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Interaction Design True/False Worksheet (Converted to MCQs)

Total questions: 60

Worksheet time: 30mins

Name
Class
Date
1.

Interaction Design includes understanding, designing, prototyping, and evaluating.

a)

TRUE

b)

FALSE

2.

Users should be involved only at the final testing stage.

a)

TRUE

b)

FALSE

3.

User involvement can improve usability but also take more time.

a)

TRUE

b)

FALSE

4.

User-centered design ignores the context of use.

a)

TRUE

b)

FALSE

5.

Iterative design means redesigning and testing multiple times.

a)

TRUE

b)

FALSE

6.

Empirical measurement involves collecting real user data during testing.

a)

TRUE

b)

FALSE

7.

The Double Diamond model discourages exploration before defining the problem.

a)

TRUE

b)

FALSE

8.

User-centered design focuses only on the appearance of products.

a)

TRUE

b)

FALSE

9.

Users’ opinions can sometimes conflict during involvement.

a)

TRUE

b)

FALSE

10.

Successful interaction design ensures both usability and user satisfaction.

a)

TRUE

b)

FALSE

11.

Cognition includes memory, attention, and problem-solving.

a)

TRUE

b)

FALSE

12.

Perception is unrelated to interface colors.

a)

TRUE

b)

FALSE

13.

Users form mental models to predict system behavior.

a)

TRUE

b)

FALSE

14.

Working memory is unlimited.

a)

TRUE

b)

FALSE

15.

Feedback must be immediate in good interfaces.

a)

TRUE

b)

FALSE

16.

Affordance explains how users feel about the UI.

a)

TRUE

b)

FALSE

17.

Activity theory focuses on real user behavior patterns.

a)

TRUE

b)

FALSE

18.

Hick’s Law states that more choices increase decision time.

a)

TRUE

b)

FALSE

19.

Cognitive load increases when UI is cluttered.

a)

TRUE

b)

FALSE

20.

Fitts’s Law applies to pointing tasks like mouse clicking.

a)

TRUE

b)

FALSE

21.

Gestalt laws describe human visual grouping.

a)

TRUE

b)

FALSE

22.

Signifiers are unnecessary in interactive design.

a)

TRUE

b)

FALSE

23.

Long-term memory is better for storing detailed instructions.

a)

TRUE

b)

FALSE

24.

Attention is a limited cognitive resource.

a)

TRUE

b)

FALSE

25.

Users always remember system steps after first use.

a)

TRUE

b)

FALSE

26.

Perception can be influenced by color, shape, and motion.

a)

TRUE

b)

FALSE

27.

Activity-centered design ignores tasks.

a)

TRUE

b)

FALSE

28.

External cognition reduces memory burden.

a)

TRUE

b)

FALSE

29.

Bad UI mapping increases user errors.

a)

TRUE

b)

FALSE

30.

Sound feedback is a form of system perception.

a)

TRUE

b)

FALSE

31.

Instructing interaction supports quick and efficient interaction.

a)

TRUE

b)

FALSE

32.

Recognition requires more mental effort than recall.

a)

TRUE

b)

FALSE

33.

Conversational interfaces may be speech-based or text-based.

a)

TRUE

b)

FALSE

34.

Conversational interaction is unsuitable for novice users.

a)

TRUE

b)

FALSE

35.

Manipulating interaction exploits knowledge of the physical world.

a)

TRUE

b)

FALSE

36.

Direct Manipulation uses complex command syntax.

a)

TRUE

b)

FALSE

37.

Immediate feedback is a key feature of DM interfaces.

a)

TRUE

b)

FALSE

38.

DM interfaces are difficult for novice users to learn.

a)

TRUE

b)

FALSE

39.

Some tasks are better delegated than directly manipulated.

a)

TRUE

b)

FALSE

40.

Exploring interaction includes browsing websites.

a)

TRUE

b)

FALSE

41.

Hybrid conceptual models support multiple ways of interaction.

a)

TRUE

b)

FALSE

42.

Interaction type and interface type mean the same thing.

a)

TRUE

b)

FALSE

43.

Speech and gesture are interface types.

a)

TRUE

b)

FALSE

44.

Budget constraints affect interaction type selection.

a)

TRUE

b)

FALSE

45.

All tasks can be represented using direct manipulation.

a)

TRUE

b)

FALSE

46.

Interaction design focuses only on how an Android app looks.

a)

TRUE

b)

FALSE

47.

User-Centered Design starts by understanding user goals and context.

a)

TRUE

b)

FALSE

48.

Material Design is the official design system recommended for Android apps.

a)

TRUE

b)

FALSE

49.

Instructing interaction involves gestures such as pinch-to-zoom.

a)

TRUE

b)

FALSE

50.

Manipulating interaction allows users to directly control on-screen objects.

a)

TRUE

b)

FALSE

51.

Conversational interaction in Android can be implemented using chatbots or voice input.

a)

TRUE

b)

FALSE

52.

Exploring interaction is commonly used in navigation and browsing interfaces.

a)

TRUE

b)

FALSE

53.

Bottom navigation should be used for switching between primary sections of an app.

a)

TRUE

b)

FALSE

54.

Providing feedback helps users understand system status and results of actions.

a)

TRUE

b)

FALSE

55.

Consistency in icons and terminology increases the learning difficulty of an app.

a)

TRUE

b)

FALSE

56.

Accessibility features are only required for users with disabilities.

a)

TRUE

b)

FALSE

57.

Large touch targets improve usability on mobile devices.

a)

TRUE

b)

FALSE

58.

Error prevention can be achieved by confirming destructive actions.

a)

TRUE

b)

FALSE

59.

Slow response time negatively affects user experience in Android apps.

a)

TRUE

b)

FALSE

60.

Prototyping and usability testing should be done after final deployment only.

a)

TRUE

b)

FALSE