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Good Design - Course Schedule and Reminders

Total questions: 99

Worksheet time: 50mins

Name
Class
Date
1.

According to the course schedule, what is the lecture topic for Week 6 (October 13th)?

a)

Good design

b)

User testing

c)

Prototyping

d)

Project presentations

2.

What is the due date for the Arduino Assignment as per the reminders section?

a)

9pm Friday, October 17th

b)

5pm Monday, October 20th

c)

11am Thursday, October 16th

d)

8pm Saturday, October 18th

3.

Which week is dedicated to 'Intro to microcontrollers' in the course schedule?

a)

Week 5 (October 6th)

b)

Week 2 (September 15th)

c)

Week 7 (October 20th)

d)

Week 10 (November 10th)

4.

The Peer Feedback Survey is due on Thursday, October 23rd.

a)

True

b)

False

5.

Which lab topic is associated with Week 7 (October 20th)?

a)

Ideation and design (stained glass and in-home sensor)

b)

Design

c)

Teamwork

d)

Testing and presentation preparation

6.

What is the tutorial topic for Week 2 (September 15th)?

a)

Onshape

b)

Fusion 360

c)

SolidWorks

d)

AutoCAD

7.

What is design?

a)

A plan complete with specifications for the construction/implementation, operation, maintenance, decommissioning of an object, environment or process.

b)

A random sketch made without any purpose.

c)

A type of mathematical equation used in engineering.

d)

A list of materials required for a project.

8.

Which of the following is NOT a design model listed in the slide?

a)

Waterfall Model

b)

V-Model

c)

Toyota Lean Product Development Model

d)

Design Thinking

e)

Spiral Model

9.

Identify which of the following is an example of a good design for a Game Controller.

a)

A controller with ergonomic grips and responsive buttons

b)

A controller with confusing button layout and poor grip

c)

A controller that overheats quickly during use

d)

A controller with buttons that frequently get stuck

10.

Which of the following is a good way to evaluate the design of a toaster, game controller, air fryer, or intersection?

a)

Describe 3 ways the design is good or poor for any of the listed items.

b)

List the price of each item.

c)

Identify the brand of each item.

d)

Count the number of buttons on each item.

11.

Discussion – what makes design good? Good design is characterized by which of the following?

a)

Functionality and aesthetics

b)

High cost and complexity

c)

Lack of user focus

d)

Ignoring sustainability

12.

According to Jared Spool, Usability Expert, "Good design, when it is done well, becomes ________".

a)

invisible

b)

obvious

c)

complicated

d)

expensive

13.

What is the main purpose of Universal Design?

a)

To create products only for people with disabilities

b)

To ensure products, environments, and programs do not discriminate and benefit people regardless of abilities, needs, and cultural preferences

c)

To make products more expensive

d)

To ignore cultural preferences

14.

Which of the following is NOT listed as a competitive advantage of Universal Design?

a)

Allow people to meet their needs

b)

Evolve to address changing needs

c)

Age in place

d)

Increase product cost

15.

The United Nations Convention for the Rights of Persons with Disabilities endorses ________ as the preferred approach.

a)

Universal Design

b)

Segregated Education

c)

Medical Model

d)

Charity Model

16.

Which Universal Design goal is described as 'Accommodating a wide range of body sizes and abilities'?

a)

Comfort

b)

Body fit

c)

Awareness

d)

Wellness

17.

Which Universal Design goal focuses on 'Keeping demands within desirable limits of body function and perception'?

a)

Comfort

b)

Social integration

c)

Personalization

d)

Awareness

18.

Ensuring that critical information for use is easily perceived is the goal of ________ in Universal Design.

a)

Awareness

b)

Tolerance

c)

Flexibility

d)

Simplicity

19.

Which Universal Design goal is about 'Making methods of operation and use intuitive, clear, and unambiguous'?

a)

Understanding

b)

Comfort

c)

Body fit

d)

Cultural appropriateness

20.

Contributing to health promotion, avoidance of disease, and protection from hazards is the goal of ________ in Universal Design.

a)

Wellness

b)

Accessibility

c)

Safety

d)

Comfort

21.

Which Universal Design goal is described as 'Treating all groups with dignity and respect'?

a)

Social integration

b)

Personalization

c)

Comfort

d)

Body fit

22.

Incorporating opportunities for choice and the expression of individual preferences is the goal of ________ in Universal Design.

a)

Personalization

b)

Standardization

c)

Uniformity

d)

Restriction

23.

Which Universal Design goal is about 'Respecting and reinforcing cultural values, and the social and environmental contexts of any design project'?

a)

Cultural appropriateness

b)

Comfort

c)

Body fit

d)

Wellness

24.

What is the principle of 'Equitable Use' in Universal Design Principles? 'Equitable Use: design that does not _______ or stigmatize any group of users.'

a)

disadvantage

b)

benefit

c)

encourage

d)

support

25.

What does 'Flexibility in Use' mean in Universal Design Principles? 'Flexibility in Use: design that accommodates a wide range of individual _______ and abilities.'

a)

preferences

b)

locations

c)

colors

d)

sizes

26.

What is the principle of 'Simple, Intuitive Use' in Universal Design Principles? Fill in the blank: 'Simple, Intuitive Use: use is easy to ________, regardless of the user's experience, knowledge, language skills, or current concentration level.'

a)

understand

b)

ignore

c)

complicate

d)

translate

27.

What does 'Perceptible Information' mean in Universal Design Principles? 'Perceptible Information: the design communicates necessary information effectively to the user, regardless of ambient conditions or the user's _______ abilities.'

a)

sensory

b)

physical

c)

financial

d)

technical

28.

What is the principle of 'Tolerance for Error' in Universal Design Principles? 'Tolerance for Error: the design minimizes hazards and the adverse consequences of accidental or _______ actions.'

a)

unintended

b)

planned

c)

deliberate

d)

expected

e)

routine

29.

What does 'Low Physical Effort' mean in Universal Design Principles? 'Low Physical Effort: the design can be used efficiently and comfortably, and with a minimum of _______.'

a)

fatigue

b)

force

c)

time

d)

energy

30.

What is the principle of 'Size and Space for Approach and Use' in Universal Design Principles? 'Size and Space for Approach and Use: the design is appropriate _______ and space.'

a)

size

b)

color

c)

texture

d)

weight

31.

Which of the following is a characteristic of Universal Design (UD)?

a)

Conformant

b)

Holistic

c)

Utilitarian

d)

Visible

32.

Which of the following is a characteristic of Accessible Design (AD)?

a)

Attractive

b)

Affordable

c)

Conformant

d)

Flexible

33.

Design can be accessible but not universal.

a)

True

b)

False

34.

According to the diagram, which three factors are essential for design, user behaviour & the mind?

a)

Desirability, Feasibility, Viability

b)

Usability, Rationality, Judgement

c)

Conscious, Subconscious, Rationality

d)

Stakeholders, Customers, Users

35.

Part of desirability is ensuring that your design is ______ by others.

a)

usable

b)

invisible

c)

expensive

d)

confusing

36.

In the Iceberg model of the mind, which part is responsible for driving most behaviour?

a)

Conscious

b)

Subconscious

37.

According to the slide, we tend to over-estimate our/others' rationality.

a)

True

b)

False

38.

Many of our beliefs about how others behave – what motivates them, why they do what they do – are _______.

a)

incomplete

b)

obvious

c)

accurate

d)

transparent

39.

Why do you use a _______?

a)

object, environment, or process

b)

tool, machine, or device

c)

animal, plant, or mineral

d)

color, shape, or size

40.

Activity: Design & Action
Pair up! Everyone select an everyday Object / Environment / Process you’re familiar with. Together, name the associated Goal(s) + Action(s) that users engage with the item to complete.

What is the main purpose of this activity?

a)

To identify the goals and actions users engage with everyday items.

b)

To memorize the names of everyday objects.

c)

To list as many objects as possible without explanation.

d)

To design a new object from scratch.

41.

Identifying actions and goals helps in understanding the utility of a design because:

a)

It clarifies how the design meets user needs and supports intended tasks.

b)

It makes the design more colorful and attractive.

c)

It increases the cost of production.

d)

It ensures the design is only used by experts.

42.

What is Discoverability in the context of design?

a)

The ability to understand how an item works

b)

The ability to uncover what actions are possible, and where and how to perform them

c)

The ability to evaluate what happened after using an item

d)

The ability to bridge the gulf between execution and evaluation

43.

What does Understanding refer to in product design?

a)

Knowing how to perform actions

b)

Knowing what the product is supposed to do and what the controls accomplish

c)

Knowing how to bridge the gulf of execution

d)

Knowing how to design clues for users

44.

Good design provides users with the clues they need to ______ how to interact with an object and the understanding of how the item works to allow them to perform the desired action.

a)

discover

b)

ignore

c)

forget

d)

avoid

45.

When people try to use something, they face two gulfs: execution and evaluation. What does the gulf of execution refer to?

a)

Figuring out what happened

b)

Figuring out how to do things

c)

Figuring out how to design clues

d)

Figuring out how to evaluate results

46.

According to the diagram, what is the first step in the process of action and interpretation?

a)

PLAN

b)

GOAL

c)

SPECIFY

d)

PERFORM

47.

The two parts to every action are the ______ and the interpreting.

a)

doing

b)

thinking

c)

planning

d)

observing

48.

Which of the following is NOT part of the 'Bridge of Execution' in the action process?

a)

PLAN

b)

SPECIFY

c)

PERFORM

d)

COMPARE

49.

What is an affordance?

a)

A property of an object

b)

A capability of an agent

c)

A relationship between an object and a user that enables something to be done

d)

The negation of ability

50.

The negation of ability (preventing leaks) is an ______.

a)

anti-affordance

b)

affordance

c)

constraint

d)

permission

51.

Which of the following is an example of a property of the object, according to the affordance diagram?

a)

Sitting

b)

Seeing through

c)

Support

d)

Containing liquid

52.

How do hinges contribute to the interaction with the espresso machine?

a)

They allow the arm to pivot

b)

They constrain motion direction

c)

They apply pressure

d)

They signify removal

53.

What does the cylinder in the espresso machine do according to the diagram?

a)

Allows arm to pivot

b)

Constrains motion direction

c)

Signifies a push-point

d)

Affords arm rotation

54.

This machine allows (affords) us the ability to leverage our hand force to apply sufficient pressure to make _________

a)

espresso

b)

tea

c)

lemonade

d)

smoothies

55.

What is the main difference between affordances and signifiers as described in the worksheet?

a)

Affordances dictate what actions are possible, while signifiers communicate where/how the action should take place.

b)

Affordances communicate where/how the action should take place, while signifiers dictate what actions are possible.

c)

Affordances and signifiers both dictate what actions are possible.

d)

Signifiers dictate what actions are possible, while affordances communicate where/how the action should take place.

56.

Which feature on the espresso machine signifies that rotation may be possible?

a)

Handle

b)

Visible pin

c)

Cylinder

d)

Toggle switch

57.

In the mobile interface example, what does the toggle switch signify?

a)

Affords arm rotation

b)

Signifies On/Off

c)

Signifies removal

d)

Signifies a push-point

58.

Handle signifies a ________ (and direction), but also affords pushing comfortably.

a)

push-point

b)

lever

c)

knob

d)

switch

59.

What is the definition of 'Constraints' in engineering/design?

a)

Limitations imposed by design on function to prevent errors

b)

Physical objects used in construction

c)

Tools for measuring voltage

d)

Methods for increasing volume

60.

Which type of constraint depends on the correct sequence of operations/conditions?

a)

Lock-ins

b)

Interlocks

c)

Lockouts

d)

Mapping

61.

Lock-ins are constraints that keep an operation active to prevent users from _________.

a)

prematurely stopping

b)

starting new operations

c)

accessing restricted areas

d)

changing user settings

62.

Lockouts are constraints that prevent an operation except under ________ circumstances.

a)

specific

b)

general

c)

random

d)

usual

63.

Which of the following is a common use of forcing functions in safety engineering?

a)

To prevent inappropriate behaviour and accidents

b)

To increase volume

c)

To measure resistance

d)

To connect blocks physically

64.

What is 'Mapping' in engineering?

a)

A relationship that exists between two sets of things to understand consequences of actions/set-points

b)

A method for locking operations

c)

A type of physical constraint

d)

A way to prevent errors

65.
Question Image

Match the following items in engineering mapping:

a)

Varies resistance, changes voltage

1.

1-A

b)

map()

2.

2-B

c)

#

3.

3-C

66.

Clockwise rotation ________ volume, while counterclockwise rotation ________ volume.

a)

increases; decreases

b)

decreases; increases

c)

does not affect; does not affect

d)

increases; increases

67.

What is the concept of 'Spatial Correspondence' in natural mappings?

a)

Using color analogies to improve understanding

b)

Taking advantage of spatial analogies to improve understanding

c)

Ignoring spatial relationships

d)

Grouping unrelated controls together

68.

In cultural/biological mappings, learned relationships or standards are relied on as _______.

a)

mappings

b)

rules

c)

habits

d)

instincts

69.

Groupings & Proximity in natural mappings suggest that related controls should group together and should be near the item being controlled.

a)

True

b)

False

70.

It is important to understand end-user's behaviour when designing natural mappings because:

a)

it helps create intuitive and user-friendly interfaces.

b)

it allows designers to ignore user preferences.

c)

it makes the design process more complicated.

d)

it ensures that users will never make mistakes.

71.

What is a mapping inconsistency related to the position of the windshield wiper 'knob' in cars?

a)

It is standardized across all manufacturers

b)

It maps to turning the wipers on at different speeds or engaging them temporarily, but is not standardized across all automotive manufacturers

c)

It only controls the headlights

d)

It is always clockwise for increasing speed

72.

In some cars, turning the windshield wiper knob ________ increases the speed, while in others, moving it ________ increases the speed.

a)

clockwise; up

b)

counterclockwise; down

c)

up; clockwise

d)

down; counterclockwise

73.

What psychological bias is attributed to the design of Mario beginning left of center in Super Mario Bros?

a)

Leftward motion bias

b)

Rightward motion bias

c)

Upward motion bias

d)

Downward motion bias

74.

Many cultures visualize time flowing from left-to-right.

a)

True

b)

False

75.

Once Mario is centered, the ______ moves with him.

a)

window

b)

screen

c)

character

d)

background

76.

Name two types of feedback sensors humans are equipped with.

a)

Touch and vision

b)

Taste and smell

c)

Hearing and balance

d)

Temperature and humidity

77.

Pushing the crosswalk button more than once may indicate what about feedback in user-device interaction?

a)

Users may not receive clear feedback that their action was registered.

b)

Users always trust the device to work correctly.

c)

Users are impatient and want to cross quickly.

d)

Users know the button does not work.

78.

Which of the following feedback types may cause people to abandon the action and get upset due to delays?

a)

Immediate

b)

Identifiable

c)

Informative

d)

Too Much

79.

What is the main requirement for feedback to be Identifiable?

a)

It should be immediate

b)

We need to be able to notice the signal and associate it with the source

c)

It should be informative

d)

It should be too much

80.

Simple beeps, lights, etc. tell us something happened, but not what and what to expect next. This type of feedback is called _________.

a)

Informative

b)

Descriptive

c)

Predictive

d)

Interactive

81.

Anxiety, annoyance, and frustration caused by too much feedback can lead to desensitization or disabling of the feedback.

a)

True

b)

False

82.

How many pieces of information can be technically communicated using two single-colour LEDs, each with three states (Off, On-static, On-flashing)?

a)

9

b)

6

c)

12

d)

8

83.

Is this good feedback? (Consider the scenario with two single-colour LEDs and 9 technically communicable states.)

a)

Yes, it is good feedback for the scenario described.

b)

No, it is not good feedback for the scenario described.

c)

It depends on the type of LEDs used.

d)

Only if more than 9 states are needed.

84.

What is a Conceptual Model?

a)

An explanation of how things work that helps users understand how their actions produce effects

b)

A physical representation of a product

c)

A list of instructions for using a product

d)

A type of feedback mechanism

85.

Conceptual models are often ________, incomplete, and inaccurate, but still helpful as long as the simplifying assumptions hold true.

a)

very simple

b)

very complex

c)

always correct

d)

fully detailed

86.

Different users have different conceptual models, which are often just sufficient to accomplish their tasks.

a)

True

b)

False

87.

Which of the following is used in good design to ease transitions to new technology?

a)

Complexity

b)

Familiarity

c)

Randomness

d)

Inaccuracy

88.

Movement direction of the top of the steering wheel corresponds to the direction of car turn. For motorcycles, to turn left you must steer ______ first, then left.

a)

right

b)

up

c)

down

d)

back

89.

What are the three components that form our conceptual models?

a)

Perception, Experience, Instruction

b)

Feedback, Constraints, Mapping

c)

Affordances, Signifiers, Feedback

d)

Rotation, Pinch, Expansion

90.

Good design makes use of ________, affordances, constraints, mappings & feedback to help users form usable conceptual models.

a)

signifiers

b)

labels

c)

icons

d)

instructions

91.

What does the system image of a product represent?

a)

The image of the system function offered by the product/environment/process.

b)

The physical appearance of the product.

c)

The brand logo associated with the product.

d)

The marketing strategy used for the product.

92.

In the system image of scissors, what does the size of the holes constrain?

a)

Which fingers will fit.

b)

How sharp the blades are.

c)

The color of the scissors.

d)

The length of the blades.

93.

The pin connection in scissors constrains movement to rotation.

a)

True

b)

False

94.

What does the soft rubber on top and bottom of the scissors signify?

a)

Pinch & expansion is afforded.

b)

It is for decoration only.

c)

It helps in sharpening the blades.

d)

It prevents the scissors from opening.

95.

Lever mechanics help users map the position along the blade to the cutting force in scissors by:

a)

Increasing the cutting force closer to the pivot due to greater mechanical advantage.

b)

Decreasing the cutting force closer to the pivot due to less mechanical advantage.

c)

Making the cutting force equal along the entire blade regardless of position.

d)

Allowing the cutting force to be highest at the tip of the blade.

96.

What does a good conceptual model provide to help users predict behaviour and solve problems?

a)

Routine

b)

Understanding

c)

Feedback

d)

Constraints

97.

Conceptual models MUST allow users to resolve issues when ________, not just responding to correct actions.

a)

things go wrong

b)

everything is perfect

c)

instructions are clear

d)

users are experienced

98.

How many stages are there in the Action Cycle described in the slide?

a)

5

b)

6

c)

7

d)

8

99.

Both require ________ and can affect our emotional state.

a)

understanding

b)

money

c)

strength

d)

distance