User Experience & Interaction Design for AR/VR/MR/XR Quiz Answers

Get All Weeks User Experience & Interaction Design for AR/VR/MR/XR Quiz Answers

Week 01: User Experience & Interaction Design for AR/VR/MR/XR Quiz Answers

XR Process Quiz Answers

Q1. Which of the following are key ingredients for immersive VR experiences? Choose all that apply.

  • Environment & physics
  • Lights & shadows
  • Controller/hand interactions
  • 3D models & animations
  • GPS location

Q2. What are the main differences between marker-based and marker-less AR? Choose all that apply.

  • Required hardware and software for tracking
  • Required fidelity and resolution of 3D models
  • The required amount of environmental information
  • The required amount of user and environment instrumentation

Q3. Which of the following are key barriers to entry for novice XR creators? Choose all that apply.

  • Starting point: not sure how to get started/where to start
  • Making the jump from 2D to 3D: not clear how to adapt methods and tools for XR
  • Finding good examples: not sure how to find good content & functionality
  • Not enough tools: There is a need for more non-programmer tools

Q4. If your friend who previously developed web applications now wants to develop a new smartphone-based AR app, which path is likely the easiest for them? Choose one.

  • Use A-Frame to design and develop your AR app
  • Use ARKit/ARCore to design and develop your AR app
  • Use SteamVR to design and develop your AR app

Q5. Which of the following activities should be the first step when designing a new XR experience? Choose one (1).

  • Sales & Marketing
  • Storyboarding & prototyping
  • Needfinding & brainstorming
  • Development & testing
  • Deployment & analytics

Q6. What is the last step in the XR process? Choose one (1)

  • Needfinding to better understand the problem
  • User testing to find and fix key design issues
  • Deploying the XR app and collecting data in uncontrolled settings

Q7. When storyboarding a new XR experience, which of the following would give you the highest fidelity? Choose one (1).

  • 3D storyboard
  • 360 storyboard
  • Traditional storyboard

Q8. What is the Minimum Viable Product (MVP)? Choose one (1).

  • MVP is a version of a product with just enough features to be usable by early customers who can then provide feedback for future product development.
  • MVP is a version of a product that is likely the one to survive stress testing.
  • MVP is a version of a product that is likely to generate the most sales.

Q9. Which of the following is the correct order of steps in the XR design process? Choose one (1).

  • Problem Statement > Competitive Analysis > Design Space Analysis > Prototypes > Minimum Viable Product (MVP)
  • Minimum Viable Product (MVP) > Design Space Analysis > Prototypes
  • Prototypes > Competitive Analysis > Minimum Viable Product (MVP)

Q10. When is a good time to do user testing? Choose one (1).

  • Once we have developed the final product
  • When we have a minimum viable product and with every major design iteration
  • After every change we make to the design

Week 02: User Experience & Interaction Design for AR/VR/MR/XR Quiz Answers

XR Design Thinking Quiz Answers

Q1. Which of the following statements about design thinking for XR is correct? Choose one (1).

  • Design thinking is a lot about ideation, but we are limited by technical constraints
  • Design thinking starts with empathy, but we often cannot just ask/observe users because user adoption of XR technology is still limited
  • Design thinking involves prototyping, and we should always prototype what we know best first and leave the difficult things for later

Q2. Which of the following statements are correct about methods and tools for XR design thinking? Choose all that apply.

  • Competitive analysis is about identifying key factors and gaps with existing solutions
  • Stereotyping is best used for persona construction
  • Scenarios & use cases can help with the problem statement
  • SWOT analysis is ideally used to determine who the user really is

Q3. What is a negative persona? Choose one (1).

  • A negative persona captures users whose goals/needs are not targeted by our design
  • A negative persona is someone who is not an XR designer/developer
  • A negative persona is a profile of users we do not want to use our XR app

Q4. If you were to design a new VR sketching app like Google Tilt Brush, then Tilt Brush would be what kind of competitor? Choose one (1).

  • Analogous competitor
  • Parallel competitor
  • Direct competitor

Q5. Which of the following are key design ethics principles when creating new XR experiences? Choose all that apply.

  • Cost: The user can get access to the XR experience for only a small amount of money
  • Autonomy: The user is in control of the XR experience
  • Safety: The user is protected from danger, risk, and injury resulting from the XR experience
  • Transparency: The user is informed about how to control the XR experience

Q6. Which of the following statements is true about considering the design impact of XR experiences? Choose one (1).

  • The impact of an XR experience is really up to the user.
  • The impact of an XR experience is always the largest after usage.
  • The impact of an XR experience needs to be controlled before, during, and after usage.

Q7. What are key considerations when performing a design ethics review? Choose all that apply.

  • Context & situation: Where is the XR device being used? Who is around the user?
  • Processing pipeline: What happens on-device? What happens in the cloud?
  • Social capital & branding: Which company is behind the XR system? How are they perceived by society?
  • Sensory information & data: What does the XR device see? What kind of data is acquired?
  • Data ownership & governance: Who owns and manages the data? How is the user informed?

Q8. Which of the following are valid design guidelines when creating new XR experiences? Choose all that apply.

  • It is okay if you need a lot of text to guide users through the XR experience
  • Keep the user moving even without their input
  • Always just copy/paste real world
  • Offer alternative ways to travel and provide input
  • Make use of interface metaphors and physical affordances

Q9. Which of the following are key considerations when formulating a design critique? Choose all that apply.

  • What kinds of tools the designer use when creating the XR design
  • Existing design guidelines and principles such as feedback, affordances, mappings, and constraints
  • How many issues we have already identified so that we can keep the critique balanced
  • How much time and effort the designer put into creating the XR experience

Q10. Which of the following are things you could/should do when participating in an XR design jam? Choose all that apply.

  • Skip directly to implementing a digital prototype in Unity so you can demo your XR experience and study usability issues
  • Design and conduct a user study on existing solutions to help you shape your own solution
  • Create storyboards and prototypes to flesh out the design concept and illustrate the envisioned XR experience
  • Emphasize novelty over creativity so you can be sure to be the first at coming up with a cool new design idea
  • Define scenarios and personas to frame the problem and communicate target users

Week 03: User Experience & Interaction Design for AR/VR/MR/XR Quiz Answers

Storyboarding & Physical Prototyping Quiz Answers

Q1. Which of the following are key questions when brainstorming new ideas for an XR app? Choose all that apply.

  • What is the premise of your XR solution? Why can XR solve this? What are your assumptions?
  • What is the promise of your XR solution? Where can XR help? What is your value proposition?
  • What is the potential of your XR solution? How many investors will it attract? How much money will you make?
  • What is the problem tackled by your XR solution? What is hard about it? Why is it important to you?

Q2. What is the Idea Hexagon good for?

  • Given an idea, it allows the designer to explore different directions when brainstorming new ideas
  • Given an idea, it allows the designer to judge whether it is a good or bad idea
  • Given an idea, it allows the designer to eliminate old ideas

Q3. Which of the following statements describe good ideas for new XR projects? Choose all that apply.

  • You’re doing a complete redesign of an existing solution
  • You’re doing a redesign of part of an existing solution
  • You’re looking at an existing problem through a new lens
  • You’re picking one particular aspect of a problem and trying a different solution
  • You’re adding a significant new feature to an existing solution

Q4. Which of the following is the correct order of steps in the XR prototyping process?

  • Physical Prototyping > Digital Prototyping > Storyboarding & Wireframing
  • Digital Prototyping > Storyboarding & Wireframing > Physical Prototyping
  • Storyboarding & Wireframing > Physical Prototyping > Digital Prototyping

Q5. Which of the following is a storyboarding method that uses paper and achieves medium fidelity?

  • 3D Storyboard
  • 360 Storyboard
  • Diorama

Q6. What are possible ways to create a 360 storyboard? Choose all that apply.

  • By placing paper cut-outs on paper in an equirectangular format
  • By taking 360 photos or video
  • By sketching on paper in an equirectangular format

Q7. What are good tips you would give someone who asks how to best create a storyboard? Choose all that apply.

  • Start with high-level sketches first and gradually add more detail
  • It is very important to sketch out all the details to convey the key ideas
  • Distinguish between physical and virtual objects using a consistent notation (color, line thickness or style, etc.)

Q8. Which of the following is the correct order of physical prototyping methods from low to high fidelity?

  • Diorama > Paper Prototyping > 3D Modeling with Clay > 360 Paper Prototyping
  • 3D Modeling with Clay > Paper Prototyping > 360 Paper Prototyping > Diorama
  • Paper Prototyping > 3D Modeling with Clay > Diorama > 360 Paper Prototyping

Q9. Which of the following statements are correct about physical prototypes? Choose all that apply.

  • Paper prototypes can capture all the interactions that are possible in AR/VR
  • 360 paper prototypes are good for demonstrating interactions that involve objects flying towards the user
  • Paper prototypes are good for demonstrating interactions in front of the user
  • 360 paper prototypes are good for demonstrating interactions around the user

Q10. Which of the statements are correct about roles and responsibilities when testing paper prototypes? Choose all that apply.

  • The Facilitator guides the user through the testing process
  • The “Computer” manipulates the paper prototype in response to user interactions
  • The “Computer” measures the time it takes the user to complete the test

Week 04: User Experience & Interaction Design for AR/VR/MR/XR Quiz Answers

Digital Prototyping & Evaluation Quiz Answers

Q1. What is commonly referred to as immersive authoring?

  • Concurrent design and testing in AR or VR
  • Creating a marker for AR
  • Sketching in 3D
  • Designing a 3D scene

Q2. Which of the following statements about immersive authoring tools for AR is not correct?

  • Enable visual authoring of 3D content in AR
  • Provide basic support for interactive behavior
  • Allow designers to do everything Unity can do without programming
  • Make it possible to edit while previewing AR experience in the environment

Q3. Which of the following statements about A-Frame is not correct?

  • Introduces new HTML tags for 3D scenes
  • Supports asset management (img, video, audio, & 3D models)
  • Supports visual authoring of scenes just like the Unity Editor
  • Provides the A-Frame Inspector for testing and debugging

Q4. Which statement best describes Unity?

  • A simple tool for creating basic AR/VR scenes
  • One of the less advanced tools for AR/VR content creation
  • One of the most popular platforms for AR/VR application development
  • A basic platform that works with a small subset of AR/VR devices

Q5. Which of the following is not a common digital prototyping strategy?

  • Divide & conquer
  • Paper prototyping
  • Iterative prototyping
  • Parallel prototyping

Q6. Which of the following are not usability metrics? Choose all that apply.

  • Satisfaction
  • Effectiveness
  • Usefulness
  • Utility
  • Efficiency

Q7. Which of the following are usability metrics specific to XR? Choose all that apply.

  • Memorability
  • Learnability
  • Realism
  • Safety
  • Comfort

Q8. Which of the following are common usability evaluation methods? Choose all that apply.

  • User testing
  • Cognitive walkthrough
  • Heuristic evaluation
  • Paper prototype testing
  • Stress testing

Q9. Which of the following statements about user testing is correct?

  • With 5 users you can find all the issues
  • Less than 5 users is enough for a user study
  • Exactly 5 users is all you need
  • More than 5 users don’t reveal a lot more issues

Q10. Which of the following statements are true about what is a good task for user testing? Choose all that apply.

  • Looks to confirm rather than test your design choice
  • Based on a goal that matters to you and the users
  • Based on questions important to the success of the product or research
  • Not too broad or too narrow
Conclusion:

In conclusion, the User Experience & Interaction Design for AR/VR/MR/XR course has been a transformative journey into the immersive and innovative world of extended reality (XR). Throughout this course, we have delved into the intricacies of designing user experiences for augmented reality (AR), virtual reality (VR), mixed reality (MR), and extended reality (XR) environments. Our exploration has led us to a deeper appreciation for the potential of these technologies to reshape the way we interact with the digital and physical worlds.

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