Exam Template
Exam Template
GENERAL INSTRUCTIONS:
1. Follow all instructions carefully. Failure to do so will warrant a substantial deduction from your final score.
2. Write everything in non-red ink. No borrowing of pens, calculators, etc.
3. You are not allowed to leave your seat unless you are through with the exam. If you have any questions, just raise your
hand and the instructor or proctor will attend to you.
4. Talking to or looking at your seatmate (and his/her paper) is automatically considered as cheating which is subject to very
serious sanctions as stipulated in the student handbook.
GOOD LUCK ! ! !
TRUE or FALSE. Write TRUE if the statement is TRUE and write FALSE if the statement is
FALSE in the sheet provided. 1 point each. (20 will appear).
1. User Centered Design provides users the center-stage in designing where they get the
opportunity to work with designers and technical practitioners.
2. PARTICIPATORY DESIGN is a process that involves a few stakeholders in the design
process, so that the end result meets the needs they are desiring. This design is used in
various areas such as software design, architecture, landscape architecture, product
design, sustainability, graphic design, planning, urban design, and even medicine.
3. HCI DESIGN is considered as a problem solving process that has components like
planned usage, target area, resources, cost, and viability. It decides on the requirement
of product similarities to balance trade-offs.
4. TASK ANALYSIS is the procedure to learn the users and abstract frameworks, the
patterns used in workflows, and the chronological implementation of interaction with
the GUI. It analyzes the ways in which the user partitions the tasks and sequence them.
5. ACTIVITY THEORY is an HCI method that describes the processes where the human-
computer interactions take place.
6. VALUE SENSITIVE DESIGN method is used for developing technology and includes
three types of studies − conceptual, empirical and technical.
7. PARTICIPATORY DESIGN a style, but focus on processes and procedures of designing.
It is seen as a way of removing design accountability and origination by designers.
8. USABILITY ENGINEERING is a method in the progress of software and systems, which
includes user contribution from the inception of the process and assures the
effectiveness of the product through the use of a usability requirement and metrics.
9. USABILITY STUDY is the methodical study on the interaction between people,
products, and environment based on experimental assessment. Example: Psychology,
Behavioral Science, etc.
10. USABILITY TESTING is the scientific evaluation of the stated usability parameters as
per the user’s requirements, competences, prospects, safety and satisfaction is known as
usability testing.
11. PROTOTYPING is another type of software engineering models that can have a
complete range of functionalities of the projected system.
12. SOFTWARE TOOL is a programmatic software used to create, maintain, or otherwise
support other programs and applications.
13. GRAPHICAL USABILTY INTERFACE is the interface from where a user can operate
programs, applications or devices in a computer system.
14. HEURISTICS EVALUATION is a methodical procedure to check user interface for
usability problems. Once a usability problem is detected in design, they are attended as
an integral part of constant design processes. Heuristic evaluation method includes
some usability principles such as Nielsen’s ten Usability principles.
15. HUMAN COMPUTER INTERACTION was previously known as the man-machine
studies or man-machine interaction. It deals with the design, execution and assessment
of computer systems and related phenomenon that are for human use.
16. CONCEPTUAL INVESTIGATION works towards understanding the values of the
investors who use technology value.
17. DIRECT MANIPULATION was introduced by Ben Schneiderman in 1983 and was first
used in Apple Mac PC in 194 that reduced the chances for syntactic errors.
18. UBIQUITOUS COMPUTING is currently the most active research area in HCI.
19. EMPIRICAL INVESTIGATIONS are qualitative or quantitative design research studies
that shows the designer’s understanding of the users’ values.
20. IVAN SUTHERLAND developed notepad and proved that computer can be used for
more than data processing.
21. DONALD NORMAN proposed the seven stages that can be used to transform difficult
tasks.
22. TECHNICAL INVESTIGATIONS contain the use of technologies and designs in the
conceptual and empirical investigations.
23. HIERARCHY is an organization of elements that, according to prerequisite
relationships, describes the path of experiences a learner must take to achieve any single
behaviour that appears higher in the hierarchy.
24. BEN SHNEIDERMAN an American computer scientist consolidated some implicit facts
about designing.
Multiple Choice. Choose the letter of the correct answer. Shade your answer in the sheet provided.
2 points each. (20 will appear)
1. Which among the following options is not part of Nielsen's Ten Heuristic Principles?
a. Documentation and heuristics
b. Consistency and standards
c. Visibility of system status
d. User control and freedom
2. Which among the options is part of the Seven Don Norman's Principles of Interactive
Design?
a. Feedback
b. Consistency
c. Reliability
d. Efficiency
3. Which among the options is part of the Seven Don Norman's Principles of Interactive
Design?
a. Signifiers
b. Falsifier
c. Amplifier
d. Supplier
4. Which among the options is part of the Seven Don Norman's Principles of Interactive
Design?
a. Mapping
b. Road block
c. Affordable
d. Abnormal
5. Which among the options is part of the Seven Don Norman's Principles of Interactive
Design?
a. Discoverability
b. Efficiency
c. Reliability
d. Consistency
6. Which among these fields, HCI plays a part of?
a. Psychology
b. Biology
c. Anatomy
d. Cosmetology
7. Which among these fields, HCI is not part of?
a. Accounting
b. Engineering
c. Computer Science
d. Ethnography
8. Which among these fields, HCI plays a part of?
a. Cognitive Science
b. Data Science
c. Information Management
d. Therapy Science
9. Which among the options is not importance of HCI?
a. Will not shape the future
b. Uncover new technologies
c. Know how to do things better
d. Attractive Career Opportunities
10. Which among the options is an importance of HCI?
a. Uncover new technologies
b. Achieve competitive disadvantage
c. Not an attractive career opportunity
d. It will shape the past
11. Which among these fields, HCI is not part of?
a. Quality Control
b. Design
c. Information security
d. Engineering
12. “Give users the sense that they are in full control of events occurring in the digital
space”. Which among the Shneiderman’s Eight Golden Rules of Interface Design is this
included?
a. Support Internal Locus of Control
b. Offer Simple Error Handling
c. Permit Easy Reversal of Actions
d. Reduce Short-term Memory Load
13. “With increased use comes the demand for quicker methods of completing tasks”.
Which among the Shneiderman’s Eight Golden Rules of Interface Design is this
included?
a. Enable Frequent Users to Use Shortcuts
b. Strive for Consistency
c. Offer Informative Feedback
d. Design Dialog to Yield Closure
14. “Allow your users to be the initiators of actions”. Which among the Shneiderman’s Eight
Golden Rules of Interface Design is this included?
a. Support Internal Locus of Control
b. Offer Simple Error Handling
c. Permit Easy Reversal of Actions
d. Reduce Short-term Memory Load
15. “Don’t keep your users guessing”. Which among the Shneiderman’s Eight Golden Rules
of Interface Design is this included?
a. Design Dialog to Yield Closure
b. Strive for Consistency
c. Enable Frequent Users to Use Shortcuts
d. Offer Informative Feedback
16. “Designers should aim to offer users obvious ways to reverse their actions”. Which
among the Shneiderman’s Eight Golden Rules of Interface Design is this included?
a. Permit Easy Reversal of Actions
b. Offer Simple Error Handling
c. Support Internal Locus of Control
d. Reduce Short-term Memory Load
17. “Utilizing familiar icons, colors, menu hierarchy, call-to-actions, and user flows when
designing similar situations and sequence to actions”. Which among the Shneiderman’s
Eight Golden Rules of Interface Design is this included?
a. Strive for Consistency
b. Enable Frequent Users to Use Shortcuts
c. Offer Informative Feedback
d. Design Dialog to Yield Closure
18. “Systems should be designed to be as fool-proof as possible, but when unavoidable error
occurs, ensure users are provided with, intuitive step-by-step instructions to solve the
problem as quickly and painlessly as possible”. Which among the Shneiderman’s Eight
Golden Rules of Interface Design is this included?
a. Offer Simple Error Handling
b. Offer Informative Feedback
c. Design Dialog to Yield Closure
d. Permit Easy Reversal of Actions
19. “Standardizing the way information is conveyed ensures users are able to apply
knowledge from one click to another; without the need to learn new representations for
the same actions”. Which among the Shneiderman’s Eight Golden Rules of Interface
Design is this included?
a. Strive for Consistency
b. Enable Frequent Users to Use Shortcuts
c. Support Internal Locus of Control
d. Reduce Short-term Memory Load
20. “The user should know where they are at and what is going on at all times”. Which
among the Shneiderman’s Eight Golden Rules of Interface Design is this included?
a. Offer Informative Feedback
b. Enable Frequent Users to Use Shortcuts
c. Design Dialog to Yield Closure
d. Offer Simple Error Handling
21. Which among the following is not part of the four activities of interaction design:
a. Evaluating patterns
b. Identifying requirements
c. Building alternative designs
d. Developing interactive versions of the designs
22. Which among the following is not part of the three principles for User-centered
approach:
a. Evaluating design
b. Early focus on users and tasks
c. Empirical measurement
d. Iterative design
23. Which among the following is part of the Design Methodologies:
a. User-centered Design
b. Activity Design
c. Principle Design
d. Sensitive Design
24. Which among the following is not part of the Value Sensitive Design studies:
a. Market Investigations
b. Conceptual Investigations
c. Empirical Investigations
d. Technical Investigations
25. This is one of the three components of usability which is used in using the resources to
effectively achieve the goals.
a. Efficiency
b. Effectiveness
c. Satisfaction
d. Delightfulness
26. This is one of the three components of usability which provide ease of the works system
to its users.
a. Satisfaction
b. Effectiveness
c. Efficiency
d. Delightfulness
27. This is one of the three components of usability with which users achieve their goals.
a. Effectiveness
b. Efficiency
c. Satisfaction
d. Delightfulness
Laboratory Component. Read the instructions carefully and design the User Interface using
your wire framing app.
Instruction:
Mr. Roboto of ROBOTS Incorporated has asked your company to design a Website
layout for his company. ROBOTS Incorporated specializes in drones manufacturing and
distribution. The website layout must include the following basic pages and its
corresponding layout:
1. Home Page
2. Products Page
3. Product Shopping Page
4. About the Company Page
5. Contact Pages
Your proposed layout may be composed of Wireframes only, however you may include
appropriate objects or images to enhance the look and feel of the website.
Export your activity as a PDF format.
Prepared by: Evaluated by: Approved by: