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1. Storyboard tells the story of :
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a. User’s interaction with a feature or the system.
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b. A specific process flow.
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c. How you came up with the ideas for your design.
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d. A persona’s pain points and frustrations with the system.
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2. A storyboard shouldn’t closely related to your personas and scenarios.
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3. Storyboards can contain all of the following, except:
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a. People
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b. Objects
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c. Texts
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d. Dialog
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e. Context
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4. Having too much detail in your storyboard can detract from the story telling.
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5. Both GTNs and sitemaps should provide the following, except:
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a. Overall flow between pages, within groups of pages, and across groups.
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b. Logical grouping of pages.
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c. Font selection and color selection.
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d. Overall consistency of the site being designed.
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e. Overall structure of the site being designed.
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6. Sitemaps are typically created using XML.
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7. A sitemap can typically be all of the following, except:
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a. A visual depiction of a user interacting with the site to accomplish a goal.
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b. A top-view, hierarchical view of the site’s structure.
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c. Done in HTML to allow user to view the site’s overall structure as well as a specific page.
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d. A visual display and layout of the site’s pages.
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8. A GTN can typically be all of the following, except:
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a. Designed to show interactions and flow among pages.
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b. Created before the site is fully completed and detailed.
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c. Designed to show the site’s overall structure.
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d. Designed to show transitions between pages using arrows.
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e. Designed to show the features and functions provided by each page.
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9. Creating a sitemap is a process of hierarchical decomposition. This means you:
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a. Create layout of all of the pages and remove all of the pages that don’t belong.
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b. Write down every page of your website and then organize the pages in a way that makes sense to you.
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c. Start at the top, with the homepage, and show all of the pages you can navigate to from the homepage. Then you show all of the pages you can navigate from those pages, and so on.
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d. Start at the bottom and begin linking pages back up to the homepage.
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10. For a typical feature or user – story for an application your storyboard will contain …. Panels.
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a. 3-5
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b. 2-5
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c. 1-3
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d. 2-4
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11. Both wireframes and mockups should provide the following, except:
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a. Allow designers easily communicate the design to various different audiences.
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b. Relate to and lead to the actual design of actual interfaces.
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c. Communicate a typical user’s personal traits, pains and frustration points.
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d. Allow designers to easily track progress of later design and development activities.
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e. Communicate the design’s original intent and vision.
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12. When applying user-experience design in reasonable order, from early-development higher-level methods to lower-level, more detailed methods – the most logical time to create mockup is:
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a. After GTNs and sitemaps, but before wireframes.
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b. After wireframes.
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c. After personas and scenarios, but before storyboard.
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d. After personas, but before scenarios.
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e. After storyboards, but before GTNs and sitemaps.
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13. When applying user-experience design in reasonable order, from early-development higher-level methods to lower-level, more detailed methods – the most logical time to create wireframe is:
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a. After GTNs and sitemaps, but before wireframes.
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b. After mockups.
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c. After personas and scenarios, but before storyboard.
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d. After personas, but before scenarios.
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e. After storyboards, but before GTNs and sitemaps.
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14. Wireframe typically include all of the following, except:
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a. Types of information provided by the design
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b. Rules for information and function
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c. Priorities and order of information and function
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d. Font selection and color selection
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e. Range of features and functions offered by the design.
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15. Mockups typically include all of the following, except:
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a. Range of features and functions offered by the design.
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b. Font selection and color selection
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c. Images, videos and other visual or dynamic content.
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d. Any other content missing in earlier design representations.
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e. Complete navigation offered by the design.
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16. Providing progress indicators for long operations is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
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17. Getting rid of irrelevant or extra information on a website, then removing half of what’s left, is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
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18. Providing the user online or video tutorials on how to use the system is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
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19. Providing the user clear and immediate feedback, as well as guidance on how to proceed is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
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20. Providing the user with keyboard shortcuts and accelerators for frequently used operations is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
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21. A Generalized Transition Network GTN is typically expected to show the complete structure of a site.
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22. Sitemap is typically expected to show the complete structure of a site.
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23. Microsoft Windows operating system make use of metaphors such as folders and files. The use of metaphors is an example of which of the following usability heuristics?
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a. Visibility of system status
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b. Aesthetic and minimalist design
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c. Help and documentation
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d. Help users recognize, diagnose and recover from errors.
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e. Match between the system and real world.
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24. Microsoft word allows users to preview items such as fonts and colors prior to making a selection. Allowing users to preview items is an example of which of the following usability heuristics?
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a. Visibility of system status
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b. Recognition rather that recall
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c. Help and documentation
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d. Help users recognize, diagnose and recover from errors.
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e. Match between the system and real world.
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25. Providing ‘undo’ and ‘redo’ options for users is an example of which of the following usability heuristics?
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a. Visibility of system status
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b. Recognition rather that recall
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c. User control and freedom
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d. Help users recognize, diagnose and recover from errors.
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e. Match between the system and real world
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26. In some cases, menu options such as Undo, Redo, Cancel or Delete are grayed out and unavailable to user is an example of which of the following usability heuristics?
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a. Help users recognize, diagnose and recover from errors.
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b. Match between the system and real world
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c. Error prevention.
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d. Visibility of system status
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e. Recognition rather that recall
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27. Sitemap is different from a Generalized Transition Network GTN in that-
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It’s typically done after a site is designed and developed, while GTN is developed during design.
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It’s typically done during a site is designed and developed, while GTN is developed after design.
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There is no difference.
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28. Mockup is different from wireframe in that-
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29. An exploratory usability test is:
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a. Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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b. Performed at any point in the development life cycle when you want to compare two or more designs and establish which design is easier to use or learn.
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c. Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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d. Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
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30. When preparing for usability testing, recruiting from a larger population base by using mailing lists, user groups, online forums and online ads supports the goal of:
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a. Finding individuals for your test who represent your target audience
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b. Creating a demographic profile for your target audience.
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c. Determining whether an individual is a good fit for the usability study.
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d. Establishing the target audience for the usability test
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e. Convincing an individual to participate in the usability test.
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31. When preparing for usability testing, defining personal characteristics such as age, gender, education level, income level, behavior and familiarity with technology, is an example of:
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a. Finding individuals for your test who represent your target audience
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b. Creating a demographic profile for your target audience.
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c. Determining whether an individual is a good fit for the usability study.
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d. Establishing the target audience for the usability test
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e. Convincing an individual to participate in the usability test.
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32. Usability testing is a tool that you to:
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a. Discover usability issues before the products is developed or goes live.
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b. Gain direct input on how real users use your product or website.
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c. Provide an objective basis for making a decision on a design
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d. Decrease the number of help desk calls after implementation
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e. All of the above.
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33. When considering how many participants to recruit, research by Jakob Nielsen suggests:
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a. Testing with 5 test users is needed to reveal at least 50% of usability issues.
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b. Testing with 5 test users reveals is nothing. You need at least 15 test users to gather meaningful test results.
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c. Testing with 15 test users is needed to reveal at least 50% of usability issues.
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d. Testing with 15 test users is needed to reveal at least 85% of usability issues.
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e. Testing with 5 test users is needed to reveal at least 85% of usability issues.
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34. A usability lab is:
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a. A public space where the evaluator can interact with a product or computer.
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b. A private space conducting usability testing.
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c. A necessity for conducting a valid usability test
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d. None of the above
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a. The individual who will be using your product.
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b. Responsible for watching the test and provides feedback and notes about how to the test subjects performed.
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c. Responsible for coordinating all of the testing activities and materials, as well as administering the test.
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36. All of them can be included to the Steps to recruiting process, except:
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a. Determine target audience
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b. Define goals and issues of the project
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c. Find representatives of target audience
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d. Screen your participants
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37. A validation usability test is:
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a. Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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b. Performed at any point in the development life cycle when you want to compare two or more designs and establish which design is easier to use or learn.
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c. Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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d. Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
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38. An observer should do all of the following, except:
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a. Take notes about expressed opinion about the product or site
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b. Interfere with the test
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c. Take notes about experienced issues with product
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d. Note positive and negative experienced
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39. A moderator should do all of the following, except:
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a. Help participants open up and share us much information as possible without influencing test
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b. Be as impartial as possible
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c. Judge participants
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d. Be aware of how you may be influencing the participant.
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a. The individual who will be using your product.
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b. Responsible for watching the test and provides feedback and notes about how to the test subjects performed.
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c. Responsible for coordinating all of the testing activities and materials, as well as administering the test.
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41. Participant is:
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a. The individual who will be using your product.
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b. Responsible for watching the test and provides feedback and notes about how to the test subjects performed.
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c. Responsible for coordinating all of the testing activities and materials, as well as administering the test.
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42. Recording your usability sessions:
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a. Requires you to have a usability lab.
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b. Means you don’t have to pay close attention to the participant during the usability session.
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c. Will make participants feel self- conscious because they know they are being recorded.
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d. Allow you to review your sessions more thoroughly after the sessions have been conducted.
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43. When conducting a usability test session, you should do all of the following except:
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a. Be as impartial as possible
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b. Be aware of how you may be influencing the participant
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c. Make assumption about the participant based on his or her background and experience
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d. Guide the participants’ experience but do not help them
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44. In generative techniques, participants:
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a. Group together objects in ways that represent their experiences and perspectives.
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b. Use physical objects to represent their thoughts and feelings.
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c. Have conversations with researchers to help them gain insight into experiences and perspectives.
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d. Express their frustrations and pain points
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45. In dialogic techniques, participants:
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a. Group together objects in ways that represent their experiences and perspectives.
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b. Use physical objects to represent their thoughts and feelings.
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c. Have conversations with researchers to help them gain insight into experiences and perspectives.
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d. Express their frustrations and pain points
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46. In associative techniques, participants:
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a. Group together objects in ways that represent their experiences and perspectives.
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b. Use physical objects to represent their thoughts and feelings.
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c. Have conversations with researchers to help them gain insight into experiences and perspectives.
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d. Express their frustrations and pain points.
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e. Help researchers draw visual representations of desired user interactions.
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47. Card sorting is:
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a. A dialogic technique where participants discuss images to gain insight into their experiences and perspectives
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b. A generative technique where participants use objects to show how they view physical relationship
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c. A generative technique that groups elements together in a way that represents participants’ experiences and perspectives
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d. An associative technique that helps participants describe their experiences and perspective by way of association.
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e. An associative technique that can be used to help organize information such as site content or navigation.
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48. When analyzing the results of a card-sorting exercise, you should look for all of the following, except:
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a. Items that confused the participants
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b. Uncommon groupings and categories
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. Trends across participants
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d. Items that could belong in more than one category
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e. Alternate groupings or paths for content.
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49. A persona should be all of the following, except:
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a. A real persona
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b. A memorable character
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c. An archetype with characteristics relevant to the design
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d. A typical user representing a meaningful segment or subset of the user population
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e. A character with personal and professional attributes, goals, background and context relevant to the design.
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50. How is navigating a website similar to visiting a department store?
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a. You are usually trying to find something;
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b. There are signs that help you brows.
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c. There are signs that help you understand the size and scale of the website and all it has to offer.
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d. a and b.
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51. Every research plan should:
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a. Identify and profile the competition
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b. Set expectations for the research plan
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c. Specify inputs into the plan
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d. All of the above
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52. Part of research planning is setting goals for research. Setting goals includes all of the following, except:
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Make a list of the most important issues regarding how the user experience affects the business goals of the company.
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Present issues as goals- Each issue represents a goal for the research plan.
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Prioritize the goals.
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Rewrite the goals as questions to be answered.
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Expand specific research questions into larger, more general questions to be addressed by the research plan.
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53. When people visit a website for the first time, they most often:
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a. Quickly scan content related to their goals and quickly follow links to achieve their goal
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b. Read all content available on the site
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c. Follow all links available to click on the site
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d. Follow all links related to achieving their goal.
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e. Follow all links related to finding the most optimal way to achieve their goal.
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54. The second Law of Usability says: the number of times the user has to click does not matter as long as each click is a mindless, unambiguous choice.
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55. In usability testing, the purpose of an exploratory test is to:
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56. In usability testing, the purpose of an assessment test is:
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57. An assessment usability test is:
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a. Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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b. Performed at any point in the development life cycle when you want to compare two or more designs and establish which design is easier to use or learn.
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c. Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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d. Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
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58. A scale or full- size model of a design or device used for teaching, demonstration, design evaluation, promotion.
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a. Scheme
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b. Mockup
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c. Schedule
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d. Circular flow diagram
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59. Small program that provides an addition to the capabilities provided on the operating system.
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a. Menu
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b. Utility
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c. Usability
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d. Button
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60. Choose the correct one:
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a. Users like multiple choices
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b. It must be a large list of choices for users
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c. Users like mindless choices
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d. As less happy talk as possible
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61. Users prefer more noise on web-site
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a. Is good-looking and has trendy elements
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b. Has to be on the web-site
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c. Provides sufficient time for everything, especially recruiting, guide writing, and enough flexibility to be able to make a mistake or two
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d. Footer
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e. Variant 'f' netu
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f. Ha-ha, a ty proveril :P
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62. One of the type of visitors:
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63. Strategy for efficiently dealing with things that are hard to predict:
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a. Designing
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b. Building
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c. Prototyping
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d. Interviewing
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64. Prototypes are:
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a. Easy to change
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b. A complete product
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c. Made of paper
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d. Made of wood
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65. What question should we AVOID while interviewing people in order to discover user needs, values and goals:
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66. What questions are better to ask while interviewing people in order to discover user needs, values and goals:
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a. Asking people how they would enhance the product
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b. What they would like in hypothetical scenarios
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c. How often they do things
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d. Asking people to compare the product to something else.
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67. Which one of the following DOES NOT characterize the lead users?
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a. They turn individual solutions to something general
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b. They can provide valuable design ideas
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c. They face people’s needs unknown to public
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d. They benefit from finding solution to their needs
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68. Who are the extreme users?
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69. Storyboard should NOT convey:
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a. Setting
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b. Sequence
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c. Satisfaction
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d. Pictures
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70. What the video prototype should NOT show?
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a. Motivation and success
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b. Important tasks your system enables
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c. Changes what design teams argue about
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d. Things that are irrelevant to your system
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71. Which one is true?
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a. Parallel design has more clicks than serial
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b. Parallel design has more higher expert ratings than serial
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c. All of the above
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d. Serial design has less diverse designs than parallel
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72. Which one is false?
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a. In early stages of design process, we should use serial prototyping
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b. Parallel design has more time spent on the site than serial
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c. Parallel design encourages comparison and transfer
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d. All of the above
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73. Which is NOT the benefit of sharing multiple prototypes?
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74. Alternatives provide:
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a. Vocabulary
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b. Design
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c. Prototype
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d. Money
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75. Which of the following is NOT the phase of heuristic evaluation?
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76. Which of the following is true about good design?
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a. As good design cannot be measured in a finite way he set about expressing the ten most important principles for what he considered was good design.
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b. Strategy for efficiently dealing with things that are hard to predict
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c. Ask people to compare the product to something else instead of evaluating on an absolute scale
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d. Is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design.
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77. How much percent of total project budget most organizations spend on user design activities
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a. 10%
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b. 20%
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c. 30%
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d. 5%
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78. Which heuristic is described as “Keep users informed of what’s going on”
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a. Error prevention
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b. Consistency and standards
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c. Aesthetic and minimalist design
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d. Match between system and the real world
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e. Visibility of system status
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79. In which type of heuristic we should follow platform conventions
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a. Aesthetic and minimalist design
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b. Consistency and standards
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c. Flexibility and efficiency of use
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d. Match between system and the real world
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e. Help users recognize, diagnose and recover from errors
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80. In which type of heuristic we should speak user’s language?
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a. Match between system and the real world
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b. Help users recognize, diagnose and recover from error
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c. Error prevention
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d. Flexibility and efficiency of use
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e. Help and documentation
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81. User feedback can be… I. Mapping II. Heuristic evaluation III. Think aloud
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a. I. Mapping, II. Heuristic Evaluation
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b. III. Think aloud, I. Mapping
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c. I. Mapping II. Heuristic evaluation III. Think aloud
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d. II. Heuristic evaluation III. Think aloud
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e. I. Mapping
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f. II. Heuristic evaluation
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g. III. Think aloud
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82. How you should start prototyping? I. Storyboarding; II. Creating and testing paper prototype; III. Digital mockups
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83. Which are concerning in settings of storyboard? I. People involved; II. Task is being illustrated; III. Environment.
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a. Only I
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b. I and II
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c. III and I
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d. I, II and III
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e. II and III
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f. Only II
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g. Only III
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84. Which of the following is true about apprentice? I. Set up a partnership with the people to be observed; II. Be taught the steps in the process; III. Observe one of the practices
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a. Only I
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b. I and II
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c. III and I
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d. I, II and III
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e. II and III
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f. Only II
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g. Only III
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85. What are things that a homepage needs to convey and provide? I.Site identity and mission; II.Search; III.Schedule
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a. Only I
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b. I and II
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c. III and I
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d. I, II and III
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e. II and III
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f. Only II
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g. Only III
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86. What type of information do you include in a scenario? I. Persona’s goals and tasks to be achieved; II. Steps toward achieving the goal (from beginning to end); III. Improving long-term brand-name recognition and reputation
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a. Only I
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b. I and II
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c. III and I
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d. I, II and III
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e. II and III
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f. Only II
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g. Only III
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87. This example: “The staff member indicates she wishes to add a new volunteer” refer to:
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88. This example:” Skype icon for mobile devices “ refer to:
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a. Consistency and standards
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b. Flexibility and efficiency of use
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c. Aesthetic and minimalist design
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d. Visibility of system status
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e. Help and documentation
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89. What is the “First Law” of Usability
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Users don’t want to think.
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The best designs are self-evident and self-explanatory.
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Good designs seem better and less time-consuming.
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Don’t make me think
Frage 90
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90. Choose less tangible benefits
Frage 91
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91. When competition isn’t clear:
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Perform internet searches;
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Talk to users, friends, colleagues, etc.;
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Use other user experience techniques such as surveys and focus groups
Frage 92
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92. For what we use navigation
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Main goal is to provide users with clear, simple and consistent navigation;
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Helps users find what they’re looking for;
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Shows users where they are in the site;
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Tells users what options are available in the current location;
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Shows users what they can do in the current location;
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Helps users feel oriented in the site
Frage 93
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93. How much basic steps we use for conducting a persona interview:
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Step 1: Understand Your Interview Goals
Step 2: Plan Your Interview
Step 3: Prepare for Your Interview
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Step 1: Understand Your Interview Goals
Step 2: Make Your Interview
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Step 1: Understand Your Interview Goals
Step 2: Prepare Interview without plan
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Step 1: Understand Your Interview Goals
Step 2: Plan Your Interview
Step 3: Prepare for Your Interview
Step 4: Run Vasya Run ))0)
Frage 94
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94. Interview goals should include finding out:
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The background of the people you are interviewing
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What tasks they have to perform
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How those people accomplish the task in question now
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How they’d like to do them better in the future
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What corresponding features they look for
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What other comparable applications are currently available
Frage 95
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95. What include 2 step: Plan Your Interview:
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Know what types of people you will interview and how many people you will interview
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The more varied or diverse your target user population is, the more people you will need to interview
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When possible, interview potential users
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Also consider interviewing additional stakeholders, such as administrators and managers
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If you have difficulty finding potential users, find people who can role-play or speak on behalf of a potential user
Frage 96
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96. Prepare an opening statement that includes:
Frage 97
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97. What are scenarios:
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Short stories about the persona using the system to complete a task or achieve a goal.
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Typically a complete story, from beginning to end.
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Details a persona achieving a goal or completing a task.
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Can also describe failure to achieve a goal or complete a task.
Frage 98
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98. Mockups include:
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Emphasize form rather than functionality
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Communicate the visual aspects of the design
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Include fonts, colors, and images
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Are used by designers and developers to implement the actual designs
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Complement and add detail to wireframes:
Fill in any missing detail, such as text and content, font, images and color
Fill in to make the user experience fully detailed
Frage 99
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99. How much Jakob Nielsen’s Usability heuristics exists:
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Visibility of system status
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Match between system and the real world
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User control and freedom
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Consistency and standards
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Error prevention
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Recognition rather than recall
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Flexibility and efficiency of use
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Aesthetic and minimalist design
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Help users recognize, diagnose, and recover from errors
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Help and documentation
Frage 100
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100. Match between system and the real world:
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Users should interact with the system in their own language
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Use words, phrases, and concepts familiar to the users
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Avoid terminology that is specific to the system