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Quiz No. 2 - The Process of Interaction Design

Total questions: 25

Worksheet time: 15mins

Name
Class
Date
1.

Interaction design has specific activities focused on discovering requirements for the product, designing something to fulfill those requirements, and producing prototypes that are then evaluated.

a)

True

b)

False

2.

In the double-diamond of design, this phase is where the designers try to gather insights about the problem.

a)

Discover

b)

Define

c)

Develop

d)

Deliver

3.

In the double-diamond of design, this phase is where the designers develop a clear brief that frames the design challenge.

a)

Discover

b)

Define

c)

Develop

d)

Deliver

4.

In the double-diamond of design, this phase is where the solutions or concepts are created, prototyped, tested, and iterated.

a)

Discover

b)

Define

c)

Develop

d)

Deliver

5.

In the double-diamond of design, this phase is where the resulting project is finalized, produced, and launched.

a)

Discover

b)

Define

c)

Develop

d)

Deliver

6.

This is the first phase in the double diamond where deciding what to design is key.

a)

Understanding the Problem Space

b)

Degrees of User Involvement

c)

What Is a User-Centered Approach?

7.

In a user-centered approach, this means first understanding who the users will be by directly studying their cognitive, behavioral, anthropomorphic, and attitudinal characteristics. This requires observing users doing their normal tasks, studying the nature of those tasks, and then involving users in the design process.

a)

Early focus on users and tasks

b)

Empirical measurement

c)

Iterative design

8.

In a user-centered approach, this is in the early in development, the reactions and performance of intended users to printed scenarios, manuals, and so forth, are observed and measured. Later, users interact with simulations and prototypes, and their performance and reactions are

observed, recorded, and analyzed.

a)

Early focus on users and tasks

b)

Empirical measurement

c)

Iterative design

9.

In a user-centered approach, when problems are found in user testing, they are fixed, and then more tests and observations are carried out to see the effects of the fixes. This means that design and development are iterative, with cycles of design-test-measure-redesign being repeated as often as necessary.

a)

Early focus on users and tasks

b)

Empirical measurement

c)

Iterative design

10.

This activity covers the left side of the double diamond of design, and it is focused on discovering something new about the world and defining what will be developed. In the case of interaction design, this includes understanding the target users and the support an interactive product could usefully provide.

a)

Discovering Requirements

b)

Designing Alternatives

c)

Prototyping

d)

Evaluating

11.

This is the core activity of designing and is part of the Develop phase of the double diamond: proposing ideas for meeting the requirements. For interaction design, this activity can be viewed as two subactivities: conceptual design and concrete design.

a)

Discovering Requirements

b)

Designing Alternatives

c)

Prototyping

d)

Evaluating

12.

This is also part of the Develop phase of the double diamond. Interaction design involves

designing the behavior of interactive products as well as their look and feel. The most effective

way for users to evaluate such designs is to interact with them, and this can be achieved

through this activity.

a)

Discovering Requirements

b)

Designing Alternatives

c)

Prototyping

d)

Evaluating

13.

This is also part of the Develop phase of the double diamond. It is the process of determining the usability and acceptability of the product or design measured in terms of a variety of usability and user-experience criteria.

a)

Discovering Requirements

b)

Designing Alternatives

c)

Prototyping

d)

Evaluating

14.

In the Google Design Sprint, this is considered as Day 1 which focuses on making a map of the challenge and choosing a target, that is, a part of the challenge that can be achieved in a week.

a)

Unpack

b)

Sketch

c)

Decide

d)

Prototype

e)

Test

15.

In the Google Design Sprint, this is considered as Day 4 which focuses on turning the storyboard into a realistic prototype, that is, something on which customers can provide feedback.

a)

Unpack

b)

Sketch

c)

Decide

d)

Prototype

e)

Test

16.

In the Google Design Sprint, this is considered as Day 5 which focuses on getting feedback from five customers and learning from their reactions.

a)

Unpack

b)

Sketch

c)

Decide

d)

Prototype

e)

Test

17.

In Research in the Wild (RITW) framework, this is concerned with appropriating existing infrastructures/devices (e.g., Internet of Things toolkit, mobile app) in situ or developing new ones for a given setting (e.g., a novel public display).

a)

Technology

b)

Design

c)

In Situ study

d)

Theory

18.

In Research in the Wild (RITW) framework, this covers the design space of an experience (e.g., iteratively creating a collaborative travel planning tool for families to use or an augmented reality game for playing outdoors).

a)

Technology

b)

Design

c)

In Situ study

d)

Theory

19.

There are many ways to understand who users are and what their goals are in using a product, including rapid iterations of working prototypes.

a)

True

b)

False

20.

Involving users in the design process assists with expectation management and feelings of ownership, but how and when to involve users requires careful planning.

a)

True

b)

False

21.

These principles are also key for interaction design. Which is NOT considered as a user-centered design principle?

a)

early focus on users and tasks

b)

empirical measurement

c)

iterative design

d)

imperative measurement

22.

This is an online method to inform the choice between two alternatives. It is most commonly used for comparing different versions of web pages or apps, but the principles and mathematics behind it came about in the 1920s (Gallo, 2017).

a)

A/B Testing

b)

Technical Feasibility

c)

Evaluation with users or peers

d)

Quality Thresholds

23.

Usability criteria, technical feasibility, and users’ feedback on prototypes cannot be used to choose among alternatives.

a)

True

b)

False

24.

It is important to have a good understanding of the problem space before trying to build anything.

a)

True

b)

False

25.

There is only one way to understand who users are and what their goals are in using a product, which is rapid iterations of working prototypes.

a)

True

b)

False