A storyboard tells the story of:
A user's interaction with a feature or the system.
How you came up with the ideas for your design.
A persona's pain points and frustrations with the system.
A specific process flow.
Storyboards can contain all of the following, except:
Context О
People
Dialog
Text
Objects О
A storyboard shouldn’t be closely related to your personas and scenarios
For a typical feature or user-story for an application, your storyboard will contain ____ panels
3-5 panels
1-3 panels
Having too much detail in your storyboard can detract from the storytelling
Both GTNs and sitemaps should provide the following, except:
Overall flow between pages, within groups of pages, and across groups.
Font selection and color selection.
Overall consistency of the site being designed.
Overall structure of the site being designed.
Logical grouping of pages.
A sitemap can typically be all of the following, except:
A visual depiction of a user interacting with the site to accomplish a goal.
A visual display and layout of the site’s pages.
A top-view, hierarchical view of the site’s structure.
Done in HTML to allow user to view the site’s overall structure as well as a specific page.
Done in XML to allow other programs and applications to analyze the site’s structure.
Sitemaps are typically created using XML
A GTN can typically be all of the following, except:
Designed to show the features and functions provided by each page.
Created before the site is fully completed and detailed.
Designed to show interactions and flow among pages.
Designed to show the site's overall structure.
Designed to show transitions between pages using arrows.
Creating a sitemap is a process of hierarchical decomposition. This means you:
Start at the bottom and begin linking pages back up to the homepage.
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 to from those pages, and so on.
write down every page of your website and then organize the pages in a way that makes sense to you.
Create a layout of all of the pages and remove all of the pages that don't belong.
Both wireframes and mockups should provide the following, except:
Allow designers to easily track progress of later design and development activities.
Relate to and lead to the actual design of actual interfaces.
Communicate a typical user's personal traits, pains and frustration points.
Communicate the design's original intent and vision.
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 wireframes is:
After storyboards, but before GTNs and sitemaps.
After GTNs and sitemaps, but before mockups.
After personas and scenarios, but before storyboards.
After personas but before scenarios.
After wireframes.
Wireframes typically include all the following information, except:
Font selection and color selection
color selection
Font selection
Mockups typically include all the following information, except:
Range of features and functions
Images, videos, and other visual or dynamic content
Complete navigation offered by the design
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 mockups is:
After GTNs and sitemaps, but before wireframes.
Providing progress indicators for long operations is an example of which of the following usability heuristics?
Help and documentation.
Aesthetic and minimalist design.
Visibility of system status.
Help users recognize, diagnose, and recover from errors.
Flexibility and efficiency of use.
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?
Aesthetic and minimalist design,
Help and documentation,
Providing the user online or video tutorials on how to use the system is an example of which of the following usability heuristics?
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?
Providing the user with keyboard shortcuts and accelerators for frequently used operations is an example of which of the following usability heuristics?
c. Visibility of system status.
A Generalized Transition Network (GTN) is typically expected to show the complete structure of a site
A sitemap is typically expected to show the complete structure of a site
The Microsoft Windows operating system makes use of metaphors such as folders and files. The use of metaphors is an example of the following usability heuristic:
Match between system and the real world
Something else
Microsoft Word allows users to preview items such as fonts and colors prior to making a selection. Allowing users to preview items in this way is an example of the following usability heuristic:
Recognition rather than recall
Recall rather than recognition
Providing undo and redo options for users is an example of the following usability heuristic:
User control and freedom
Control of production
In some cases, menu options such as “Undo”, “Redo”, “Cancel” or “Delete” are grayed out and are unavailable to the user. This is an example of the following usability heuristic:
Error prevention
A sitemap is different from a Generalized Transition Network (GTN) in that:
It is typically done after a site is designed and developed while a GTN is developed during design
Done before a site is designed
A mockup is different from a wireframe in that:
Colorful Mockup include more visual details and complements any information missing in the wireframe
Someghint else
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:
Finding individuals for your test who represent your target audience.
Establishing the target audience for the usability test.
Convincing an individual to participate in the usability study.
Determining whether an individual is a good fit for the usability study.
Creating a demographic profile of that audience.
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:
Usability testing is a tool that allows you to:
Gain direct input on how real users use your product or website.
Provide an objective basis for making a decision on a design.
Discover usability issues before the product is developed or goes live.
Decrease the number of help desk calls after implementation.
All of the above.
When considering how many participants to recruit, research by Jakob Nielsen suggests:
Testing with 5 test users reveals nothing. You need at least 15 test users to gather meaningful test results.
Testing with 5 test users is needed to reveal at least 50% of usability issues.
Testing with 15 test users is needed to reveal at least 85% of usability issues. >
Testing with 5 test users is needed to reveal at least 85% of usability issues.
An exploratory usability test is:
e. Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
f. Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
g. Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
h. 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.
A usability lab is:
A private space specifically designed for conducting usability testing
A private space
Recording your usability sessions:
Requires you to have a usability lab.
Means you don’t have to pay close attention to the participant during the usability sessions.
Will make participants feel self-conscious because they know they are being recorded.
Allobe ws you to review your sessions more thoroughly after the sessions have been conducted.
When conducting a usability test session, you should do all of the following except:
Be as impartial as possible.
Be aware of how you may be influencing the participant.
Make assumption about the participant based on his or her background and experience.
Guide the participants’ experience but do not help them.
Prompt participants to think aloud by saying things like, “what are you thinking right now?” or “ is this what you expected to happen?”.
In generative techniques, participants:
Group together objects in ways that represent their experiences and perspectives.
Express their frustrations and pain points.
Use physical object to represent their thoughts and fellings.
Have conversations with researchers to help them gain insight into experiences and perspectives
In dialogic techniques, participants:
Use physical objects to represent their thoughts and feelings.
Help researchers draw visual representations of desired user interactions
Have conversations with researchers to help them gain insight into experiences and perspectives.
In associative techniques, participants:
A.Group together objects in ways that represent their experiences and perspectives.
B.Express their frustrations and pain points.
C.Use physical objects to represent their thoughts and feelings.
D.Help researchers draw visual representations of desired user interactions
E.Have conversations with researchers to help them gain insight into experiences and perspectives.
Card sorting is:
A dialogic technique where participants discuss images to gain insight into their experiences and perspectives.
A generative technique where participants use objects to show how they view physical relationships.
A generative technique that groups elements together in a way that represents participants’ experiences and perspectives.
An associate technique that helps participants describe their experiences and perspective by way of association.
An associative technique that can be used to help organize information such as site content or navigation.
When analyzing the results of a card-sorting exercise, you should look for all of the following, except:
Items that confused the participants.
Uncommon groupings and categories.
Trends across participants.
Items that could belong in more than one category.
Alternate groupings or paths for content.
A persona should be all of the following except:
A real person
An android
How is navigating a website similar to visiting a department store
You are usually trying to find something.
There are signs that help you browse.
There are sings that help you understand the size and scale of the website and all it has to offer.
A and B.
Every research plan should:
Identify and profile the competiton.
Set expectations for the research plan.
Specify inputs into the plan.
Part of research planning is setting goals for research. Setting goals includes all of the following except:
Make a list of the most important issues regarding how the user experience affects the business goal of the company.
Present issues as goal – Each issue represents a goal for the research plan.
Prioritize the goals.
Rewrite the goal as questions to be answered.
Expand specific research questions into larger, more general questions to be addressed by the research plan.
When people visit a website for the first time, they most often
Quickly scan content related to their goal and quickly follow links to achieve their goals
Quickly scan content related to their goa
The Second Law of Usability says
The number of times the user has to clic doesn’t matter as long as each click is mindless
The number of times the user has to clic matter
In usability testing, the purpose of an exploratory test is to:
Try out preliminary design concepts early in the development lifecycle
Try out preliminary design concepts late
In usability testing, the purpose of an assessment test is:
To test features during implementation
What is the “First Law” of Usability
Don’t make me think!
Make me think!
How much percent of total project budget most organizations spend on user design activities
10%
30%
50%
Choose less tangible benefits
Reducing frustration and improving the motivation of product developers(05lec)
Reducing the risk of lawsuit and other legal action
When competition isn’t clear:
Perform internet searches Talk to users, friends, colleagues, etc. Use other user experience techniques such as surveys and focus groups (06lecture)
For what we use navigation
Main goal is to provide users with clear, simple and consistent navigation Helps users find what they’re looking for Shows users where they are in the site Tells users what options are available in the current location Shows users what they can do in the current location Helps users feel oriented in the site
Se
How much basic steps we use for conducting a persona interview
Step 1: Understand Your Interview Goals Step 2: Plan Your Interview Step 3: Prepare for Your Interview
No steps
Interview goals should include finding out
The background of the people you are interviewing What tasks they have to perform How those people accomplishes the task in question now How they’d like to do them better in the future What corresponding features they look for What other comparable applications are currently available
SE
What include 2 step: Plan Your Interview
Know what types of people you will interview and how many people you will interview The more varied or diverse your target user population is, the more people you will need to interview When possible, interview potential users Also consider interviewing additional stakeholders, such as administrators and managers If you have difficulty finding potential users, find people who can role-play or speak on behalf of a potential user
Prepare an opening statement that includes:
Goals for interview Major topics to be covered An estimate of how long the interview will last
Someging else
What are scenarios
Short stories about the persona using the system to complete a task or achieve a goal
Logn stories
This example: “The staff member indicates she wishes to add a new volunteer” refer to:
Use case
Scenario
Mockups include:
Emphasize form rather than functionality Communicate the visual aspects of the design Include fonts, colors, and images Are used by designers and developers to implement the actual designs 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
How much Jakob Nielsen’s Usability heuristics exists
10
3
12
Match Between System and the Real World:
Users should interact with the system in their own language Use words, phrases, and concepts familiar to the users Avoid terminology that is specific to the system Second heuristic The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
This example: ”Skype icon for mobile devices“ refer to:
Consistency and standards
Consistency
This example: ”When you typing in wrong language, google suggest you possible variant of your searching“ refer to:
Help Users Recognize, Diagnose, and Recover from Errors Error prevention
Recognition Rather than Recall:
Keep the amount users have to remember to a minimum Don’t expect users to remember specific, detailed information about system Interface should be designed to allow users to easily recognize or intuit functionality
Somethiing else
Find the part of the research planning
Summary Research Issues Research Structure Schedule Budget Deliverables
A scale or full-size model of a design or device, used for teaching, demonstration, design evaluation, promotion
Scheme
Mockup
Schedule
Circular flow diagram
Small program that provides an addition to the capabilities provided on the operating system
Menu
Utility
Usability
Button
The First law of Usability
make me think!
Krug’s Second law of Usability
It doesn’t matter how many times I have to click, as long as each click is a mindless, unambiguous choice.
It matters
.means making sure something works well, and that a person of average ability or experience can use it for its intended purpose without getting hopelessly frustrated
As a rule, people don’t like to puzzle over how to do things. If people who build a site don’t care enough to make things obvious it can erode confidence in the site and its publishers. What kind of rule is it?
Don’t Make Me Think
Make Me Think
Choose the correct one, according to “Happy talk” rule:
Happy talk is like small talk—content free, basically just a way to be sociable. But most Web users don’t have time for small talk; they want to get right to the beef. You can—and should—eliminate as much happy talk as possible It’s the introductory text that’s supposed to welcome us to the site and tell us how great it is, or to tell us what we’re about to see in the section we’ve just entered.
Choose the correct one:
Users like multiple choices
It must be a large list of choices for users
Users like mindless choices
as less happy talk as possible
Users prefer more noise on web-site
is good-looking and has trendy elements
has to be on the web-site
provides sufficient time for everything, especially recruiting, guide writing, and enough flexibility to be able to make a mistake or two
footer
A good schedule
The links to the main sections of the site: the top level of the site’s hierarchy is
primary navigation
secondary navigation
One of the type of visitors
Potential
Favorite
Ex
future
What is the first step for conducting a persona interview?
Step 1: Understand Your Interview Goals
Step to the left
What is the sitemap?
Visual layout of website pages organized in a hierarchical fashion
Top-down view of the site structure and content
Helps users understand the overall structure of the site
Allows users to find a specific page they are looking for
Typically created in HTML
Usability Heuristics for User Interface Design except for:
Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation
asd
The wireframing stage generally focuses on
Page layout Interface elements Navigational systems Functionality
asda
What’s usability TESTING?
Usability testing refers to evaluating a product or service by testing it with representative users A tool that allows you to: Gain direct input on how real users use your product or website Provide a more objective basis for making a decision on a design Discover usability issues before the product is developed or before it goes live Decrease the number of Help Desk calls after implementation Decrease the amount of re-work to be done after implementation Bring the user’s perspective to the design
Morae is –
an innovative software tool for usability testing that simplifies data collection and analysis process is accelerating. Morae specifically designed for capturing usability tests—sort of like Camtasia on steroids—which allows observers to view the test live on a networked PC, eliminating the need for a camcorder.
Somethingelse
Methods of testing except for:
Heuristic Evaluation Remote Testing Co-discovery Learning Coaching Method Performance Measurement Question-asking Protocol Retrospective Testing Shadowing Method Teaching Method Thinking Aloud Protocol
What is the goal of Thinking Aloud Protocol?
Get an idea of what the user is thinking and experiencing in the in the process.
the test users are asked to verbalize their thoughts, feelings, and opinions while interacting with the system
If the user expresses that the sequence of steps dictated by the product to accomplish their task goal is different from what they expected, perhaps the interface is convoluted.
The terminology the user uses to express an idea or function should be incorporated into the product design or at least its documentation.
Affordances are:
A. possibilities for using an object or interface.
B. the costs of buying user interface
C. the completion times for a typical task.
D. classified into real and perceived affordances.
Which of these are attributes of usability?
A. Learnability.
B. Usefulness.
C. Generalisability.
D. Subjective satisfaction.
How do you get to know the user in the usability engineering lifecycle?
A. Draw up a user profile.
B. Run a thinking aloud test.
C. Assume the role of an apprentice learning from the master craftsman.
D. Observe representative users
Concerning competitive analysis, it is true that:
A. two groups of usability testers compare their results for the same interface.
B. it is used for usability benchmarking.
C. it is an online comparision of data transfer rates.
D. competing systems are analysed.
A persona in the context of goal-oriented interaction design
A. is used to role-play through an interface design.
B. is a real person.
C. represents a particular type of user.
D. should represent an average user.
Which of the following are recognized kinds of prototypes?
A. Interactive sketches.
B. Conceptual models.
C. Beta versions.
D. Paper mock-ups.
In a heuristic evaluation:
A. a group of usability experts judges an interface with a detailed checklist of guidelines.
B. a group of test users conducts a formal experiment.
C. a group of psychologists administers a questionnaire.
D. a group of usability experts reviews a user interface according to a small set of general principles
Valid reasons for usability testing are:
A. More often than not, intuitions are wrong.
B. Designers believe users follow illogical paths.
C. Experience changes ones perception of the world.
D. Testing performance under user stress is important.
Thinking aloud testing:
A. slows down the user by about 17%.
B. cannot provide performance data.
C. cannot provide process data.
D. is a formative evaluation method.
Regarding a formal experiment:
A. Process data are collected.
B. Objective measurements are made.
C. A larger number of test users is needed.
D. A fully implemented system is required.
Strategy for efficiently dealing with things that are hard to predict
Designing
Building
Prototyping
Interviewing
Prototypes are:
Easy to change
A complete product
Made of paper
Made of wood
What question should we AVOID while interviewing people in order to discover user needs, values and goals
Open-ended question
Yes/No question
Easy questions so that people know
Concrete and specific questions
What questions are better to ask while interviewing people in order to discover user needs, values and goals
Asking people how they would enhance the product
What they would like in hypothetical scenarios
How often they do things
Asking people to compare the product to something else
Which one of the following DOES NOT characterize the lead users?
They turn individual solutions to something general
They can provide valuable design ideas
They face people’s needs unknown to public
They benefit from finding solution to their needs
Who are the extreme users?
Typical users
They can have interesting jobs
Average users
Storyboards should NOT convey:
Pictures
Setting
Sequence
Satisfaction
Setting in storyboard prototyping includes:
Contains enough high-level detail to tell the story Can include: People Objects Context Text Indication of date or time
What the video prototype should NOT show?
Motivation and success
Important tasks your system enables
Changes what design teams argue about
Things that are irrelevant to your system
Which one is true?
Parallel design has more clicks than serial
Parallel design has more higher expert ratings than serial
All of the above
Serial design has less diverse designs than parallel
Which one is false?
In early stages of design process, we should use serial prototyping
Parallel design has more time spent on the site than serial
Parallel design encourages comparison and transfer
Which is NOT the benefit of sharing multiple prototypes?
More individual exploration
Decrease in Group rapport
Better consensus
More feature sharing
Alternatives provide:
Vocabulary
Design
Prototype
Money
Which of the following is NOT the phase of heuristic evaluation?
Pre-evaluation training
Evaluation
Severity rating
Which heuristic is described as “Keep users informed of what’s going on”
Visibility of system status
In which type of heuristic we should speak user’s language?
Heuristic “user control and freedom” deals with:
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
Which one of the following is NOT Nielsen’s heuristic:
Vse krome Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation
Chtoto iz spiska vishe
It is NOT the step of Heuristic evaluation
Vse krome Define the purpose of testing in terms of the criteria of Usability Select the most important indicators To determine how these indicators will be assessed quantitatively
User feedback can be… I.Mapping; ? II.Heuristic evaluation; III.Think aloud
I
II
III
Which of the following is true about good design?
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
Ask people to compare the product to something else instead of evaluating on an absolute scale
is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design
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
II only
I and II
III only
I and III
Name of the things typically included in a research plan: I.High-level plan summary and outline; II.List of research issues addressed by the plan; III.Schedule
What are things that a homepage needs to convey and provide? I.Site identity and mission; II.Search; III.Schedule
What are some of the benefits of including usability in the project? I.Increasing the number of visitors to the site; II.Increasing sales; III.Better customer loyalty
I<II<III ?
II<I<III ?
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
II and III
146. Participant is
Responsible for watching the test and provides feedback and notes about how the test subjects performed.
Responsible for coordinating all of the testing activities and materials, as well as administering the test.
The individual who will be using your product
147. Observer is
148. An assessment usability test is:
Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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.
149. GTN can be used:
Detect dead ends (i.e.. transitions that lead nowhere or pages that cannot be reached)
Show pages that are related functionally or by user interaction
d. Check consistency among page designs within same group or subsection, as well as across groups
150. Moderator is
151. An observer should do all of the following, except:
a. Take notes about experienced issues with product
b. Interfere with the test
Take notes about expressed opinion about the product or site
Note positive and negative experiences
152. Moderator should do all of the following, except:
a. Judge participants
b. Be as impartial as possible
c. Be aware of how you may be influencing the participant
d. Help participants open up and share as much information as possible without influencing test
153. A validation usability test is:
147. All of them can be included to the Steps to recruiting process, except:
Define goals and issues of the project
148. Use plain language to indicate problem and suggest solution, is an example of which of the following usability heuristics?
Help users recognize, diagnose and recover from errors
149. Keeping users aware and informed is an of which of the following usability heuristics?
150. All of these true about storyboard, except:
Contains low-level detail to tell a story
151. Observer is:
Responsible for watching the test and provides feedback and notes about how the test subjects performed
152. An observer should do all of the following except:
Help participant open up and share as much information as possible without influencing test
153. Usability testing is a tool that allows you to do all of the following, except:
Get rid of objective basis for making a decision on a design
154. interface should be designed to allow users to easily intuit functionality, is an example of which of the following usability heuristics?
A storyboard:
Create a visual story with sketches that depict a sequence of events
Sometghin else
156. A moderator should do all of the following, except:
Sometghine else
157. An assessment usability test is:
Performed in the middle of development cycle and usually evaluates the usability of specific tasks or features
Sometghiege else
158. GTN can be used to, except:
Clarify the visual design for an interface
159. Tasks in usability testing should be all of the following, except:
Specific to focus the task on the immediate functionality in question
160. Design should accommodate both experienced and inexperienced users, is an example of which of the following usability heuristics?
Flexibility and efficiency of use
161. Participant is:
162. In a swimming lane diagram the lanes represent the different people, roles, organizational roles, participating in the flow
163. When conducting a persona interview it is important to do all of the following except:
gathering information on the task the persona needs to perform
163. One of the differences between a use case and scenario is:
use case usually doesn’t contain a lot of detail
164. Typical process of competitive analysis includes all of the following except:
Contact the competition to better understand their target audience
165. The third law of usability says
Getting rid of extra content reduces the clutter on a page
166. How many personas should you create
One persona to represent each primary segment of the target user population, 3-5 personas at most.
167. Homepage designs must do all of the following except
Contain all the information and functionality a user is looking for
168. The site’s navigation should
all of the above
Netu nichego above
169. Getting rid of extra content on your page does all of the following except:
Improves the visual design elements of your page
170. As part of setting your research goals, you should: