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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 interactionQ1: 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 simplif