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WorksheetsPrototyping
Total questions: 20
Worksheet time: 10mins
Which of the following best describes the main purpose of prototyping in interaction design?
To create the final working product efficiently
To gather user feedback through tangible interactions
To reduce production cost before launch
To implement the system architecture
In low-fidelity prototyping, the major trade-off involves:
Increased development time but lower user engagement
Reduced realism but increased flexibility for change
Higher cognitive load for users
Better accuracy in simulating system performance
A Wizard-of-Oz prototype primarily helps the designer:
Evaluate visual aesthetics
Understand user expectations before full system implementation
Measure software efficiency
Finalize backend logic for automation
Which of the following correctly distinguishes horizontal from vertical prototyping?
Horizontal prototypes emphasize breadth of functions, vertical prototypes emphasize depth
Horizontal prototypes focus on one task in detail, vertical prototypes cover many tasks briefly
Horizontal prototypes are always high-fidelity, vertical are low-fidelity
Horizontal prototypes are interactive, vertical are static
In conceptual design, a mood board is primarily used to:
Define technical architecture
Capture the intended emotional or aesthetic feel of a product
Represent system data relationships
Prototype physical interactions
Which of the following represents a conceptual model in interaction design?
A full software prototype with coded backend
A storyboard sequence
An outline describing what users can do and the concepts they must understand
A final implementation of the interface metaphor
When evaluating an interface metaphor, which criterion ensures that it fits the user’s context of use?
Structural consistency
Relevance to the problem domain
Extensibility of the system architecture
Graphical representation accuracy
Which interaction type involves the user performing direct manipulation of objects on screen?
Conversing
Instructing
Manipulating
Exploring
Which question best reflects the task allocation stage during conceptual design expansion?
How will the visual hierarchy be represented?
Which functions will be automated versus user-controlled?
What color palette best fits the target demographic?
How can metaphors support memory recall?
Concrete design primarily addresses:
Information architecture and workflow logic
Abstract functional mapping
User interface details such as icons, buttons, and color schemes
Ethical considerations of system design
According to the slides, cultural website guidelines emphasize that successful products are:
Technological innovations independent of society
Primarily defined by usability heuristics
Bundles of social solutions fitting cultural and institutional contexts
Static systems that ignore cultural variation
In the plus and minus scenario technique, the main purpose of “minus scenarios” is to:
Explore ideal user experiences
Identify possible failure points and extreme user cases
Validate the visual design consistency
Test performance under normal conditions
What is the difference between a scenario and a use case in this context?
Scenarios describe hypothetical experiences; use cases describe specific functional sequences
Use cases are for high-fidelity prototypes, scenarios are for low-fidelity prototypes
Scenarios always require user input, use cases don’t
Use cases are narrative-based, scenarios are structured
An experience map differs from a storyboard mainly because it:
Represents emotional and experiential flow across time or context
Focuses only on screen design
Emphasizes developer tasks instead of user activities
Is used only during testing, not design
In the wheel-form experience map, the visualization focuses on:
Temporal sequencing of actions
Cyclic stages of user interaction and feedback
Task decomposition and technical flow
Vertical prototyping processes
Which of the following physical computing kits is most suitable for fabric-based interaction design?
Arduino
Senseboard
LilyPad
MaKey MaKey
The danger of high-fidelity prototypes is that users may:
Be unable to navigate due to poor usability
Expect that the system is fully functional and complete
Misunderstand the system metaphor
Provide less reliable feedback due to low realism
The use of SDKs in construction primarily supports:
The integration of cultural design principles
Rapid prototyping with hardware components only
Simplified development for specific platforms through bundled tools and APIs
Design evaluation before implementation
What is the main limitation of low-fidelity prototypes in understanding user experience?
They lack the visual realism necessary to simulate actual interaction
They are too time-consuming to modify
They are difficult for designers to interpret
They overemphasize aesthetic aspects
The statement “Prototypes answer questions” implies that:
Prototypes only serve as communication tools
The purpose of a prototype is to validate design assumptions through experimentation
Prototypes represent final design decisions
Each prototype must include complete functionality
