Questions
Golden Rules
1 . What is physical design in Human-Computer Interaction (HCI)?
a) It is concerned with the overall purpose of the interactive service or system.
b) It is about structuring interactions into logical sequences.
c) It is concerned with fixing on colors, shapes, sizes, and information layout.
d) It is concerned with the allocation of functions to human agency or technology.
2 . Which component of physical design focuses on specifying how everything works and how content is structured
and stored?
a) Operational design
b) Representational design
c) Design of interactions
d) Conceptual design
3 . What does representational design in physical design focus on?
a) Allocating functions to human agency or technology
b) Structuring and sequencing interactions
c) Fixing on colors, shapes, sizes, and information layout
d) Overall purpose of the interactive service or system
4 . Which component of physical design concerns the overall "look and feel" of the system?
a) Sketching
b) Wireframing
c) Prototyping
d) Customer Journey Mapping
5 . Which technique is NOT used for evaluation in the UX design process?
a) Surveys and Questionnaires
b) User Interviews
c) Contextual Inquiry
d) Prototyping
6 . Which technique involves observing users in their natural environment?
a) Surveys and Questionnaires
b) User Interviews
c) Contextual Inquiry
d) Think-Aloud Testing
7 . Which technique involves evaluating a design based on a set of predefined principles or guidelines?
a) Heuristic Evaluation
b) Card Sorting
c) Clickstream Analysis
d) Heatmaps
8 . Which technique involves testing a design by having users think aloud while using it?
a) The best known formal method is UML
b) Figma is primarily a design tool focused on user interfaces
c) UML provides several types of diagrams
d) Design Golden Rules are principles based on extensive research
9 . Which design principle emphasizes the importance of making important elements easily visible and discoverable?
a) Consistency
b) Feedback
c) Visibility
d) Simplicity
10 . Which design principle focuses on using consistent design elements and patterns to create a cohesive user
experience?
a) Consistency
b) Feedback
c) Visibility
d) Simplicity
11 . Which design principle emphasizes providing appropriate feedback to user actions?
a) Consistency
b) Feedback
c) Visibility
d) Simplicity
12 . Which design principle suggests keeping the design simple and avoiding unnecessary complexity?
a) Consistency
b) Feedback
c) Visibility
d) Simplicity
13. According to Fitts's Law, which targets are faster to acquire?
a) Closer targets
b) Farther targets
c) Targets of the same size
d) Targets of different sizes
14 . What does Fitts's Law say about the size of targets?
a) Smaller targets are better
b) Bigger targets are better
c) Targets of the same size are better
d) Target size does not affect movement time
15 . Which design rule states that padding alone is not enough?
a) Bigger Is Better
b) Icons Plus Labels
c) Infinite Targets Along Screen Edges
d) Padding Is Not Enough
16 . Which type of menu is considered less efficient than rectangular menus?
a) Linear menus
b) Pie menus
c) Circular menus
d) Square menus
17 . In a rectangular menu, how are items arranged?
a) Along the horizontal dimension only
b) Along the vertical dimension only
c) Along both the horizontal and vertical dimensions
d) Randomly
18 . What is a benefit of using pie menus?
a) They are more familiar to users
b) They are easier to navigate
c) They have a shorter movement time
d) They have equally spaced menu elements
Gamification
1.What is gamification?
a) The process of integrating game elements into non-gaming contexts
b) The process of designing video games
c) The process of creating virtual reality experiences
d) The process of developing mobile apps
2.What is one benefit of gamification?
a) Decreased engagement
b) Decreased motivation
c) Increased user retention
d) Decreased learning and skill building
3.Which of the following is a core element of gamification?
a) Time constraints and urgency
b) Decreased social interaction
c) Decreased customization and personalization
d) Decreased progression and unlockables
4.Which real-world example incorporates gamification?
a) Netflix
b) Facebook
c) Duolingo
d) Amazon
5.What is one design consideration for gamification?
a) Irrelevance of game elements
b) Alignment with user's goals and product purpose
c) Decreased user engagement
d) Decreased motivation
6.What is the key to keeping users engaged without frustration?
a) Providing immediate and clear feedback
b) Creating challenges that are attainable yet require some effort
c) Avoiding over-gamification
d) All of the above
7.What should be avoided to prevent overloading the user experience?
a) Providing immediate and clear feedback
b) Creating challenges that are attainable yet require some effort
c) Avoiding over-gamification
d) None of the above
8.What should be done to keep users engaged?
a) Providing immediate and clear feedback
b) Creating challenges that are attainable yet require some effort
c) Avoiding over-gamification
d) None of the above
Usability testing
1. What is the purpose of usability testing?
a) To evaluate a product or service from the perspective of its intended users
b) To measure the effectiveness of a user interface or design
c) To recruit representative users who match the target audience's demographics
d) To compare two or more versions of a product
2. What is the definition of "Conversion Rates" in the context of usability testing?
a) The percentage of users who successfully complete a specific task or achieve a desired goal
b) The goals and specific tasks users should perform during testing
c) The data collected during testing to identify patterns and issues
d) The insights gained to make informed design decisions
3. What is the first step in the usability testing process?
a) Select Participants
b) Analyze Results
c) Define Objectives
d) Implement Improvements
4. Which type of usability testing allows for more candid insights?
a) Remote Testing
b) Moderated Testing
c) Unmoderated Testing
d) A/B Testing
5. Which method of testing is recommended for complex tasks?
a) Moderated testing
b) Unmoderated testing
c) Combination of both methods
d) None of the above
6. Which method of testing is recommended for scalability and reaching a larger audience?
a) Moderated testing
b) Unmoderated testing
c) Combination of both methods
d) None of the above
7. Which KPI evaluates the number of errors users make while performing tasks?
a) Error Rate
b) Navigation Success Rate
c) Task Success Rate
d) Task Completion Time
8. Which KPI measures the percentage of participants who can easily navigate to specific sections/pages on the
website without assistance?
a) Error Rate
b) Navigation Success Rate
c) Task Success Rate
d) Task Completion Time
9. Which KPI indicates how well users can achieve their goals on the website?
a) Error Rate
b) Navigation Success Rate
c) Task Success Rate
d) Task Completion Time
10. Which KPI measures the average time taken by participants to complete a task?
a) Error Rate
b) Navigation Success Rate
c) Task Success Rate
d) Task Completion Time
11. Which KPI helps identify efficiency issues and particularly challenging or time-consuming tasks?
a) Error Rate
b) Navigation Success Rate
c) Task Success Rate
d) Time on Task
12. Which KPI provides a quick and standardized way to assess user satisfaction?
a) Satisfaction Scores
b) Purpose
c) User Satisfaction
d) Click-Through Rate
13. Which KPI gathers user feedback on satisfaction levels through post-test questionnaires?
a) Satisfaction Scores
b) Purpose
c) User Satisfaction
d) Click-Through Rate
14. Which KPI measures the percentage of users who click on a specific element to the number of total users who
view a page, email, or advertisement?
a) Satisfaction Scores
b) Purpose
c) User Satisfaction
d) Click-Through Rate
15. What is a "heat map" used for?
a) To measure user satisfaction
b) To evaluate task completion time
c) To understand user behavior and identify engaging parts of a webpage or interface
d) To measure the bounce rate
16. What does the bounce rate indicate?
a) User satisfaction
b) Task completion time
c) Engagement or relevance
d) Error rate
17. What does the Task Abandonment Rate measure?
a) The percentage of participants who complete a task
b) The percentage of participants who leave a task without completing it
c) The average number of pages viewed by participants during a session
d) The impact of errors on the user experience
18. What is the purpose of assigning an Error Severity Rating?
a) To measure the Task Abandonment Rate
b) To identify common themes and patterns in user feedback
c) To assess the perceived usability of a system
d) To determine the impact of errors on the user experience
19. What does the Pages Views per Session metric indicate?
a) The percentage of participants who complete a task
b) The average number of pages viewed by participants during a session
c) The impact of errors on the user experience
d) The percentage of visitors who complete a desired action
20. What is the purpose of collecting feedback about the First Impression?
a) To measure the Task Abandonment Rate
b) To identify common themes and patterns in user feedback
c) To assess the perceived usability of a system
d) To determine the percentage of visitors who complete a desired action
21. What does the Conversion Rate measure?
a) The percentage of participants who complete a task
b) The average number of pages viewed by participants during a session
c) The percentage of visitors who complete a desired action
d) The impact of errors on the user experience
Heuristic Evaluation
1. What is Heuristic Evaluation?
a) A usability inspection method in UX design
b) A software testing approach
c) A technique for finding unpredictable bugs
d) A method for adapting to changing requirements
2. What are heuristics in Heuristic Evaluation?
a) Established usability principles or guidelines
b) Empirical usage data
c) Expert opinions in UX and subject-matter domain
d) Practical techniques for problem-solving
3. What is a downside of Analytic Evaluation Methods?
a) They are based on empirical usage data
b) They require experts in both UX and subject-matter domain
c) They are less formal with fewer rules
d) They have been criticized for not being exhaustive and unscientific
4. What is Heuristic Testing?
a) A method for designing test cases based on experience and domain knowledge
b) A software testing approach using heuristics or rules of thumb
c) A technique for finding defects through exhaustive analysis
d) A testing methodology for complex or poorly documented software systems
5. Why is Heuristic Testing useful?
a) It helps in uncovering defects through formal test cases
b) It is well-suited for scripted tests
c) It allows testers to think outside the box and find unpredictable bugs
d) It enables testers to adapt to changing requirements and functionalities
6. What are the key characteristics of heuristic testing?
a) Detailed test cases, fixed script, flexibility, risk-oriented
b) Exploratory nature, domain knowledge and experience, creativity, no fixed script, flexibility, risk-oriented
c) Exploratory nature, domain knowledge and experience, creativity, fixed script, flexibility, risk-oriented
d) Exploratory nature, domain knowledge and experience, creativity, no fixed script, flexibility, risk-averse
7. Which technique involves guessing potential errors?
a) Error Guessing
b) Boundary Value Analysis (BVA)
c) Equivalence Partitioning
d) User Profile-Based Testing
8. Which step involves examining the paths users take through the application or website?
a) Setting Objectives
b) User Flow Analysis
c) Interface Evaluation
d) Interaction Analysis
9. What does the interface evaluation step involve?
a) Assessing the design elements, layout, and overall visual presentation
b) Defining specific objectives for the UX evaluation
c) Evaluating user interactions with buttons, menus, and other interactive elements
d) Analyzing the sequence of steps users follow to complete specific tasks
10. What is the purpose of data collection in analytic UX evaluation?
a) To gather subjective insights from users
b) To identify patterns and issues in user behavior
c) To make design updates and feature enhancements
d) To monitor user behavior and collect feedback
11. How can qualitative data be collected in analytic UX evaluation?
a) Through surveys, interviews, or usability testing
b) By utilizing various analytics tools
c) By implementing changes and improvements
d) By monitoring user behavior and collecting feedback
12. What is the purpose of analysis and recommendations in analytic UX evaluation?
a) To gather subjective insights from users
b) To identify patterns and issues in user behavior
c) To make design updates and feature enhancements
d) To monitor user behavior and collect feedback
Introduction
1. What is Human-Computer Interaction (HCI)?
a) The study of the interaction between humans and computer systems
b) The study of computer science and engineering
c) The study of psychology and anthropology
d) The study of human behavior
2. What is the main focus of HCI?
a) Designing and developing user-friendly interfaces
b) Understanding how humans interact with computers
c) Creating effective human-computer interfaces
d) All of the above
3. Which disciplines does HCI draw on?
a) Psychology, computer science, design, engineering, and anthropology
b) Biology, chemistry, physics, and mathematics
c) Sociology, literature, history, and art
d) Economics, politics, philosophy, and linguistics
4. What is the term commonly used for the academic side of HCI?
a) HCI
b) UX
c) IoT
d) AR
5. Which of the following is an example of a smart home device?
a) Amazon Alexa
b) Google Assistant
c) Apple Siri
d) Microsoft Kinect
6. What is the concept of Ambient Intelligence?
a) The integration of technology into our environment to provide personalized support
b) The use of sensors and data analytics to create personalized experiences
c) The seamless integration of computers into our living spaces
d) The collection and processing of data about the environment and people
7. What is the goal of Human-Computer Interaction (HCI)?
a) To create interfaces that are user-friendly, efficient, and effective
b) To make computers disappear into the walls and interstices of our living spaces
c) To collect and process data about the environment and people
d) To understand the needs and preferences of users
8. What is the difference between UI and UX?
a) UI refers to the user interface software, while UX includes the design of the interaction and more.
b) UI is the totality of effects felt by the user, while UX refers to the user interface software.
c) UI involves understanding the needs and preferences of users, while UX involves evaluating their effectiveness.
d) UI is the integration of technology into our environment, while UX involves the use of sensors and data analytics.
Lecture 2
1. What does HCI stand for?
a) Human Computer Integration
b) Human Computer Interaction
c) Human Computer Interface
d) Human Computer Intelligence
2. Can a user experience be designed?
a) Yes, it can be designed internally in a user.
b) No, it cannot be designed.
c) Yes, it can be designed for the user experience.
d) Yes, it can be designed for the user's internal thoughts.
3. What does localized interaction refer to?
a) Interaction that occurs within a short time frame and with a single goal.
b) Interaction that involves multiple devices in the user's environment.
c) Interaction that is task-oriented and bounded.
d) Interaction that occurs in a very short time within one interaction environment.
4. What is activity-based interaction?
a) Interaction that involves multiple parties and multiple locations.
b) Interaction that goes beyond simple tasks and involves multiple related tasks.
c) Interaction that occurs within a short time frame and with a single goal.
d) Interaction that is task-oriented and bounded.
5. What is service design?
a) Designing a customer experience within a "transactional journey."
b) Designing a user experience for a specific service.
c) Designing a storytelling narrative of a UX experience.
d) Designing a service experience distributed over time and different locations.
6. What are the components of UX?
a) Usability, Usefulness, Functionality, Emotional Impact
b) Usability, Usefulness, Functionality, Branding
c) Usability, Usefulness, Functionality, Marketing
d) Usability, Usefulness, Functionality, Corporate Culture
7. What is the difference between usability and user experience (UX)?
a) Usability refers to objective performance measures, while UX refers to subjective opinion measures.
b) Usability refers to emotional aspects, while UX refers to pragmatic aspects.
c) Usability refers to what the user feels internally, while UX refers to objective performance measures.
d) Usability refers to the effects of usability, usefulness, and emotional impact, while UX refers to objective performance
measures.
8. What is the role of branding and marketing in UX design?
a) Branding and marketing have no impact on UX design.
b) Branding and marketing shape the user's perception of the product and overall experience.
c) Branding and marketing are only important in software development.
d) Branding and marketing are not related to UX design.
9. How does corporate culture impact UX design?
a) Corporate culture has no impact on UX design.
b) Corporate culture influences the company's priorities and approach to the design process.
c) Corporate culture only affects the marketing team.
d) Corporate culture is not related to UX design.
Lecture 3
1. Which of the following is NOT a component of user experience (UX)?
a) Usability
b) Usefulness
c) Meaningfulness
d) Emotional Impact
2. Which of the following is NOT a characteristic of usability?
a) Effectiveness
b) Efficiency
c) Ease-of-use
d) Error avoidance
3. What does usefulness refer to in the context of UX?
a) The power and functionality of the backend software
b) The emotional impact on the user
c) The meaningfulness of the product or artifact
d) The usability and ease-of-use of the product
4. What does meaningfulness refer to in the context of UX?
a) The power and functionality of the backend software
b) The emotional impact on the user
c) The usability and ease-of-use of the product
d) How a product becomes meaningful in the life of a user
5. What is an artifact in the context of UX?
a) An object made by a human being
b) The building or room you are in
c) The chair you may be sitting in
d) All of the above
6. What is emotional impact in the context of UX?
a) The pragmatic component of user experience
b) The affective component of user experience that influences user feelings
c) The power and functionality of the backend software
d) The usability and ease-of-use of the product
7. What are some ways to experience emotional impact?
a) Sadness, anger, fear, disgust
b) Joy of usage, pleasure, excitement, fun
c) Boredom, indifference, apathy, annoyance
d) Confusion, frustration, irritation, dissatisfaction
8. Which of the following is NOT a way to experience emotional impact?
a) Curiosity
b) Aesthetics
c) Surprise
d) Sadness
9. Which word best describes the emotional impact of something new and unexpected?
a) Delight
b) Exploration
c) Coolness
d) Appeal
10. What is one way to experience emotional impact through aesthetics?
a) Joy of usage
b) Pleasure
c) Excitement
d) Novelty
11. What are some emotional factors that can contribute to the impact of a product?
a) Pleasure and self-expression
b) Trustworthiness and credibility
c) Ease of use and productivity
d) Efficiency and effectiveness
12. Which of the following is NOT a characteristic of usability?
a) Ease of use
b) Productivity
c) Trustworthiness
d) User satisfaction
13. What is the misconception about usability testing?
a) It is too expensive and time-consuming
b) It can be replaced by expert reviews
c) It is only important for certain types of products or users
d) It is about making things easy for everyone
14. What is an important part of usability evaluation?
a) Visual design
b) Emotional impact
c) Trustworthiness
d) User satisfaction
15. Which of the following is NOT a traditional quality concept in design?
a) Reliability
b) Durability
c) Usability
d) Performance
16. The expanded quality concept in design includes factors such as:
a) Reliability and durability
b) Performance and usability
c) Usability and accessibility
d) Accessibility and user satisfaction
17. According to the passage, designers should consider all of the following factors that affect the user experience
EXCEPT:
a) Ease of use
b) Learnability
c) Efficiency
d) Emotional and psychological impact
18. The components of user experience (UX) include all of the following EXCEPT:
a) Usability
b) Usefulness
c) Functionality
d) Emotional impact
19. What is the difference between emotional impact and user satisfaction?
a) Emotional impact is the ability to connect with the brand, while user satisfaction is the degree of satisfaction with the
product.
b) Emotional impact is the degree of satisfaction with the product, while user satisfaction is the ability to connect with
the brand.
c) Emotional impact is the ability to connect with the brand, while user satisfaction is the ability to recommend others.
d) Emotional impact is the degree of satisfaction with the product, while user satisfaction is the ability to make purchase
decisions.
20. Which of the following factors influence user interface design?
a) Color, imagery, and typography
b) Layout, motion, and sound
c) Feedback and context
d) All of the above
21. Emotional impact can be experienced in many ways, including:
a) Joy of usage and pleasure
b) Satisfaction and loyalty
c) Purchase decisions and recommendations
d) Quality, value, and performance
22. Which term refers to a strong feeling of excitement and interest?
a) Enticement
b) Engagement
c) Affinity
d) Enthusiasm
23. What is another word for alluring or appealing?
a) Pride of ownership
b) Attractiveness
c) Identifying with a product
d) "Wow" in UX design
24. Which term describes the act of enticing or luring someone?
a) Affinity
b) Attractiveness
c) Enticement
d) Engagement
Lecture 4
Question: What does functionality refer to?
a) The ability of a product to perform its intended tasks
b) The color palette used in a mobile app
c) The percentage of users who stop using a product
d) The emotional design elements in a mobile app
Question: Why is user experience important?
a) It can lead to increased user satisfaction and loyalty
b) It can result in a high user churn rate
c) It can create a sense of joy and satisfaction
d) It can evoke positive emotions such as joy, satisfaction, and motivation
Question: What does user churn rate refer to?
a) The ability of a product to perform its intended tasks
b) The percentage of users who stop using a product
c) The emotional design elements in a mobile app
d) The color palette used in a mobile app
Question: What was the problem with the mobile app in the case study?
a) Users were not engaging with the app as much as the team had hoped
b) The app had a high user churn rate
c) The app was difficult to use and did not meet the user's needs
d) The app did not have enough functionality
Question: What was the solution in the case study?
a) Redesigning the app with a focus on emotional design
b) Adding engaging animations to the app
c) Using a vibrant and energizing color palette
d) Creating playful illustrations in the app
Question: What was the result of the redesigned app in the case study?
a) Users reported feeling more motivated and engaged with the app
b) The user churn rate decreased significantly
c) The app became a huge success
d) All of the above
Question: What can emotional design lead to?
a) Increased user engagement and retention
b) Decreased user satisfaction and loyalty
c) A high user churn rate
d) Negative feedback from users
Question: According to David Pogue, why did the critics initially view the iPad negatively?
a) It was underwhelming and a disappointment
b) It filled no obvious need
c) It was a failure
d) All of the above
Question: What is the main reason for the success of the iPad?
a) Rational and functional appeal
b) Utility appeal
c) Emotional attraction
d) Manipulating finely crafted objects
Question: What does the acronym PACT stand for in PACT analysis?
a) Personal, Activities, Contexts, Technologies
b) People, Activities, Contexts, Technologies
c) Physical, Activities, Contexts, Technologies
d) Psychological, Activities, Contexts, Technologies
Question: According to PACT analysis, what should be at the center of an interactive system?
a) People
b) Activities
c) Contexts
d) Technologies
Question: What does UX designers need to understand in PACT analysis?
a) People, Activities, Contexts, Technologies
b) People, Activities, Products, Technologies
c) People, Attitudes, Contexts, Technologies
d) People, Activities, Contexts, Ergonomics
Question: What does spatial ability refer to?
a) The capacity to visualize and manipulate objects in 3D space
b) The capacity to remember a website
c) The capacity to find one's way around
d) The capacity to mentally transform shapes
Question: What is spatial intelligence?
a) The ability to perceive and interpret spatial relationships between objects or visual stimuli
b) The ability to understand different languages
c) The ability to adapt to different cultures
d) The ability to quickly grasp how something works
Question: What are mental models?
a) Accessibility tools used in software
b) Personalization features in software
c) Representations of a system in the user's mind
d) Different conceptual models of things
Question: What do mental models influence?
a) Language differences
b) Cultural differences
c) Attitudes and behaviors
d) Accessibility in software
Question: What are the two main types of mental models?
a) Accessibility models and procedural models
b) Conceptual models and procedural models
c) Language models and cultural models
d) Personalization models and gamification models
Question: How can understanding a user's mental model help designers?
a) It can help reduce errors and improve the user's overall experience
b) It can help measure psychological differences
c) It can help classify people into personality types
d) It can help designers create systems that are easy to use
Question: What are some reasons why people use systems, products, and services differently?
a) Spatial differences
b) Psychological differences
c) Social differences
d) Cultural differences
Lecture 5
Question: What does PACT analysis stand for?
a) People, Activities, Contexts, Technologies
b) Physical environment, Activities, Contexts, Technologies
c) People, Contexts, Activities, Technologies
d) Physical environment, Contexts, Activities, Technologies
Question: Which of the following is NOT a type of context?
a) Organizational context
b) Social context
c) Physical environment
d) Technological context
Question: What is an example of a social context in the use of an ATM?
a) The sun shining on the ATM display
b) The noise level in the environment
c) The availability of training manuals
d) The speed of internet access
Question: Which of the following is NOT a key organizational factor to consider in the use of ATMs?
a) The bank's goals and objectives
b) The bank's culture
c) The bank's policies and procedures
d) The bank's resources
Question: What are some key activities associated with the use of ATMs?
a) Withdrawing cash, Checking account balance, Transferring funds, Paying bills
b) Withdrawing cash, Checking email, Transferring funds, Making phone calls
c) Withdrawing cash, Checking account balance, Ordering food, Making deposits
d) Withdrawing cash, Checking account balance, Transferring funds, Sending emails
Question: What is the final part of the PACT framework?
a) People
b) Contexts
c) Activities
d) Technologies
Question: What are the high-level activities in the UX lifecycle?
a) Understand Needs, Design Solutions, Prototype Candidates, Evaluate UX
b) People, Contexts, Activities, Technologies
c) Agile vs waterfall
d) Design Situation
Question: What is the "Design Situation"?
a) The circumstances under which a design method will be applied
b) The target product or system
c) The project team
d) The UX design process
Question: What are two common methodologies used in software development?
a) People, Contexts
b) Agile vs waterfall
c) UX Design Process
d) Technologies
Question: What is the first step in the human-centered UX design process?
a) Conceptual design
b) Physical design
c) User research
d) Focus groups
Question: What are functional requirements concerned with?
a) The qualities that the system or service should demonstrate
b) The constraints on the design process
c) What the system or service should be able to do
d) Observations of existing systems
Question: How are requirements generated in the understanding process?
a) Through discussions and interactions with stakeholders
b) Through research into similar systems
c) Through observations of existing systems
d) All of the above