Module 4 Mcq
Module 4 Mcq
MODULE –4
Prototyping
1. Which type of prototype focuses on a broad range of features with limited depth in functionality?
a) Vertical prototype
b) Horizontal prototype
c) Local prototype
d) T prototype
b) A T prototype provides a detailed look at a limited part of the system while maintaining a
broad overview.
d) A T prototype lacks the depth needed for realistic user experience evaluation.
Answer: b) A T prototype provides a detailed look at a limited part of the system while
maintaining a broad overview.
5. Based on the text, which prototype is best suited for representing the checkout part of the
workflow for an e-commerce website in detail?
a) Horizontal prototype
b) Vertical prototype
c) T prototype
d) Local prototype
6. Infer why a horizontal prototype might be less effective for user experience evaluation.
7. Contrast the usage scenarios for horizontal and vertical prototypes in early-stage design.
a) Horizontal prototypes are better for detailed interaction studies, while vertical prototypes are
better for broad overviews.
b) Horizontal prototypes are used to explore functionality breadth, while vertical prototypes are
used to explore functionality depth.
d) Vertical prototypes provide an early product overview, while horizontal prototypes provide
detailed testing of specific functions.
Answer: b) Horizontal prototypes are used to explore functionality breadth, while vertical
prototypes are used to explore functionality depth.
8. Which prototype type is described as having both limited depth and breadth, focusing on isolated
design issues?
a) Horizontal prototype
b) Vertical prototype
c) T prototype
d) Local prototype
b) By starting with a broad overview and adding depth to specific parts as needed.
c) By focusing on isolated interaction details and expanding them to cover the entire system.
Answer: b) By starting with a broad overview and adding depth to specific parts as needed.
10. Compare the lifespan and usage of local prototypes to other prototype types.
a) Local prototypes have a longer lifespan and are used throughout the design process.
b) Local prototypes are used for specific issues and have a shorter lifespan compared to
horizontal, vertical, and T prototypes.
c) Local prototypes are used in the final stages of design and have an extended lifespan.
d) Local prototypes combine elements of all other prototype types and have a moderate
lifespan.
Answer: b) Local prototypes are used for specific issues and have a shorter lifespan compared to
horizontal, vertical, and T prototypes.
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c) Low−fidelity prototypes can reveal many user experience problems, including severe ones.
Answer: c) Low−fidelity prototypes can reveal many user experience problems, including severe
ones.
13. Compare low-fidelity and high-fidelity prototypes in terms of their cost and development time.
c) Both low−fidelity and high−fidelity prototypes require the same amount of time and expense
to develop.
d) Low−fidelity prototypes are costlier but take less time to develop than high−fidelity
prototypes.
Answer: b) High−fidelity prototypes are more expensive and time−consuming than low−fidelity
prototypes.
14. Contrast the user experience evaluation potential of low-fidelity and high-fidelity prototypes.
15. Infer why medium-fidelity prototypes might be preferred in certain design stages.
16. Which of the following best illustrates a scenario where a high-fidelity prototype would be
most beneficial?
Answer: c) Detailed evaluation and refinement of design elements before final implementation.
17. Compare the role of wireframes in medium-fidelity prototypes to that of paper prototypes in
low- fidelity prototypes.
a) Wireframes provide more detail and are used for computer−based representations.
b) Wireframes are less detailed and are used for quick paper sketches.
Answer: a) Wireframes provide more detail and are used for computer−based representations.
18. Explain why a designer might use a low-fidelity prototype despite its abstract
nature.
b) To reduce costs and time while still obtaining valuable user feedback.
Answer: b) To reduce costs and time while still obtaining valuable user feedback.
19. What does the text infer about the perception of low-fidelity prototypes by users?
b) Users can be biased against low−fidelity prototypes due to their unfinished appearance.
c) Users can still provide valuable feedback even with low−fidelity prototypes.
20. Contrast the intended use of whole system prototypes with that of other high-fidelity prototypes.
a) Whole system prototypes are less detailed than other high−fidelity prototypes.
c) Whole system prototypes integrate both interaction design and system functionality.
d) Whole system prototypes are used primarily for initial design sketches.
Answer: c) Whole system prototypes integrate both interaction design and system functionality.
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21. Which of the following best explains the primary purpose of a paper prototype?
Answer: B
22. What is one of the main reasons for creating a horizontal prototype?
Answer: B
23. Compare and contrast the flexibility and cost of fixing errors in low-fidelity versus high-
fidelity prototypes.
A) Low−fidelity prototypes are less flexible but cheaper to fix errors; high−fidelity prototypes are
more flexible but more expensive to fix.
B) Low−fidelity prototypes are more flexible and cheaper to fix errors; high−fidelity prototypes
are less flexible and more expensive to fix.
C) Both low−fidelity and high−fidelity prototypes are equally flexible and cost the same to fix
errors.
D) Low−fidelity prototypes are less flexible and more expensive to fix errors; high−fidelity
prototypes are more flexible and cheaper to fix.
Answer: B
24. Which of the following illustrates a potential disadvantage of coding too early in the
design process?
Answer: B
25. Infer the main benefit of using hand-drawn paper prototypes during early design reviews.
D) They ensure the design will not need any further changes.
Answer: B
26. Demonstrate why computer-printed paper prototypes might be preferred over hand-drawn
ones in some cases.
Answer: A
C) Paper prototypes are easier to modify and allow for more immediate interaction
adjustments.
Answer: C
28. Explain the rationale behind including "decoy" user interface objects in a paper prototype.
A) To make the prototype appear more complex and realistic, challenging users in their
interaction choices.
D) To ensure users only follow the intended task path without distractions.
Answer: A
29. Illustrate how a "this feature not yet implemented" message might be used in a paper
prototype.
C) To indicate that the prototype is complete and no further changes are needed.
Answer: A
A) Paper prototypes are less modular and harder to adjust than software prototypes.
B) Software prototypes are more modular and easier to modify than paper prototypes.
C) Paper prototypes achieve modularity through separate interaction sheets, while software
prototypes may require more extensive changes.
Answer: C
Chapter :Software Engineering.
31.Explain why communication between SE and UX roles is critical for project success.
o A. To ensure the two roles can work independently without any interference.
o B. To allow each role to know what the other is doing and how it affects their work.
o D. To ensure that the SE team leads the project without input from the UX team.
o Answer: B
o D. Ad hoc processes are better because they are flexible and spontaneous.
o Answer: C
o Answer: B
2. Coordination
34. Illustrate the problem that arises from SE and UX roles conducting separate field visits without
coordination.
o C. The results are not seen by the other group, leading to disjointed design parts.
35. Explain how coordination benefits SE and UX roles during early project stages.
o C. Coordination helps in team building and early agreement on goals and requirements.
o Answer: C
36. Contrast the client’s perception when SE and UX roles work in isolation versus when they are
coordinated.
o D. Clients get clearer communication from isolated teams versus coordinated teams.
o Answer: A
3. Synchronization
37. Infer the impact of delaying synchronization until the implementation and testing phases.
o Answer: B
38. Illustrate the benefits of having multiple synchronization points throughout the project
lifecycle.
o Answer: B
39. Explain the concept of timely readiness of work products between SE and UX roles.
o C. Each role ensures their work products are ready when needed by the other role,
preventing delays.
o D. Teams focus solely on their timelines without considering the other’s progress.
o Answer: C
40. Compare the impact of SE and UX roles gathering requirements separately versus
collaboratively.
o Answer: C
41. Infer the consequences of not understanding dependencies and constraints between SE and
UX roles.
o Answer: B
42. Illustrate a scenario where design choices in one lifecycle constrain the other.
o D. Both roles work together to ensure no constraints affect the design choices.
o Answer: B
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43. Explain the primary issue with the current state of software engineering regarding UI and non-
UI software.
o Answer: B
44. Illustrate why most software development lifecycle concepts do not adequately support UX
lifecycle inclusion.
o Answer: B
45. Compare the inclusion of interaction design specifications in typical software requirements
with the ideal scenario described.
o B. Interaction design specifications are usually minimal and not well integrated.
46. Explain how traditional agile methods could potentially bridge the gap between SE and UX.
o Answer: B
47. Contrast the potential benefits of traditional agile methods with their limitations in
integrating UX processes.
o A. Agile methods offer no benefits and are entirely incompatible with UX processes.
o C. Agile methods provide flexibility but require adjustments to fully include UX.
o D. Agile methods automatically solve all integration issues without any adjustments.
o Answer: C
48. Infer the necessary adjustments required for agile methodologies to effectively include UX
components.
o C. Adjustments on both SE and UX sides to respect core tenets while integrating UX.
o Answer: C
49. Illustrate the problems associated with a series connection of SE and UX lifecycles.
o B. Inefficiencies and delays due to lack of parallelism and inability to handle UI changes.
o C. Seamless integration with no need for additional coordination.
o Answer: B
50. Explain why waiting for a complete UX interaction design before starting the SE lifecycle can
be problematic.
o B. It leads to an unduly long product lifecycle and inefficiencies due to lack of parallel
work.
o C. It ensures that SE lifecycle starts with the most accurate and complete UX design.
o Answer: B
51. Compare the effectiveness of a series lifecycle connection with an iterative lifecycle
connection for handling UX changes.
o B. Iterative connection addresses UX changes earlier but can be confusing for SE teams.
o Answer: B
52. Explain why a parallel lifecycle connection with a communication layer is proposed as a
solution.
o C. To eliminate the need for any kind of collaboration between SE and UX teams.
o Answer: B
53. Illustrate the role of the communication layer in a parallel lifecycle configuration.
o D. It replaces the need for any synchronization between the two lifecycles.
o Answer: C
54. Infer the benefits of having parallel lifecycles with a communication mechanism for risk
management.
o A. Risks are more effectively contained with early awareness and response.
o Answer: A