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Exam UX 230 Interaction Design I

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UX 230 Interaction Design I – Final Exam
Please carefully read the instructions below.
Make sure you include your full name and student ID on the answer sheet.
This exam is "open book," which means you can use lecture slides, notes from the
course, the relevant readings, and anything on mylearningspace.
Keep your answers to 150 – 300 words.
Please do not consult with any other person while taking the exam.
The exam should be submitted in the Dropbox folder set up on mylearningspace by
Monday, December 05th, 11:30 PM. Total points 200.
You can reach the course instructor (Dr. Umair Rehman) via Zoom between 4 PM - 5
PM on Monday, December 5th.
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10 POINTS EACH, 200 POINTS TOTAL - ATTEMPT ALL QUESTIONS
Complement answers with sketches where necessary.
1. Good design is more than just good usability. User experience is often dictated by
hedonic principles—or the psychology of pleasure. Give an example of a product that
demonstrates your thoughts on this subject.
2. In the absence of tactile feedback in some Virtual Reality (VR) interfaces, how can
designers make perceived affordances in VR “feel” more physical?
3. There are many forms of feedback in interaction design, including visual, tactile, and
audio. What are some heuristics that designers must keep in mind when designing
appropriate feedback for user interfaces?
4. Develop a conceptual model of an AI chatbot that can help users write emails, and
develop a mental model of students as potential consumers of this application. You
could develop models in the form of rough sketches, information architecture
diagrams, or simply drawn wireframes.
5. How can natural mapping in interface design help bridge the gulf between execution
and evaluation? Explain your thoughts with a specific example?
6. Considering the visceral design perspective, what factors do you think should be
taken into account when evaluating smart textiles for casual gym-goers?
7. Designers can fall prey to developing interface metaphors that are not context-specific
or culturally relevant. Give a hypothetical or real example of how this might happen,
and explain how the designer can avoid this problem?
8. Keeping in view principles of attention and multitasking, how would you design an
augmented reality-based windshield and infotainments systems for autonomous cars
that could support the quick transfer of control to the driver in case of automation
failure?
9. Discuss the core hinderance when applying recognition over recall heuristic to user
interface design for wearable smartwatches?
10. Describe how the concept of proxemics and artificial intelligence can be utilized to
create advertising displays that better attract passersby's attention?
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11. What are some ways to reduce the amount of information overload and visual clutter
on websites?
12. What factors would be most important to consider when assessing the user experience
for embodied social presence in the metaverse? How would you assess these factors?
13. Would you be comfortable designing applications that use dark patterns to nudge
users toward positive behavior change, like in fitness apps? Explain your thoughts?
14. Discuss some of the ethical concerns that could arise from integrating emotional
intelligence into AI systems?
15. How can applications that use affective computing help improve a customer's retail
shopping experience?
16. What are some of the drawbacks and advantages of gesture-based systems in
operating rooms in hospitals?
17. Why should organizations include semantic tasks over surface levels tasks when
onboarding first-time users to enterprise software?
18. How can concepts of stimulus-response compatibility be used to increase difficulty in
first-person shooter games?
19. For explorers, what sort of design elements would make the video game long-term
engaging?
20. What persuasive design features would you include in a virtual reality rehabilitation
game for seniors to increase treatment compliance?
END
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