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VR/AR 88-174

Total questions: 88

Worksheet time: 45mins

Name
Class
Date
1.

What is the Minimum Viable Product (MVP)? Choose one (1).

a)

MVP is a version of a product with just enough features to be usable by early customers who can then provide feedback for future product development.

b)

A product with all possible features included before launch.

c)

A product that is only tested internally and not released to customers.

d)

A product that is released without any user feedback.

2.

Which of the following is the correct order of steps in the XR design process? Choose one (1).

a)

Problem Statement > Competitive Analysis > Design Space Analysis > Prototypes > Minimum Viable Product (MVP)

b)

Competitive Analysis > Problem Statement > Prototypes > Design Space Analysis > MVP

c)

Prototypes > Design Space Analysis > Competitive Analysis > Problem Statement > MVP

d)

Minimum Viable Product (MVP) > Prototypes > Design Space Analysis > Competitive Analysis > Problem Statement

3.

When is a good time to do user testing? Choose one (1).

a)

When we have a minimum viable product and with every major design iteration

b)

Only after the product is fully developed

c)

Before any design work begins

d)

Only after receiving negative feedback

4.

Which of the following statements about design thinking for XR is correct? Choose one (1).

a)

Design thinking starts with empathy, but we often cannot just ask/observe users because user adoption of XR technology is still limited

b)

Design thinking for XR never starts with empathy

c)

User adoption of XR technology is always high, so observation is easy

d)

Design thinking for XR ignores user feedback

5.

Which of the following statements are correct about methods and tools for XR design thinking? Choose all that apply.

a)

Competitive analysis is about identifying key factors and gaps with existing solutions

b)

Scenarios & use cases can help with the problem statement

c)

Competitive analysis ignores existing solutions

d)

Scenarios & use cases are not useful for problem statements

6.

What is a negative persona? Choose one (1).

a)

A persona that captures users whose goals/needs are not targeted by our design

b)

A persona that represents the ideal user

c)

A persona that is always included in the design process

d)

A persona that is used to promote the product

7.

If you were to design a new VR sketching app like Google Tilt Brush, then Tilt Brush would be what kind of competitor? Choose one (1).

a)

Direct competitor

b)

Indirect competitor

c)

Non-competitor

d)

Future competitor

8.

Which of the following are key design ethics principles when creating new XR experiences? Choose all that apply.

a)

Transparency: the user is informed about how to control the XR experience

b)

Safety: the user is protected from danger, risk, and injury resulting from the XR experience

c)

Autonomy: the user is in control of the XR experience

d)

Profitability: the company makes more money from XR experiences

9.

Which of the following statements is true about considering the design impact of XR experiences? Choose one (1).

a)

The impact of an XR experience Unreal provides increasing support for XR but was not originally designed to be an XR tool needs to be controlled before, during, and after usage.

b)

The impact of an XR experience is only important after usage.

c)

XR experiences do not require any design impact considerations.

d)

Unreal was always designed to be an XR tool and needs no control.

10.

What are key considerations when performing a design ethics review? Choose all that apply.

a)

Context & situation: Where is the XR device being used? Who is around the user?

b)

Data ownership & governance: Who owns and manages the data? How is the user informed?

c)

Processing pipeline: What happens on-device? What happens in the cloud?

d)

Sensory information & data: What does the XR device see? What kind of data is acquired?

11.

Which of the following are valid design guidelines when creating new XR experiences? Choose all that apply.

a)

Make use of interface metaphors and physical affordances

b)

Offer alternative ways to travel and provide input

c)

Ignore user feedback and focus only on aesthetics

d)

Limit user interaction to a single method

12.

Which of the following are key considerations when formulating a design critique? Choose all that apply.

a)

Existing design guidelines and principles such as feedback, affordances, mappings, and constraints

b)

What kinds of tools the designer used when creating the XR design

c)

How many issues we have already identified so that we can keep the critique balanced

d)

Only focus on the final product and ignore the design process

13.

Which of the following are things you could/should do when participating in an XR design jam? Choose all that apply.

a)

Define scenarios and personas to frame the problem and communicate target users

b)

Create storyboards and prototypes to flesh out the design concept and illustrate the envisioned XR experience

c)

Skip planning and start coding immediately

d)

Avoid collaboration with other participants

14.

Which of the following are key questions when brainstorming new ideas for an XR app? Choose all that apply.

a)

What is the premise of your XR solution? Why can XR solve this? What are your assumptions?

b)

What is the promise of your XR solution? Where can XR help? What is your value proposition?

c)

What is the problem tackled by your XR solution? What is hard about it? Why is it important to you?

d)

What is the cost of manufacturing XR devices?

15.

What is the Idea Hexagon good for?

a)

Given an idea, it allows the designer to explore different directions when brainstorming new ideas

b)

Calculating the cost of XR devices

c)

Measuring user engagement in XR apps

d)

Testing hardware compatibility

16.

Which of the following statements describe good ideas for new XR projects? Choose all that apply.

a)

You're doing a redesign of part of an existing solution

b)

You're picking one particular aspect of a problem and trying a different solution

c)

You're adding a significant new feature to an existing solution

d)

You're looking at an existing problem through a new lens

17.

Which of the following is the correct order of steps in the XR prototyping process?

a)

Storyboarding & Wireframing > Physical Prototyping > Digital Prototyping

b)

Physical Prototyping > Storyboarding & Wireframing > Digital Prototyping

c)

Digital Prototyping > Physical Prototyping > Storyboarding & Wireframing

d)

Storyboarding & Wireframing > Digital Prototyping > Physical Prototyping

18.

Which of the following is a storyboarding method that uses paper and achieves medium fidelity?

a)

360 Storyboard

b)

Digital Storyboard

c)

Clay Modeling

d)

Wireframe Animation

19.

What are possible ways to create a 360 storyboard? Choose all that apply.

a)

By sketching on paper in equirectangular format

b)

By placing paper cut-outs on paper in equirectangular format

c)

By taking 360 photos or video

d)

By using only digital tools

20.

What are good tips you would give someone who asks how to best create a storyboard? Choose all that apply.

a)

Start with high-level sketches first and gradually add more detail

b)

Distinguish between physical and virtual objects using a consistent notation (color, line thickness or style, etc.)

c)

Always use only digital tools for storyboarding

d)

Focus only on the final details from the beginning

21.

Which of the following is the correct order of physical prototyping methods from low to high fidelity?

a)

Paper Prototyping > 3D Modeling with Clay > Diorama > 360 Paper Prototyping

b)

3D Modeling with Clay > Paper Prototyping > Diorama > 360 Paper Prototyping

c)

Diorama > Paper Prototyping > 3D Modeling with Clay > 360 Paper Prototyping

d)

360 Paper Prototyping > Diorama > 3D Modeling with Clay > Paper Prototyping

22.

Which of the following statements are correct about physical prototypes? Choose all that apply.

a)

Paper prototypes are good for demonstrating interactions in front of the user

b)

360 paper prototypes are good for demonstrating interactions around the user

c)

Paper prototypes are only for digital interactions

d)

360 paper prototypes are only for static displays

23.

Which of the statements are correct about roles and responsibilities when testing paper prototypes? Choose all that apply.

a)

The Facilitator guides the user through the testing process

b)

The "Computer" manipulates the paper prototype in response to user interactions

c)

The user interacts with the prototype as naturally as possible

d)

The designer should answer all questions for the user during the test

24.

What is commonly referred to as immersive authoring?

a)

Concurrent design and testing in AR or VR

b)

Paper prototyping

c)

Heuristic evaluation

d)

Cognitive walkthrough

25.

Which of the following statements about immersive authoring tools for AR is not correct?

a)

Allow designers to do everything Unity can do without programming

b)

Supports visual authoring of scenes just like the Unity Editor

c)

One of the most popular platforms for AR/VR application development

d)

Concurrent design and testing in AR or VR

26.

Which of the following statements about A-Frame is not correct?

a)

Supports visual authoring of scenes just like the Unity Editor

b)

Allows for immersive authoring in AR/VR

c)

Is a paper prototyping tool

d)

Can be used for AR/VR application development

27.

Which statement best describes Unity?

a)

One of the most popular platforms for AR/VR application development

b)

A usability evaluation method

c)

A paper prototyping strategy

d)

A cognitive walkthrough tool

28.

Which of the following is not a common digital prototyping strategy?

a)

Paper prototyping

b)

Digital wireframing

c)

Interactive mockups

d)

Clickable prototypes

29.

Which of the following are not usability metrics? Choose all that apply.

a)

Usefulness

b)

Utility

c)

Paper prototyping

d)

Comfort

30.

Which of the following are usability metrics specific to XR? Choose all that apply.

a)

Comfort

b)

Realism

c)

Safety

d)

Utility

31.

Which of the following are common usability evaluation methods? Choose all that apply.

a)

Paper prototype testing

b)

Heuristic evaluation

c)

User testing

d)

Cognitive walkthrough

32.

Which of the following statements about user testing is correct?

a)

More than 5 users doesn't reveal a lot more issues

b)

User testing always requires more than 20 users

c)

User testing is only for digital prototypes

d)

User testing cannot be used for AR/VR applications

33.

Which of the following statements are true about what is a good task for user testing? Choose all that apply.

a)

Not too broad or too narrow

b)

Based on a goal that matters to you and the users

c)

Based on questions important to the success of the product or research

d)

Focused only on technical aspects, not user experience

34.

What was Ivan Sutherland's contribution to immersive technology?

a)

Humankind's first foray into immersive reality through a head-mounted display

b)

Invented the first smartphone

c)

Developed the first computer mouse

d)

Created the first virtual assistant

35.

What does the acronym "HMD" stand for?

a)

Head-Mounted Display

b)

Handheld Mobile Device

c)

High-Motion Detector

d)

Human Machine Device

36.

Which unique components in smartphones are required to create accurate VR/AR?

a)

Gyroscopes and cameras

b)

Speakers and microphones

c)

Touchscreens and batteries

d)

Bluetooth and Wi-Fi

37.

Which of the following is a use case for AR?

a)

All of the above

b)

Only gaming

c)

Only navigation

d)

Only education

38.

What is the biggest difference between VR and AR?

a)

VR simulates an environment and AR brings information to your real world environment

b)

VR uses only sound, AR uses only visuals

c)

VR is only for entertainment, AR is only for education

d)

VR is more expensive than AR

39.

What is a "standalone" headset?

a)

A self-contained HMD that does not require external processors or power

b)

A headset that must be connected to a computer

c)

A headset used only for audio

d)

A headset that requires a smartphone to operate

40.

How would you best define augmented reality?

a)

An overlay of digital objects and information onto the real world

b)

A completely virtual environment

c)

A type of 3D printing

d)

A method for improving battery life

41.

Project Tango enabled...

a)

Smartphone-based AR

b)

Wireless charging

c)

Voice recognition

d)

Cloud storage

42.

How have AR apps showcasing furniture enhanced the home shopping experience?

a)

You can see a potential purchase digitally overlaid in your real-life space

b)

They only provide product reviews

c)

They allow you to chat with customer service

d)

They offer discounts on furniture

43.

What is one way AR can currently enhance social media?

a)

It allows users to digitally augment and manipulate faces

b)

It increases the number of followers automatically

c)

It blocks unwanted messages

d)

It improves battery life

44.

When a user is ____ an object, that means it will stay positioned at that point, even when users or cameras are in motion.

a)

Placing (sometimes referred to as "anchoring")

b)

Deleting

c)

Rotating

d)

Zooming

45.

What can "scaling" mean in the context of AR?

a)

It describes the relative size of a given digital object

b)

It refers to the speed of rendering graphics

c)

It means increasing the brightness of the display

d)

It is the process of updating software

46.

What is occlusion in AR?

a)

When one image or object blocks another

b)

When the device loses internet connection

c)

When the AR app crashes

d)

When the screen brightness is reduced

47.

What is immersion in AR?

a)

The sense that AR objects belong in the real world

b)

The process of updating AR software

c)

The ability to use AR without internet

d)

The act of wearing AR glasses

48.

What is context awareness in AR?

a)

Tracking of the physical objects in a space and understanding their relationships to each other

b)

The ability to change AR themes

c)

The process of connecting to Wi-Fi

d)

The act of saving AR screenshots

49.

What is a drawback of outside-in tracking?

a)

Less portable

b)

Higher battery life

c)

Improved graphics

d)

Faster processing

50.

With outside-in tracking, sensors are housed within the AR device itself. True or False?

a)

True

b)

False

51.

Which of the following devices uses inside-out tracking?

a)

Google Pixel smartphone

b)

Desktop computer

c)

Traditional television

d)

Analog camera

52.

How does ARCore understand the phone's position and orientation relative to the world around it?

a)

Through Concurrent Odometry and Mapping (COM)

b)

By using GPS only

c)

By connecting to the internet

d)

By reading QR codes

53.

Clusters of feature points on a surface are used to create:

a)

A plane

b)

A shadow

c)

A sound

d)

A color filter

54.

As you walk around an AR experience with your phone, errors accumulate and a device's position and orientation may shift. What is this called?

a)

Drift

b)

Occlusion

c)

Scaling

d)

Mapping

55.

Which best describes feature points in AR?

a)

Visually distinct features in your real world environment

b)

The number of pixels on the screen

c)

The speed of the processor

d)

The color of the AR object

56.

Which of the following is not a technical constraint facing current smartphone AR technology?

a)

Scope

b)

Drift

c)

Occlusion

d)

Immersion

57.

The benefit of inside-out tracking is...

a)

The user doesn't need external sensors to track the AR device

b)

A computer mouse is an example of a User Interface Metaphor.

c)

True

d)

Visually distinct features in your real world environment

58.

A computer mouse is an example of a User Interface Metaphor.         

a)

True

b)

False

59.

Why are Cloud Anchors important in AR development?

a)

They enable shared cross-platform AR experiences and keep digital objects in place as the camera moves.

b)

They improve battery life of smartphones.

c)

They increase the number of feature points detected.

d)

They make AR apps run faster.

60.

AR technology for mobile phones is currently capable of ideal performance in dark rooms. Is this statement true or false?

a)

True

b)

False

61.

Distinct surface texture is important for providing what in AR?

a)

Contrast needed to create feature points

b)

Better battery life

c)

Smoother animations

d)

Faster internet connection

62.

What approximate percentage of the world's smartphones run on Android?

a)

85%

b)

50%

c)

70%

d)

95%

63.

Which of the following is NOT a limitation to consider when developing smartphone AR?

a)

How much phone battery the user has left

b)

Device compatibility

c)

Lighting conditions

d)

Surface texture detection

64.

Is ARCore available in China?

a)

True

b)

False

65.

ARCore has a hard time detecting feature points on which type of surfaces?

a)

Smooth white surfaces

b)

Rough wooden surfaces

c)

Textured metal surfaces

d)

Colored plastic surfaces

66.

Who are team members you should consider hiring to build your ARCore experience?

a)

All of the above

b)

Only software developers

c)

Only graphic designers

d)

Only project managers

67.

Are all Android phones on the market compatible to run ARCore?

a)

True

b)

False

68.

When considering UX/UI, one good rule of thumb to remember with AR is: 

a)

Avoid cluttering the screen with too many buttons or elements that might be confusing to users

b)

Use as many buttons as possible

c)

Make all elements photorealistic

d)

Use only text-based interfaces

69.

Is it a good idea to use as many photorealistic assets in your AR project as possible?

a)

True

b)

False

70.

What might break immersion in an AR app?

a)

All of the above

b)

High-quality graphics

c)

Smooth user interface

d)

Accurate tracking

71.

To create your own AR project it is imperative to learn 3D modelling tools like Maya, ZBrush, and 3ds max.

a)

True

b)

False

72.

When it comes to UX and UI:  

a)

UX and UI are the same thing

b)

UI is more technical than UX

c)

They are complementary fields of product design, and generally speaking UX is the more technical of the two

d)

UX is only about visuals

73.

Drag and drop, Voice, Tap, Pinch and Zoom, Slide, and Tilting are all examples of what?

a)

Advanced coding techniques

b)

Basic interaction options

c)

AR hardware components

d)

3D modeling tools

74.

ARCore is able to detect some surfaces even in low light conditions.

a)

True

b)

False

75.

What is pose ?

a)

The position and orientation of any object in relation to the world around it

b)

A type of animation

c)

A camera setting

d)

The color of an object

76.

Spatial mapping...

a)

Creates a 3D map of the environment

b)

Changes the color of objects

c)

Increases battery life

d)

Improves sound quality

77.

When you have 'placed' a virtual object and it remains at that point, this means it is:

a)

Anchored

b)

Floating

c)

Animated

d)

Deleted

78.

ARCore constantly learns from the environment as the phone moves around the world.

a)

Yes

b)

No

79.

Hit-testing...     

a)

Detecting intersections between virtual objects and real-world surfaces

b)

A & C

c)

Reducing file size

d)

Improving sound quality

80.

Is it possible to download assets into your game during runtime using Google Poly?

a)

Yes

b)

No

81.

What is a popular game engine used for creating AR experiences?

a)

Unity

b)

Photoshop

c)

Blender

d)

After Effects

82.

Which file formats does Poly support?

a)

STL

b)

FBX

c)

OBJ

d)

JPG

83.

Is it advisable to anchor a digital object to a dynamically moving real world object?

a)

True

b)

False

84.

Why is determining the pose of the virtual camera and the real world important for AR apps?

a)

To improve battery life

b)

All of the above

c)

To enhance sound quality

d)

To reduce app size

85.

Currently, digital objects can only occlude, or block, which of the following?

a)

False

b)

True

86.

How does surface detection help produce AR experiences in ARCore?

a)

By improving battery life

b)

All of the above

c)

By increasing app speed

d)

By reducing memory usage

87.

You can use VR creation tools like Tilt Brush and Blocks to build 3D assets and store them on Poly for use in AR apps. True or False?

a)

True

b)

False

88.

Google Poly is an online library where people can browse, share, and remix 3D assets. True or False?

a)

True

b)

False