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Prototyping

Total questions: 20

Worksheet time: 10mins

Name
Class
Date
1.

Which of the following best describes the main purpose of prototyping in interaction design?

a)

To create the final working product efficiently

b)

To gather user feedback through tangible interactions

c)

To reduce production cost before launch

d)

To implement the system architecture

2.

In low-fidelity prototyping, the major trade-off involves:

a)

Increased development time but lower user engagement

b)

Reduced realism but increased flexibility for change

c)

Higher cognitive load for users

d)

Better accuracy in simulating system performance

3.

A Wizard-of-Oz prototype primarily helps the designer:

a)

Evaluate visual aesthetics

b)

Understand user expectations before full system implementation

c)

Measure software efficiency

d)

Finalize backend logic for automation

4.

Which of the following correctly distinguishes horizontal from vertical prototyping?

a)

Horizontal prototypes emphasize breadth of functions, vertical prototypes emphasize depth

b)

Horizontal prototypes focus on one task in detail, vertical prototypes cover many tasks briefly

c)

Horizontal prototypes are always high-fidelity, vertical are low-fidelity

d)

Horizontal prototypes are interactive, vertical are static

5.

In conceptual design, a mood board is primarily used to:

a)

Define technical architecture

b)

Capture the intended emotional or aesthetic feel of a product

c)

Represent system data relationships

d)

Prototype physical interactions

6.

Which of the following represents a conceptual model in interaction design?

a)

A full software prototype with coded backend

b)

A storyboard sequence

c)

An outline describing what users can do and the concepts they must understand

d)

A final implementation of the interface metaphor

7.

When evaluating an interface metaphor, which criterion ensures that it fits the user’s context of use?

a)

Structural consistency

b)

Relevance to the problem domain

c)

Extensibility of the system architecture

d)

Graphical representation accuracy

8.

Which interaction type involves the user performing direct manipulation of objects on screen?

a)

Conversing

b)

Instructing

c)

Manipulating

d)

Exploring

9.

Which question best reflects the task allocation stage during conceptual design expansion?

a)

How will the visual hierarchy be represented?

b)

Which functions will be automated versus user-controlled?

c)

What color palette best fits the target demographic?

d)

How can metaphors support memory recall?

10.

Concrete design primarily addresses:

a)

Information architecture and workflow logic

b)

Abstract functional mapping

c)

User interface details such as icons, buttons, and color schemes

d)

Ethical considerations of system design

11.

According to the slides, cultural website guidelines emphasize that successful products are:

a)

Technological innovations independent of society

b)

Primarily defined by usability heuristics

c)

Bundles of social solutions fitting cultural and institutional contexts

d)

Static systems that ignore cultural variation

12.

In the plus and minus scenario technique, the main purpose of “minus scenarios” is to:

a)

Explore ideal user experiences

b)

Identify possible failure points and extreme user cases

c)

Validate the visual design consistency

d)

Test performance under normal conditions

13.

What is the difference between a scenario and a use case in this context?

a)

Scenarios describe hypothetical experiences; use cases describe specific functional sequences

b)

Use cases are for high-fidelity prototypes, scenarios are for low-fidelity prototypes

c)

Scenarios always require user input, use cases don’t

d)

Use cases are narrative-based, scenarios are structured

14.

An experience map differs from a storyboard mainly because it:

a)

Represents emotional and experiential flow across time or context

b)

Focuses only on screen design

c)

Emphasizes developer tasks instead of user activities

d)

Is used only during testing, not design

15.

In the wheel-form experience map, the visualization focuses on:

a)

Temporal sequencing of actions

b)

Cyclic stages of user interaction and feedback

c)

Task decomposition and technical flow

d)

Vertical prototyping processes

16.

Which of the following physical computing kits is most suitable for fabric-based interaction design?

a)

Arduino

b)

Senseboard

c)

LilyPad

d)

MaKey MaKey

17.

The danger of high-fidelity prototypes is that users may:

a)

Be unable to navigate due to poor usability

b)

Expect that the system is fully functional and complete

c)

Misunderstand the system metaphor

d)

Provide less reliable feedback due to low realism

18.

The use of SDKs in construction primarily supports:

a)

The integration of cultural design principles

b)

Rapid prototyping with hardware components only

c)

Simplified development for specific platforms through bundled tools and APIs

d)

Design evaluation before implementation

19.

What is the main limitation of low-fidelity prototypes in understanding user experience?

a)

They lack the visual realism necessary to simulate actual interaction

b)

They are too time-consuming to modify

c)

They are difficult for designers to interpret

d)

They overemphasize aesthetic aspects

20.

The statement “Prototypes answer questions” implies that:

a)

Prototypes only serve as communication tools

b)

The purpose of a prototype is to validate design assumptions through experimentation

c)

Prototypes represent final design decisions

d)

Each prototype must include complete functionality