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Module 4 Mcq

The document contains multiple-choice questions (MCQs) related to prototyping in UI/UX design, covering various types of prototypes such as horizontal, vertical, T, and local prototypes, along with their advantages and disadvantages. It also discusses low-fidelity and high-fidelity prototypes, their purposes, costs, and user experience evaluation potential. Additionally, it emphasizes the importance of communication and coordination between software engineering (SE) and user experience (UX) roles for successful project outcomes.
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0% found this document useful (0 votes)
9 views

Module 4 Mcq

The document contains multiple-choice questions (MCQs) related to prototyping in UI/UX design, covering various types of prototypes such as horizontal, vertical, T, and local prototypes, along with their advantages and disadvantages. It also discusses low-fidelity and high-fidelity prototypes, their purposes, costs, and user experience evaluation potential. Additionally, it emphasizes the importance of communication and coordination between software engineering (SE) and user experience (UX) roles for successful project outcomes.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Module 4 UI UX 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

 Answer: b) Horizontal prototype

2. What is the main advantage of a vertical prototype?

 a) It provides an overview of the entire system.

 b) It allows for detailed evaluation of a specific interaction workflow.

 c) It combines both breadth and depth in its design.

 d) It is used for comparing different design alternatives.

 Answer: b) It allows for detailed evaluation of a specific interaction workflow.

3. How does a T prototype differ from a horizontal prototype?

 a) A T prototype focuses solely on a narrow range of features.

 b) A T prototype provides a detailed look at a limited part of the system while maintaining a
broad overview.

 c) A T prototype is used only for short−term evaluation.

 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.

4. What is a local prototype used for?

 a) Testing the entire system's functionality.

 b) Evaluating design alternatives for specific isolated interaction details.

 c) Providing a comprehensive overview of the user interface.


 d) Combining the features of both horizontal and vertical prototypes.

 Answer: b) Evaluating design alternatives for specific isolated interaction details.

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

 Answer: b) Vertical prototype

6. Infer why a horizontal prototype might be less effective for user experience evaluation.

 a) It lacks a comprehensive range of features.

 b) It provides too much detail in specific workflows.

 c) It does not support complete workflows due to limited depth.

 d) It is too complex and time−consuming to develop.

 Answer: c) It does not support complete workflows due to limited depth.

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.

 c) Horizontal prototypes are typically more detailed than vertical prototypes.

 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

 Answer: d) Local prototype

9. Illustrate how a T prototype can evolve during the design process.

 a) By starting with vertical slices and gradually incorporating horizontal elements.

 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.

 d) By combining several local prototypes to form a comprehensive 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.

*************************************************************************************

11. Explain the main purpose of low-fidelity prototypes.

 a) To provide a detailed representation of the final product.

 b) To give high−level, abstract impressions of the intended design.

 c) To ensure the prototype is perceived as “finished” by users.

 d) To fully evaluate the system’s functionality.

 Answer: b) To give high−level, abstract impressions of the intended design.

12. Which statement best demonstrates the effectiveness of low-fidelity prototypes?


 a) Low−fidelity prototypes are often ignored by users and customers.

 b) Low−fidelity prototypes are as expensive to create as high−fidelity prototypes.

 c) Low−fidelity prototypes can reveal many user experience problems, including severe ones.

 d) Low−fidelity prototypes are rarely used in professional design projects.

 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.

 a) Low−fidelity prototypes are more expensive and time−consuming than high−fidelity


prototypes.

 b) High−fidelity prototypes are more expensive and time−consuming than low−fidelity


prototypes.

 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.

 a) Low−fidelity prototypes provide a more realistic user experience evaluation.

 b) High−fidelity prototypes offer less detailed user experience evaluation.

 c) Low−fidelity prototypes are better for evaluating detailed design elements.

 d) High−fidelity prototypes provide a more realistic user experience evaluation.

 Answer: d) High−fidelity prototypes provide a more realistic user experience evaluation.

15. Infer why medium-fidelity prototypes might be preferred in certain design stages.

 a) They are quicker to produce than low−fidelity prototypes.

 b) They offer a balance between detail and development time.

 c) They are as detailed as high−fidelity prototypes.

 d) They are used primarily for final product evaluations.


 Answer: b) They offer a balance between detail and development time.

16. Which of the following best illustrates a scenario where a high-fidelity prototype would be
most beneficial?

 a) Early brainstorming sessions with abstract design ideas.

 b) Initial project discussions with no design details finalized.

 c) Detailed evaluation and refinement of design elements before final implementation.

 d) Quick iterations of design ideas to gather general feedback.

 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.

 c) Wireframes are exclusively used in high−fidelity prototypes.

 d) Wireframes and paper prototypes serve the same purpose in design.

 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.

 a) To finalize the design details before starting high−fidelity prototyping.

 b) To reduce costs and time while still obtaining valuable user feedback.

 c) To impress stakeholders with a finished−looking product.

 d) To integrate complex system functionality early in the design process.

 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?

 a) Users generally disregard low−fidelity prototypes as unprofessional.

 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.

 d) Users find it difficult to understand low−fidelity prototypes without detailed explanations.


 Answer: 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.

 b) Whole system prototypes focus on isolated parts of the design.

 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.

*************************************************************************************

21. Which of the following best explains the primary purpose of a paper prototype?

 A) To showcase high−fidelity graphics and interactivity.

 B) To provide a preliminary version of a design for user interaction and feedback.

 C) To serve as the final design of the user interface.

 D) To delay the coding process indefinitely.

Answer: B

22. What is one of the main reasons for creating a horizontal prototype?

 A) To demonstrate in−depth functionality of a few features.

 B) To show the potential breadth of features without much depth.

 C) To fully develop a single feature of the design.

 D) To replace the need for any further prototypes.

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?

 A) It ensures rapid iteration and improvement of the design.

 B) It leads to ownership issues and resistance to changes.

 C) It reduces the need for user feedback.

 D) It simplifies the design process by finalizing features early on.

Answer: B

25. Infer the main benefit of using hand-drawn paper prototypes during early design reviews.

 A) They provide high−fidelity, interactive user experiences.

 B) They allow for quick visualization and iteration of design ideas.

 C) They eliminate the need for subsequent prototypes.

 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.

 A) They provide a higher fidelity in appearance with minimal additional cost.

 B) They completely replace the need for hand−drawn prototypes.

 C) They are always faster to create than hand−drawn prototypes.

 D) They ensure that all design changes are implemented in real−time.

Answer: A

27. Contrast the usage of paper prototypes with software-based prototypes.

 A) Paper prototypes require more time to modify than software−based prototypes.


 B) Software−based prototypes allow for more spontaneous changes during evaluations.

 C) Paper prototypes are easier to modify and allow for more immediate interaction
adjustments.

 D) Both types of prototypes offer the same ease of modification.

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.

 B) To confuse users and gather data on their mistakes.

 C) To streamline the testing process by focusing users on the correct tasks.

 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.

 A) As a placeholder response when users attempt unanticipated actions.

 B) To guide users directly to the correct feature.

 C) To indicate that the prototype is complete and no further changes are needed.

 D) To show users the final version of the user interface.

Answer: A

30. Compare the modularity of paper prototypes to software prototypes.

 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.

 D) Both types of prototypes achieve modularity in the same way.

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 C. To make sure the UX design is solely based on the backend design.

o D. To ensure that the SE team leads the project without input from the UX team.

o Answer: B

32. Compare the effectiveness of structured communication frameworks to ad hoc


communication processes.

o A. Structured communication frameworks ensure no communication happens.

o B. Ad hoc processes are more reliable for communication.

o C. Structured frameworks ensure consistent and necessary communication, reducing


surprises.

o D. Ad hoc processes are better because they are flexible and spontaneous.

o Answer: C

33. Infer the consequences of inadequate communication between SE and UX roles.

o A. Enhanced project harmony and quicker completion.

o B. Divergence in work, leading to difficulties in integrating lifecycle products.

o C. Better understanding of each other’s progress and insights.

o D. Early resolution of issues and better project synchronization.

o Answer: B

2. Coordination

34. Illustrate the problem that arises from SE and UX roles conducting separate field visits without
coordination.

o A. The clients are always well−informed about the development process.

o B. Each group creates a unified report combining their findings.

o C. The results are not seen by the other group, leading to disjointed design parts.

o D. Both groups end up with perfectly aligned requirements.


o Answer: C

35. Explain how coordination benefits SE and UX roles during early project stages.

o A. Coordination delays the project timeline.

o B. Coordination is unnecessary and only adds to project costs.

o C. Coordination helps in team building and early agreement on goals and requirements.

o D. Coordination ensures that each role works independently without interference.

o Answer: C

36. Contrast the client’s perception when SE and UX roles work in isolation versus when they are
coordinated.

o A. Clients see a disjointed team versus a cohesive team.

o B. Clients see an over−coordinated team versus a more flexible team.

o C. Clients feel more involved in isolated teams versus coordinated teams.

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 A. It reduces project costs and efforts.

o B. It results in significant and often costly problems.

o C. It ensures all issues are addressed early in the process.

o D. It allows more time for thorough design and implementation.

o Answer: B

38. Illustrate the benefits of having multiple synchronization points throughout the project
lifecycle.

o A. Increased complexity and cost.

o B. Frequent “calibrations” reduce harmful surprises and ensure a harmonious final


product.

o C. Delayed project delivery due to constant synchronization.


o D. Limited communication between SE and UX teams.

o Answer: B

39. Explain the concept of timely readiness of work products between SE and UX roles.

o A. Each team works in isolation until the project end.

o B. Teams synchronize only when absolutely necessary.

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

4. Dependency and Constraint Enforcement

40. Compare the impact of SE and UX roles gathering requirements separately versus
collaboratively.

o A. Separate gathering leads to more comprehensive requirements.

o B. Collaborative gathering results in conflicting and incompatible requirements.

o C. Separate gathering often results in conflicting and incompatible requirements.

o D. Collaborative gathering delays the project timeline.

o Answer: C

41. Infer the consequences of not understanding dependencies and constraints between SE and
UX roles.

o A. Smooth integration of lifecycle products.

o B. Increased chances of inconsistencies in the work products.

o C. Better alignment of project timelines and goals.

o D. Enhanced team collaboration and understanding.

o Answer: B

42. Illustrate a scenario where design choices in one lifecycle constrain the other.

o A. UX and SE roles independently design systems that integrate seamlessly.


o B. SE designs a backend core that limits the UX role’s ability to create smooth task
transitions.

o C. UX designs flexible interfaces that SE easily accommodates in the backend.

o D. Both roles work together to ensure no constraints affect the design choices.

o Answer: B

*************************************************************************************

User Interaction Design, Software, and Implementation

43. Explain the primary issue with the current state of software engineering regarding UI and non-
UI software.

o A. UI design is overly integrated with functional core software.

o B. UI and non−UI software are developed separately without adequate integration.

o C. There is a well−established process for UI and functional core software integration.

o D. UI design is completely ignored in software engineering textbooks.

o Answer: B

44. Illustrate why most software development lifecycle concepts do not adequately support UX
lifecycle inclusion.

o A. UX lifecycle processes are too complex to integrate.

o B. There is a lack of detailed discussion on UX design in textbooks and courses.

o C. UX lifecycle is fully integrated into the SE lifecycle processes.

o D. Software development textbooks are exclusively focused on UX design.

o Answer: B

45. Compare the inclusion of interaction design specifications in typical software requirements
with the ideal scenario described.

o A. Interaction design is often included in requirements and well−integrated.

o B. Interaction design specifications are usually minimal and not well integrated.

o C. Interaction design is completely omitted from requirements.

o D. Software requirements are designed by UX people without SE input.


o Answer: B

The Promise of Agile Development

46. Explain how traditional agile methods could potentially bridge the gap between SE and UX.

o A. By excluding UX processes from agile methodologies.

o B. Through their flexibility and evaluation−centered approach, allowing for UX


integration.

o C. By maintaining separate lifecycles for SE and UX.

o D. By rigidly adhering to SE principles without UX adaptation.

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 B. Agile methods are inflexible but offer a strong integration of 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 A. Complete separation of UX processes from agile methodologies.

o B. Adding rigid UX processes to traditional agile methods without change.

o C. Adjustments on both SE and UX sides to respect core tenets while integrating UX.

o D. Excluding UX from agile development to maintain simplicity.

o Answer: C

The Pipedream of Completely Separate Lifecycles

49. Illustrate the problems associated with a series connection of SE and UX lifecycles.

o A. Efficient use of time and resources.

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 D. Increased parallelism leading to more effective project management.

o Answer: B

50. Explain why waiting for a complete UX interaction design before starting the SE lifecycle can
be problematic.

o A. It results in immediate implementation of UI requirements without delay.

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 D. It allows SE teams to work independently without any need for UX input.

o Answer: B

51. Compare the effectiveness of a series lifecycle connection with an iterative lifecycle
connection for handling UX changes.

o A. Series connection accommodates UX changes better than iterative connection.

o B. Iterative connection addresses UX changes earlier but can be confusing for SE teams.

o C. Both methods handle UX changes equally well without any issues.

o D. Series connection is more effective due to less frequent changes.

o Answer: B

2. It Needs to Be More Collaborative and Parallel

52. Explain why a parallel lifecycle connection with a communication layer is proposed as a
solution.

o A. To completely separate SE and UX lifecycles to avoid interference.

o B. To ensure better coordination and communication between SE and UX roles


throughout the project.

o C. To eliminate the need for any kind of collaboration between SE and UX teams.

o D. To reduce the complexity of the development process by having fewer


communication points.

o Answer: B
53. Illustrate the role of the communication layer in a parallel lifecycle configuration.

o A. It isolates SE and UX teams to avoid conflicts.

o B. It ensures that both lifecycles stay disconnected to simplify processes.

o C. It facilitates communication, collaboration, and change management between SE and


UX teams.

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 B. Risks are increased due to frequent changes and misalignment.

o C. Risks are minimized with complete separation of lifecycles.

o D. Risks are irrelevant in a parallel lifecycle setup with no communication.

o Answer: A

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