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Quiz 3 Ch4-7

Total questions: 55

Worksheet time: 28mins

Name
Class
Date
1.

What is a paradigm?

a)

A type of computer

b)

A map in our head that helps us interpret the world

c)

A programming language

d)

A type of software

2.

According to the presentation, when can we determine if a paradigm is true?

a)

When it is scientifically proven

b)

When we change our paradigm

c)

When everyone agrees with it

d)

When it is written in a book

3.

What is a paradigm shift?

a)

A change in technology

b)

A sudden change in point of view

c)

A new type of computer

d)

A shift in computer memory

4.

Which of the following is an example of a paradigm shift?

a)

Using a faster computer

b)

Ptolemy to Copernicus's view of the solar system

c)

Upgrading software

d)

Adding more memory to a computer

5.

What does Direct Manipulation (DM) in interfaces emphasize?

a)

Typing commands quickly

b)

Visibility of objects and reversible actions

c)

Using programming languages

d)

Voice commands only

6.

Which feature is NOT part of a Direct Manipulation interface?

a)

Incremental action with rapid feedback

b)

Reversibility of actions

c)

Use of complex command languages

d)

Visibility of objects of interest

7.

What does Ubiquitous Computing refer to?

a)

Computers that are very large

b)

Information processing integrated into everyday objects

c)

Computers used only in offices

d)

A type of programming language

8.

What is Context-Aware Interaction?

a)

Interaction that requires typing

b)

Linking changes in the environment with computer systems

c)

Using only graphical icons

d)

A type of batch processing

9.

Which of the following is an example of Computer-Supported Cooperative Work (CSCW)?

a)

Using a calculator

b)

Sending an email to collaborate on a project

c)

Playing a solo video game

d)

Writing a document alone

10.

Why is it useful to study paradigms in interactive systems?

a)

To learn programming

b)

To ensure and measure usability

c)

To build faster computers

d)

To design better keyboards

11.

What is the primary focus of interaction design?

a)

Designing aesthetically pleasing interfaces

b)

Designing interactions and interventions, not just interfaces

c)

Writing user manuals and documentation

d)

Developing marketing strategies for software

12.

Which of the following is NOT one of the four basic activities in Interaction Design?

a)

Identifying needs and establishing requirements

b)

Developing alternative designs

c)

Marketing the final product

d)

Evaluating designs

13.

What is a persona in the context of interaction design?

a)

A real user who tests the system

b)

A fictional representation of a user group based on research

c)

A type of prototyping tool

d)

A usability evaluation method

14.

Which of the following is a key characteristic of the interaction design process?

a)

Avoiding repetition at all costs

b)

Focusing on users late in the design process

c)

Repetition is expected; designers rarely get it right the first time

d)

Focusing only on technical feasibility

15.

In the context of screen design, what does alignment primarily help with?

a)

Making the screen more colorful

b)

Improving readability and creating a clean layout

c)

Increasing the number of elements on the screen

d)

Reducing the need for user testing

16.

What is the purpose of a scenario in interaction design?

a)

To write code for the system

b)

To create a marketing plan

c)

To tell a rich story of how the system is used

d)

To replace the need for personas

17.

Which of the following best describes affordance?

a)

The cost of designing a system

b)

A visual clue to the function of an object

c)

The speed of the system response

d)

The number of features in a system

18.

What is one of the golden rules of design mentioned in the chapter?

a)

Use as many colors as possible

b)

Know where you are, what you can do, where you are going, and where you have been

c)

Always use the latest technology

d)

Avoid user feedback to save time

19.

Which of the following is a common misuse of color in interface design?

a)

Using high contrast for text

b)

Overusing color without a good reason

c)

Using grayscale for readability

d)

Using color to indicate status

20.

What is the main goal of prototyping?

a)

To create the final product

b)

To demonstrate and test design ideas before final implementation

c)

To replace user evaluation

d)

To write the user manual

21.

Which of these is a component of a persona?

a)

Source code

b)

Name, photo, and demographics

c)

Marketing budget

d)

Technical specifications

22.

Why is white space used in screen design?

a)

To fill empty areas

b)

To group items and improve readability

c)

To reduce file size

d)

To make the screen look larger

23.

What does the evaluation activity in interaction design involve?

a)

Selling the product to users

b)

Assessing designs to ensure they meet usability goals

c)

Writing code for the system

d)

Creating user personas

24.

Which design principle is violated when interactive elements do not look clickable?

a)

Affordance

b)

Color blindness

c)

Localization

d)

Repetition

25.

What is a key benefit of using scenarios during design?

a)

They replace the need for programming

b)

They help communicate design ideas and validate models

c)

They automatically generate code

d)

They are used only for final user documentation

26.

To capture the expected functionality of the system from the customer’s perspective

a)

To decompose the system into components

b)

To capture the expected functionality of the system from the customer’s perspective

c)

To perform integration testing

27.

Which activity in the software life cycle involves decomposing the system into independent components?

a)

Requirements Specification

b)

Architectural Design

c)

Detailed Design

d)

Coding and Testing

28.

What is the key difference between Verification and Validation?

a)

Verification checks if the software is user-friendly; validation checks if it is efficient

b)

Verification ensures the software meets user needs; validation ensures it follows the specification

c)

Verification checks if the product is built right; validation checks if the right product is built

d)

Verification is done by users; validation is done by developers

29.

In the context of interactive systems, what is Validation often referred to as?

a)

Prototyping

b)

Evaluation

c)

Coding

d)

Maintenance

30.

Which type of prototyping involves building a model that will not become part of the final system?

a)

Evolutionary Prototyping

b)

Incremental Prototyping

c)

Throw-Away Prototyping

d)

Functional Prototyping

31.

What does the Formality Gap refer to in software development?

a)

The gap between developer and user skill levels

b)

The mismatch between real-world user needs and structured design methods

c)

The time gap between design and implementation

d)

The difference between two programming languages

32.

Which ISO standard is specifically mentioned as addressing usability and user experience?

a)

ISO 9001

b)

ISO 14001

c)

ISO 9241

d)

ISO 27001

33.

Which of the following is a management challenge in software development?

a)

Choosing programming language syntax

b)

Designing user interface icons

c)

Budget and resource allocation

d)

Writing detailed code comments

34.

What is a Storyboard in prototyping?

a)

A fully functional version of the final system

b)

A graphical depiction of the interface without full system functionality

c)

A mathematical model used for verification

d)

A user manual draft

35.

Which phase of the software life cycle involves correcting errors discovered after the system’s release?

a)

Requirements Specification

b)

Architectural Design

c)

Integration and Testing

d)

Maintenance

36.

What are the two key factors that determine the type of design rules?

a)

Cost and Time

b)

Authority and Generality

c)

Complexity and Usability

d)

Abstraction and Color

37.

Which type of design rule is high in authority but limited in application?

a)

Principles

b)

Guidelines

c)

Standards

d)

Patterns

38.

Which usability principle refers to the ease with which new users can begin effective interaction?

a)

Flexibility

b)

Robustness

c)

Learnability

d)

Consistency

39.

What does the principle of Synthesizability ensure?

a)

The system responds quickly

b)

The user can assess the effect of past operations

c)

The system supports multiple tasks at once

d)

The user can customize the interface

40.

Which principle allows users to apply knowledge from one context to another?

a)

Familiarity

b)

Generalizability

c)

Predictability

d)

Consistency

41.

What type of consistency ensures that similar operations use similar elements?

a)

Visual Consistency

b)

Command Naming Consistency

c)

Interaction Behavior Consistency

d)

All of the above

42.

Which flexibility principle allows the user to control the dialogue?

a)

Multithreading

b)

Task Migratability

c)

Dialogue Initiative

d)

Substitutivity

43.

What does Multithreading support?

a)

Single task completion

b)

Multiple tasks concurrently or interleaved

c)

System-driven interaction only

d)

Customization of colors

44.

Which principle allows the user and system to share task execution?

a)

Customizability

b)

Task Migratability

c)

Substitutivity

d)

Observability

45.

What is the difference between Adaptability and Adaptivity?

a)

Adaptivity is user-driven; Adaptability is system-driven

b)

Adaptability is user-driven; Adaptivity is system-driven

c)

Both are system-driven

d)

Both are user-driven

46.

Which robustness principle allows users to evaluate the internal state of the system?

a)

Recoverability

b)

Responsiveness

c)

Observability

d)

Persistence

47.

What does Recoverability support?

a)

Fast system response

b)

Undoing errors and corrective action

c)

Customizing the interface

d)

Switching between tasks

48.

Which principle ensures the system responds in a timely and consistent manner?

a)

Task Conformance

b)

Responsiveness

c)

Synthesizability

d)

Familiarity

49.

Which of Shneiderman’s Golden Rules advises “permitting easy reversal of actions”?

a)

Consistency

b)

Shortcuts

c)

Reversal

d)

Feedback

50.

Which of Norman’s 7 Principles suggests “making things visible”?

a)

Simplify task structure

b)

Get mappings right

c)

Make things visible

d)

Design for error

51.

What do HCI design patterns aim to do?

a)

Enforce legal standards

b)

Reuse successful design solutions

c)

Replace user testing

d)

Automate code generation

52.

Which characteristic of patterns ensures they are easy to understand by all stakeholders?

a)

Generative

b)

Practice-Based

c)

Easy to Understand

d)

Express Values

53.

Which principle is demonstrated when a system automatically saves a document periodically?

a)

Familiarity

b)

Recoverability

c)

Predictability

d)

Multithreading

54.

What does the principle of Substitutivity allow?

a)

Switching between voice and touch input

b)

Replacing the user with the system

c)

Substituting equivalent input/output values

d)

Customizing the interface layout

55.

According to the chapter, which type of design rule is considered the most abstract, with low authority and high generality?

a)

Standards

b)

Guidelines

c)

Principles

d)

Patterns