:


A. Remove the barrier to use the system
B. Quality of the interaction between component
C. Parameter use to perform task
D. Fitness for purpose in the context
E. Effort to satisfy the consumer

64. Inclusive design use approach that is more:


A. Positive C. Mutual E. Dogmatic
B. Negative D. Pragmatic

65. Flexibility in the principle of universal design accommodates various:


A. Unintended actions D. Individual preferences
B. User’s postures E. Languages Skills
C. Sensory abilities
66. To enable consistency, designer can use:
A. Style D. Model
B. Feature E. Diagram
C. Layout

67. Rogers in the DOI proposes that four main elements influence the spread of a new idea, which are:
A. Innovation, Channel, Time and Social
B. Ethic, Technology, Legal and Politic
C. Knowledge, Persuasion, Decision and Confirmation
D. Interest, Awareness, Trial and Adoption
E. Majority, Laggards, Government and Institution

68. The degree to which a user recognizes user interface components known as:
A. Flexibility D. Familiarity
B. Acceptability E. Accessibility
C. Consistency

69. What is the feature in the system to do recovery:


A. Menu C. Edit E. Save
B. Cancel D. Delete

70. Feedback in the categories of outcomes & results, according to Hogue answer this type of question:
A. Where am I?
B. What just happened?
C. What is happening?
D. Is it still happening?
E. What will happen next?

71. The gulf of execution is concerned with:


A. Understanding what has happenned
B. Describing what to do with the system
C. Configuring the features to support user
D. Deciding the factor to create success action
E. Translating goals into action

72. TAM 3 has been proposed in the context of:


A. E-Commerce C. E-Learning E. E-Business
B. E-Voting D. E-Health

73. Lead the user through an interaction is principle of:


A. Visibility D. Familiarity
B. Acceptability E. Usability
C. Consistency

74. Critical part of navigation design is:


A. Shortcut C. Wording E. Feedback
B. Hotkeys D. Location

75. Interactive system should be polite, friendly and generally pleasant is the attribute of:
A. Usability C. Conviviality E. Flexibility
B. Accessibility D. Consistency

76. The example feature to provide flexibility through:


A. FAQ C. Shortcut E. Color
B. Search D. Login

77. To provide physical constraint in the application by:


A. Labels C. Axes E. Mapping
B. Symbols D. Conventions

78. The example of preventive control in the organization is:


A. Accounting manual D. Error reports
B. Virus isolation E. Reconciliation
C. Segregation of duties

79. All the people who will be affected by any results of the systems from the process of Ix system design refer to:
A. User C. Investor E. Developer
B. Admin D. Stakeholder

80. Persona are concrete representation of the different type of people that is being design for, which should have:
A. Strengths, Weaknesess, Opportunities and Threats
B. People, Activities, Contexts and Technologies
C. Characters, Details, Concepts and Attributes
D. Name, Background, Goals and Aspirations
E. Scenarios, Stories, Specification and Sketch

81. Each use case covers many slight variations in circumstances known as:
A. Conceptual Scenarios D. Concrete Scenarios
B. Criterion Scenarios E. Cluster Scenarios
C. Correspondence Scenarios

82. Normally, designers put system constraints on:


A. Conceptual Scenarios D. Storyboards
B. Concrete Scenarios E. Moodboards
C. Criterion Scenarios

83. End result after formalization is known for:


A. Sequence Diagram D. Case Derivatives
B. Activity Diagram E. Use Cases
C. System Overview

84. Marshall McLuhan defined hot media as more:


A. Fuzzy C. Authoritative E. Participative
B. Incomplete D. Independent

85. Performance indicator can be categorized as design issues in the context of:
A. Physical Environment D. Temporal Aspect
B. Organizational E. Complex Activities
C. Social

86. How would you achieve clarity in navigation elements?


A. Use uniques label to show the link
B. Sign is straight to the point
C. Provide hyperlink in the text
D. Highlight the address with color
E. Show the regular visitor the path
87. Contrast is important in the interaction design for?
A. Decision making process
B. Friction attachment
C. User compliances
D. Aethetics style of design
E. Reduce information overload

88. How do you achieve equally user-friendly usability across many devices?
A. Dynamic Design D. Responsive Design
B. Multiple Design E. Adaptive Design
C. Reactive Design

89. Here are the way to make information quickly accessible using typography, except:
A. Build a clear hierarchy
B. Pay attention to text alignment
C. Use flashing background
D. Limit the number of font styles
E. Make good use of whitespace

90. Here are the way to reduce the harmful effect from pop-up marketing techniques, except:
A. Make the close button very visible
B. Use audible notification
C. Reduce the amount of pop-ups
D. Allow the user to opt-out
E. Make them fast appear

91. Web server do load balancing in managing traffic in rush hour fall under categories of:
A. Evolution qualities D. Social context
B. Execution qualities E. Media characteristic
C. Organizational context

92. User experience has advantages over the other in IxD such as:
A. Market positioning D. Mental simulation
B. Function definition E. Use case analysis
C. Self-referential avoidance

93. The good example of interface metaphor is defined as:


A. Relational D. Functional
B. Contextual E. Universal
C. Referential

94. Product design has always been a matter of:


A. Improving the capabilities of system
B. Increasing system availability
C. Reducing the information overload
D. Considering the navigation structure
E. Exploring consumer behaviors

95. Here are the way to create brilliant UX, except:


A. Give high perceived affordance
B. Do not break mental model of the user
C. Keep the experience predictable for user comfort
D. Minimize cognitive load to keep the intuitive
E. Focus on macrointeraction of the system

96. Design thinking approach focus on:


A. How user would naturally browse through interfaces
B. How to validate actions early by prototyping
C. Why designers select specific platforms
D. Why designers adjust the previous framework
E. How to aim for generic clarity
97. What is the design thinking phases?
A. Requirement, Specification, Sketch, Mockup and Prototype
B. Emphatize, Define, Ideate, Prototype and Test
C. Planning, Analyze, Design, Develop and Evaluate
D. Collection, Discussion, Suggestion, Recommendation and Improvisation
E. Observation, Investigation, Inspiration, Argumentation and Construction

98. As designer, we should add friction to user actions with extreme caution, unless the point is to _______ users
from performing that action.
A. Pleased D. Distract
B. Support E. Prevent
C. Dissuade

99. Here are the questions to consider when designing for interaction to give users clues about behavior before
action are taken:
A. Are there constraints put in place to help prevent errors?
B. What feedback does a user get once an action is performed?
C. Are interface elements a reasonable size to interact with?
D. What information do you provide to leat a user know what will happen?
E. Is the user’s end simplified as much as possible?

100. Designers have to constantly evaluate whether their product meet the following goals, except:
A. Easy to use
B. Safe to use
C. Has good utility
D. Easy to learn
E. Quick to use
101. What the mental model could not be?
A. Unscientific D. Consistent
B. Partial E. Personal
C. Unstable

102. What is the disadvantages of command line in the interaction styles?


A. Steep learning curve
B. Suitable for repetitive task
C. Offer direct access to system functionality
D. Light reliance on memory
E. Low visual load

103. Here are the potential problem in metaphors except:


A. Mixed metaphors D. Carry association
B. Run out metaphors E. Context dependent
C. Carry connotations
104. What is the designer normally do during the portion of interpretation of collection process?
A. Identify the people who are involved with the work
B. Creating description of people do the work
C. Investigate the information required to do the work
D. Analyze the input and output required by the work
E. Observe the constraints imposed on the work

105. Which one of these is a good reason to include sounds in IxD?


A. User react more quickly to sounds than to visual signals
B. User has tendency to satisfy with sound effect
C. There is no preferences, people just like sounds
D. The computer reacts to sound in the same way as a human
E. Sounds can convey specific meanings to user

106. What does the aesthetic-usability effect refer to?

A. People tend to perceive usable products as more attractive.


B. People tend to perceive attractive products as more usable.
C. Usability and aesthetics are equally important in web design.
D. The perception of attractiveness and usability of a new site are evaluated in the first 50ms when a user first
sees the site.

107.Which kind of menu is designed primarily for expert users because there is no visual clue to its presence?
A. iconic
B. pop-up
C. cascading
D. pull-down
E. none of the above

108.Which of the following instruction-driven interfaces allows a customer to enter a question about a given
product?
A. mnemonic
B. textual
C. natural language
D. language-based
E. none of the above

109.Which of the following is(are) human engineering guideline(s)?


A. Users should not be allowed to proceed without correcting an error.
B. The system user should always be aware of what to do next.
C. Anticipate the errors users might make.
D. Use display attributes sparingly.
E. All of the above

110.In which of the following user interface steps do the designers use a state transition diagram to show the
sequence and variations of screens that can occur when the system user sits at the terminal?
A. prototype the dialogue
B. test the dialogue
C. prototype user interface
D. chart the dialogue
E. re-design the dialogue

Short answer questions. Can be answered with a few sentences.


1. Iterations – what are they and why are they critically important in design?
2. Reflection -- what is it and why is it critically important in design?
3. What is the difference between UI and UXD?
4. What are the 10 principles of good design as articulated by Dieter Rams?
5. What are the four principles of page layout according to Robin Williams?
6. What is “information architecture” and why is it important?
7. What is the difference between an icon and a symbol?
8. This font, Arial, is an example of what type of font?
9. This font, Cambria, is an example of what type of font?
10. What is ergonomics and way is important in HCI/d?
11. Please give an example of a good and a bad “affordance.” Explain why in each case.
12. Please give an example of a good and a bad “constraint.” Explain why in each case.
13. What are the three levels, or aspects, of Emotional Design, according to Don
Norman?
14. What are some of the qualities of Mihaly Csikszentmihalyi’s concept of the Flow?
Why is this concept important in HCI/d?
15. What is “physio-pleasure”? Please give an example of it.
16. What is “psycho-pleasure”? Please give an example of it.
17. What is “socio-pleasure”? Please give an example of it.
18. What is “ideo-pleasure”? Please give an example of it.
19. What are “metaphors”? Why are they important in HCI/d? Please give three
examples of the use of metaphors in this context.
20. What is present in a case of successful “mapping”? Please give a good and bad
example of mapping (you may find it helpful to draw simple diagrams to supplement
your point).
21. What is “fallibility” and why is it an important concept in HCI/d? Cite the four types of
fallibility addressed in the book and give an example of each.
22. What is “feedback” and why is it important in HCI/d? What are the different types of
feedback and please give an example of each.
23. What is the name for the principle that enables users to know that a particular
interaction is at an end? Please give an example.
24. What is the importance of the concept of “consistency” in HCI/d? Give an example of
a situation where it is present and one where it is absent.
25. What are the two types of motivation? What is the significance of each in the HCI/d
context?
26. According to your textbook, “It is important that experiences should promote a feeling
of security and trust.” Cite an example from your experience with an IT interaction in
which you felt insecurity and distrust.
27. In the profile of Chris Atherton in the textbook, she cites the following “tools” she
uses in her work: Card sorting, Personas (combined with User Journeys), Usability
testing, Usability recording software, Statistics, and The right attitude. What is she
attempting to accomplish through application of this range of tools?
28. What, precisely, is “usability” as defined in the textbook?
29. Is a usability test objective or subjective? Explain why.
30. The jazz great Charles Mingus said that “Anyone can make the simple complex.
Creativity involves making the complicated simple.” What is the relevance of this
concept to HCI/d?
31. Why is usability testing important, according to Steve Krug?
32. At what point in the development of a project should usability testing most
beneficially begin?
33. What is a “responsive design,” as defined in your textbook. Please give an example.
34. What does A-B testing involve and what is its importance?
35. If one wished to understand how people engage in tasks in the “real world” in order
to design interactions to support this, what method would you use?

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