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HCI101 REVIEWER

Total questions: 60

Worksheet time: 30mins

Name
Class
Date
1.

Designing interactive products to support the way people communicate and interact in their everyday and working lives.

a)

Computer Interaction

b)

Human Interaction

c)

Interaction Design

2.

Allowing the team to explore a range of different ideas to address the problems identified.

a)

Interaction

b)

Common Ground

c)

Conceptualizing Interaction

d)

Open-Mindedness

3.

it is important to conceptualize them in terms of what the proposed product will do.

a)

Orientation

b)

Model

c)

 proof of concept

d)

Open-Mindedness

4.

The user experience refers to how a product behaves and is used by people in the real world. 

a)

User Interface

b)

Usability

c)

User Experience

d)

User Interaction

5.

Accessibility refers to the extent to which an interactive product is accessible by as many people as possible

a)

Utility

b)

Accessibility and Inclusiveness

c)

Memorability

d)

Accessibility

6.

involves mental effort, attention, judgment, and decision making, which can lead to new ideas and creativity.

a)

Reflective Cognition

b)

Perception

c)

Experiential Cognition

d)

Cognition

7.

developing a conceptual model that uses a conversational style of interaction is that it allows people to interact with a system in a way that is familiar to them.

a)

Exploring

b)

Manipulating

c)

Advantage

d)

Instructing

8.

is a general goal, and it refers to how good a product is at doing what it is supposed to  do.

a)

Accessibility

b)

Learnability

c)

Safety

d)

Effectiveness

9.

Involves creating, manipulating and making meaning through our engaged interaction with physical things. 

a)

Social Engagement

b)

Embodied Interaction

c)

Sharable Interfaces

d)

 Cognitive Tracing

10.

Approach was developed to study the nature of cognitive phenomena across individuals, artifacts and internal and external representation(Hutchins, 1195).

a)

Cognitive Tracing

b)

External Cognition

c)

Computational Offloading

d)

Distributed cognition

11.

it is concerned with making systems easy to learn and use.

a)

Usability

b)

Utility

c)

Learnability

d)

Visibility

12.

is a general goal, and it refers to how good a product is at doing what it is supposed to  do.

a)

Memorability

b)

Safety

c)

Effectiveness

d)

Efficiency

13.

refers to the way a product supports users in carrying out their tasks.

a)

Accessibility

b)

Efficiency

c)

Visibility

d)

Effectiveness

14.

 refers to the extent to which the product provides the right kind of functionality so that users can do what they need or want to do.

a)

Feedback

b)

Learnability

c)

Utility

d)

Effectiveness

15.

 involves protecting the user from dangerous conditions and undesirable situations.

a)

Affordance

b)

Consistency

c)

Safety

d)

Memorability

16.

refers to how easy a product is to remember how to use, once learned

a)

Effectiveness

b)

Utility

c)

Memorability

d)

Learnability

17.

refers to how easy a system is to learn to use.

a)

Efficiency

b)

Learnability

c)

Safety

d)

Memorability

18.

the quality or condition of being easy to understand or do

a)

Memorability

b)

Usability

c)

Simplicity

d)

Accessibility

19.

 are used by interaction designers to aid their thinking when designing for the user experience.

a)

Gesture-based Interfac

b)

UI Design

c)

Graphical User Interfaces (GUIs

d)

Design Principles

20.

The more visible functions are, the more likely it is that users will be able to know what to do next.

a)

Visibility

b)

Affordance

c)

Consistency

d)

Feedback

21.

___________ involves sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity.

a)

Consistency

b)

Feedback

c)

Memorability

d)

Constraints

22.

The design concept of constraining refers to determining ways of restricting the kinds of user interaction that can take place at a given moment.

a)

Utility

b)

Constraints

c)

Memorability

d)

Learnability

23.

This refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks.

a)

Constraints

b)

Affordance

c)

Visibility

d)

Consistency

24.

This is a term used to refer to an attribute of an object that allows people to know how to use it.

a)

Efficiency

b)

Usability Goals

c)

Affordance

d)

Accessibility

25.

Designers try to gather insights about the problem. (insight to the problem)

a)

Develop

b)

Define

c)

Discover

d)

Deliver

26.

Solutions or concepts are created, prototyped, tested, and iterated. (potential solutions)

a)

Deliver

b)

Discover

c)

Develop

d)

Define

27.

Designers develop a clear briefthat frames the design challenge.(area to focus upon)

a)

Define

b)

Deliver

c)

Founder

d)

Discover

28.

The resulting project is finalized, produced, and launched.(solutions that work)

a)

Design

b)

Develop

c)

Deliver

d)

Define

29.

it relies largely on the experience and creative flair of a designer.

a)

Genius design

b)

Systems design

c)

User-centered design

d)

Activity-centered design

30.

is a structured, rigorous, and holistic design approach that focuses on

context and is particularly appropriate for complex problems

a)

Web Design

b)

Genius design

c)

Systems design

d)

User-centered design

31.

It focuses on the behavior surrounding particular tasks. Users still play a significant role, but it is their behavior rather than their goals and needs that is important.

a)

Activity-centered design

b)

Genius design

c)

Systems design

d)

User-centered design

32.

the user knows best and is the guide to the designer; the designer’s role is to translate the users’ needs and goals into a design solution..

a)

Systems design

b)

Activity-centered design

c)

Genius design

d)

User-centered design

33.

also called Online Crashing Analysis that automatically collect information from users that is used to improve applications in the longer term

a)

Rapid Expert Design

b)

Systems design

c)

Error Reporting Systems (ERSs)

d)

Participatory Design

34.

 Referred to as cooperative design or co-design.

An overarching design philosophy that places those for whom systems, technologies, and services are being designed, as central actors in creation activities.

a)

Rapid Expert Design

b)

Activity-centered design

c)

Participatory Design

d)

User-centered design

35.

 the users’ role is to validate ideas generated by the designer, and users are not

involved during the design process itself

a)

Rapid Expert Design

b)

Iterative Design

c)

Participatory Design

d)

Genius Design

36.

cycles of design-test-measure-redesign being repeated as often as necessary.

a)

Participatory Design

b)

Early focus on users and tasks

c)

Empirical measurement

d)

Iterative design

37.

First understanding who the users will be by

directly studying their cognitive, behavioral, anthropomorphic, and attitudinal characteristics.

Observing users doing their normal tasks.

a)

Participatory Design

b)

Early focus on users and tasks

c)

Iterative design

d)

Empirical measurement

38.

Early in development, the reactions and performance of intended users to printed scenarios, manuals, and so forth, are observed and measured.

Users interact with simulations and prototypes.

a)

Systems design

b)

Empirical measurement

c)

Designing

d)

Iterative design

39.

 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

a)

Technology

b)

Theory

c)

A/B testing

d)

In situ study

40.

Investigating a theory, idea, concept or observation about a behavior, setting or other phenomenon using existing ones or developing a new one or extending an existing one.

a)

Theory

b)

A/B testing

c)

Technology

d)

In situ study

41.

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)

Design

b)

Theory

c)

Frame Work

d)

Technology

42.

Concerned with evaluating in situ an existing device/tool/service or novel research-based prototype when placed in various settings or given to someone to use over a period of time.

a)

Theory

b)

Technology

c)

Design

d)

In situ study

43.

Concerned with appropriating existing infrastructures/devices (e.g., Internet of Things toolkit, mobile app)

a)

RITW

b)

Technology

c)

Theory

d)

A/B Testing

44.

Covers the left side of the double diamond of design

This includes understanding the target users and the support an interactive product could usefully provide. This understanding is gleaned through data gathering and analysis

a)

Evaluating

b)

Prototyping

c)

 Designing

d)

 Discovering

45.

 Core activity of designing and is part of the Develop phase of the double diamond. 

a)

Prototyping

b)

Designing

c)

Processing

d)

Discovering

46.

the alternative designs so that they can be communicated and assessed.

a)

Discovering

b)

Evaluating

c)

Prototyping

d)

Designing

47.

the product and the user experience it offers throughout the process.

a)

Evaluating

b)

Discovering

c)

Prototyping

d)

Designing

48.

 Is used to represent a model that captures a set of activities and how they are related.

a)

Decide on the Best

b)

Unpack

c)

 Lifecycle Model (Process Model)

d)

Google Design Sprint

49.

This time is used to choose the right design challenge, gather the right team, and organize the time and space to run the sprint

a)

Test with Target Customers

b)

Sketch Competing Solutions

c)

Setting the Stage

d)

Google Design Sprint

50.

refers to the importance of designing communication system to enable participants and their activities to be visible to one another

a)

Awareness

b)

Sharable Interfaces

c)

Social Translucence

d)

Social Engagement

51.

  Is when a participant looks at their watch signaling indirectly to the other participants that they want the conversation to draw to a close.

a)

Peripheral Awareness

b)

Explicit cue

c)

Awareness

d)

Implicit cue

52.

 without any intention

a)

Learning

b)

Reading

c)

Incidental Learning

d)

Intentional Learning

53.

Issuing command and letting other know how they are progressing

a)

Social Translucence

b)

Co-presence

c)

Sharable Interfaces

d)

Physical Coordination

54.

the cognitive processes involved when we interact with different external representations such as graphical images, multi media and virtual reality. 

a)

Distributed cognition

b)

Embodied Interaction

c)

External Cognition

d)

Cognitive Tracing

55.

_______ involves modifying external representation, such as crossing off or underlining items.

a)

Distributed cognition

b)

Computational Offloading

c)

Annotation and Cognitive Tracing

d)

External Cognition

56.

instinctive, reflexive and effortless ( 2+2)

a)

Slow Thinking

b)

Overthinking

c)

Cognition

d)

Fast Thinking

57.

involves recalling various kinds of knowledge that allow people to act appropriately. 

a)

Encoding

b)

Memory

c)

Cognitive prosthesis

d)

Filtering

58.

refers to a general approach that has been adopted by a community of researchers and designers for carrying out their work in terms of shared assumptions, concepts, values, and practices. 

a)

Theory

b)

Vision

c)

Model

d)

Paradigm

59.

A framework is a set of interrelated concepts and/or a set of specific questions that are intended to inform a particular domain area (for example, collaborative learning), or an analytic method (for instance, ethnographic studies).

a)

User’s Model

b)

Model

c)

Designer’s Model

d)

Framework

60.

A fifth type has since been proposed by Christopher Lueg This refers to proactive systems that initiate a request in situations to which a user can respond

a)

Interface Metaphors

b)

Responding

c)

 Star interface

d)

 Metaphors