sidipi7

Description

Quiz on sidipi7, created by Amir Tussupov on 10/12/2017.
Amir Tussupov
Quiz by Amir Tussupov, updated more than 1 year ago
Amir Tussupov
Created by Amir Tussupov over 6 years ago
188
1

Resource summary

Question 1

Question
A storyboard tells the story of:
Answer
  • 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.

Question 2

Question
Storyboards can contain all of the following, except:
Answer
  • Context О
  • People
  • Dialog
  • Text
  • Objects О

Question 3

Question
A storyboard shouldn’t be closely related to your personas and scenarios
Answer
  • True
  • False

Question 4

Question
For a typical feature or user-story for an application, your storyboard will contain ____ panels
Answer
  • 3-5 panels
  • 1-3 panels

Question 5

Question
Having too much detail in your storyboard can detract from the storytelling
Answer
  • True
  • False

Question 6

Question
Both GTNs and sitemaps should provide the following, except:
Answer
  • 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.

Question 7

Question
A sitemap can typically be all of the following, except:
Answer
  • 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.

Question 8

Question
Sitemaps are typically created using XML
Answer
  • True
  • False

Question 9

Question
A GTN can typically be all of the following, except:
Answer
  • 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.

Question 10

Question
Creating a sitemap is a process of hierarchical decomposition. This means you:
Answer
  • 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.

Question 11

Question
Both wireframes and mockups should provide the following, except:
Answer
  • 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.

Question 12

Question
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:
Answer
  • 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.

Question 13

Question
Wireframes typically include all the following information, except:
Answer
  • Font selection and color selection
  • color selection
  • Font selection

Question 14

Question
Mockups typically include all the following information, except:
Answer
  • Font selection and color selection
  • Range of features and functions
  • Images, videos, and other visual or dynamic content
  • Complete navigation offered by the design

Question 15

Question
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:
Answer
  • After wireframes.
  • After personas but before scenarios.
  • After personas and scenarios, but before storyboards.
  • After GTNs and sitemaps, but before wireframes.

Question 16

Question
Providing progress indicators for long operations is an example of which of the following usability heuristics?
Answer
  • Help and documentation.
  • Aesthetic and minimalist design.
  • Visibility of system status.
  • Help users recognize, diagnose, and recover from errors.
  • Flexibility and efficiency of use.

Question 17

Question
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?
Answer
  • Aesthetic and minimalist design,
  • Flexibility and efficiency of use.
  • Help and documentation,
  • Help users recognize, diagnose, and recover from errors.

Question 18

Question
Providing the user online or video tutorials on how to use the system is an example of which of the following usability heuristics?
Answer
  • Help and documentation.
  • Aesthetic and minimalist design.
  • Visibility of system status.
  • Help users recognize, diagnose, and recover from errors.
  • Flexibility and efficiency of use.

Question 19

Question
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?
Answer
  • Help and documentation.
  • Aesthetic and minimalist design.
  • Visibility of system status.
  • Help users recognize, diagnose, and recover from errors.
  • Flexibility and efficiency of use.

Question 20

Question
Providing the user with keyboard shortcuts and accelerators for frequently used operations is an example of which of the following usability heuristics?
Answer
  • Help and documentation.
  • Aesthetic and minimalist design.
  • Flexibility and efficiency of use.
  • Help users recognize, diagnose, and recover from errors.
  • c. Visibility of system status.

Question 21

Question
A Generalized Transition Network (GTN) is typically expected to show the complete structure of a site
Answer
  • True
  • False

Question 22

Question
A sitemap is typically expected to show the complete structure of a site
Answer
  • True
  • False

Question 23

Question
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:
Answer
  • Match between system and the real world
  • Something else

Question 24

Question
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:
Answer
  • Recognition rather than recall
  • Recall rather than recognition

Question 25

Question
Providing undo and redo options for users is an example of the following usability heuristic:
Answer
  • User control and freedom
  • Control of production

Question 26

Question
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:
Answer
  • Error prevention
  • Something else

Question 27

Question
A sitemap is different from a Generalized Transition Network (GTN) in that:
Answer
  • It is typically done after a site is designed and developed while a GTN is developed during design
  • Done before a site is designed

Question 28

Question
A mockup is different from a wireframe in that:
Answer
  • Colorful Mockup include more visual details and complements any information missing in the wireframe
  • Someghint else

Question 29

Question
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:
Answer
  • 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.

Question 30

Question
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:
Answer
  • 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.

Question 31

Question
Usability testing is a tool that allows you to:
Answer
  • 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.

Question 32

Question
When considering how many participants to recruit, research by Jakob Nielsen suggests:
Answer
  • 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.

Question 33

Question
An exploratory usability test is:
Answer
  • 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.

Question 34

Question
A usability lab is:
Answer
  • A private space specifically designed for conducting usability testing
  • A private space

Question 35

Question
Recording your usability sessions:
Answer
  • 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.

Question 36

Question
When conducting a usability test session, you should do all of the following except:
Answer
  • 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?”.

Question 37

Question
In generative techniques, participants:
Answer
  • 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

Question 38

Question
In dialogic techniques, participants:
Answer
  • Group together objects in ways that represent their experiences and perspectives.
  • Express their frustrations and pain points.
  • 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.

Question 39

Question
In associative techniques, participants:
Answer
  • 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.

Question 40

Question
Card sorting is:
Answer
  • 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.

Question 41

Question
When analyzing the results of a card-sorting exercise, you should look for all of the following, except:
Answer
  • 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.

Question 42

Question
A persona should be all of the following except:
Answer
  • A real person
  • An android

Question 43

Question
How is navigating a website similar to visiting a department store
Answer
  • 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.

Question 44

Question
Every research plan should:
Answer
  • Identify and profile the competiton.
  • Set expectations for the research plan.
  • Specify inputs into the plan.
  • All of the above.

Question 45

Question
Part of research planning is setting goals for research. Setting goals includes all of the following except:
Answer
  • 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.

Question 46

Question
When people visit a website for the first time, they most often
Answer
  • Quickly scan content related to their goal and quickly follow links to achieve their goals
  • Quickly scan content related to their goa

Question 47

Question
The Second Law of Usability says
Answer
  • 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

Question 48

Question
In usability testing, the purpose of an exploratory test is to:
Answer
  • Try out preliminary design concepts early in the development lifecycle
  • Try out preliminary design concepts late

Question 49

Question
In usability testing, the purpose of an assessment test is:
Answer
  • To test features during implementation
  • Something else

Question 50

Question
What is the “First Law” of Usability
Answer
  • Don’t make me think!
  • Make me think!

Question 51

Question
How much percent of total project budget most organizations spend on user design activities
Answer
  • 10%
  • 30%
  • 50%

Question 52

Question
Choose less tangible benefits
Answer
  • Reducing frustration and improving the motivation of product developers(05lec)
  • Reducing the risk of lawsuit and other legal action
  • Something else

Question 53

Question
When competition isn’t clear:
Answer
  • Perform internet searches Talk to users, friends, colleagues, etc. Use other user experience techniques such as surveys and focus groups (06lecture)
  • Something else

Question 54

Question
For what we use navigation
Answer
  • 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

Question 55

Question
How much basic steps we use for conducting a persona interview
Answer
  • Step 1: Understand Your Interview Goals Step 2: Plan Your Interview Step 3: Prepare for Your Interview
  • No steps

Question 56

Question
Interview goals should include finding out
Answer
  • 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

Question 57

Question
What include 2 step: Plan Your Interview
Answer
  • 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
  • SE

Question 58

Question
Prepare an opening statement that includes:
Answer
  • Goals for interview Major topics to be covered An estimate of how long the interview will last
  • Someging else

Question 59

Question
What are scenarios
Answer
  • Short stories about the persona using the system to complete a task or achieve a goal
  • Logn stories

Question 60

Question
This example: “The staff member indicates she wishes to add a new volunteer” refer to:
Answer
  • Use case
  • Scenario

Question 61

Question
Mockups include:
Answer
  • 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
  • Something else

Question 62

Question
How much Jakob Nielsen’s Usability heuristics exists
Answer
  • 10
  • 3
  • 12

Question 63

Question
Match Between System and the Real World:
Answer
  • 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.
  • Something else

Question 64

Question
This example: ”Skype icon for mobile devices“ refer to:
Answer
  • Consistency and standards
  • Consistency

Question 65

Question
This example: ”When you typing in wrong language, google suggest you possible variant of your searching“ refer to:
Answer
  • Help Users Recognize, Diagnose, and Recover from Errors Error prevention
  • Consistency

Question 66

Question
Recognition Rather than Recall:
Answer
  • 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

Question 67

Question
Find the part of the research planning
Answer
  • Summary Research Issues Research Structure Schedule Budget Deliverables
  • Something else

Question 68

Question
A scale or full-size model of a design or device, used for teaching, demonstration, design evaluation, promotion
Answer
  • Scheme
  • Mockup
  • Schedule
  • Circular flow diagram

Question 69

Question
Small program that provides an addition to the capabilities provided on the operating system
Answer
  • Menu
  • Utility
  • Usability
  • Button

Question 70

Question
The First law of Usability
Answer
  • Don’t make me think!
  • make me think!

Question 71

Question
Krug’s Second law of Usability
Answer
  • It doesn’t matter how many times I have to click, as long as each click is a mindless, unambiguous choice.
  • It matters

Question 72

Question
.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
Answer
  • Usability
  • Consistency

Question 73

Question
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?
Answer
  • Don’t Make Me Think
  • Make Me Think

Question 74

Question
Choose the correct one, according to “Happy talk” rule:
Answer
  • 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.
  • Something else

Question 75

Question
Choose the correct one:
Answer
  • Users like multiple choices
  • It must be a large list of choices for users
  • Users like mindless choices
  • as less happy talk as possible

Question 76

Question
Users prefer more noise on web-site
Answer
  • 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

Question 77

Question
A good schedule
Answer
  • True
  • False

Question 78

Question
The links to the main sections of the site: the top level of the site’s hierarchy is
Answer
  • primary navigation
  • secondary navigation

Question 79

Question
One of the type of visitors
Answer
  • Potential
  • Favorite
  • Ex
  • future

Question 80

Question
What is the first step for conducting a persona interview?
Answer
  • Step 1: Understand Your Interview Goals
  • Step to the left

Question 81

Question
What is the sitemap?
Answer
  • 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

Question 82

Question
Usability Heuristics for User Interface Design except for:
Answer
  • 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

Question 83

Question
The wireframing stage generally focuses on
Answer
  • Page layout Interface elements Navigational systems Functionality
  • asda

Question 84

Question
What’s usability TESTING?
Answer
  • 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
  • Something else

Question 85

Question
Morae is –
Answer
  • 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

Question 86

Question
Methods of testing except for:
Answer
  • Heuristic Evaluation Remote Testing Co-discovery Learning Coaching Method Performance Measurement Question-asking Protocol Retrospective Testing Shadowing Method Teaching Method Thinking Aloud Protocol
  • Something else

Question 87

Question
What is the goal of Thinking Aloud Protocol?
Answer
  • 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.

Question 88

Question
Affordances are:
Answer
  • 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.

Question 89

Question
Which of these are attributes of usability?
Answer
  • A. Learnability.
  • B. Usefulness.
  • C. Generalisability.
  • D. Subjective satisfaction.

Question 90

Question
How do you get to know the user in the usability engineering lifecycle?
Answer
  • 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

Question 91

Question
Concerning competitive analysis, it is true that:
Answer
  • 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.

Question 92

Question
A persona in the context of goal-oriented interaction design
Answer
  • 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.

Question 93

Question
A persona in the context of goal-oriented interaction design
Answer
  • 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.

Question 94

Question
Which of the following are recognized kinds of prototypes?
Answer
  • A. Interactive sketches.
  • B. Conceptual models.
  • C. Beta versions.
  • D. Paper mock-ups.

Question 95

Question
In a heuristic evaluation:
Answer
  • 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

Question 96

Question
Valid reasons for usability testing are:
Answer
  • 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.

Question 97

Question
Thinking aloud testing:
Answer
  • A. slows down the user by about 17%.
  • B. cannot provide performance data.
  • C. cannot provide process data.
  • D. is a formative evaluation method.

Question 98

Question
Regarding a formal experiment:
Answer
  • 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.

Question 99

Question
Strategy for efficiently dealing with things that are hard to predict
Answer
  • Designing
  • Building
  • Prototyping
  • Interviewing

Question 100

Question
Prototypes are:
Answer
  • Easy to change
  • A complete product
  • Made of paper
  • Made of wood

Question 101

Question
What question should we AVOID while interviewing people in order to discover user needs, values and goals
Answer
  • Open-ended question
  • Yes/No question
  • Easy questions so that people know
  • Concrete and specific questions

Question 102

Question
What questions are better to ask while interviewing people in order to discover user needs, values and goals
Answer
  • 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

Question 103

Question
Which one of the following DOES NOT characterize the lead users?
Answer
  • 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

Question 104

Question
Who are the extreme users?
Answer
  • Typical users
  • They benefit from finding solution to their needs
  • They can have interesting jobs
  • Average users

Question 105

Question
Storyboards should NOT convey:
Answer
  • Pictures
  • Setting
  • Sequence
  • Satisfaction

Question 106

Question
Setting in storyboard prototyping includes:
Answer
  • Contains enough high-level detail to tell the story Can include: People Objects Context Text Indication of date or time
  • Something else

Question 107

Question
What the video prototype should NOT show?
Answer
  • Motivation and success
  • Important tasks your system enables
  • Changes what design teams argue about
  • Things that are irrelevant to your system

Question 108

Question
Which one is true?
Answer
  • 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

Question 109

Question
Which one is false?
Answer
  • 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
  • All of the above

Question 110

Question
Which is NOT the benefit of sharing multiple prototypes?
Answer
  • More individual exploration
  • Decrease in Group rapport
  • Better consensus
  • More feature sharing

Question 111

Question
Alternatives provide:
Answer
  • Vocabulary
  • Design
  • Prototype
  • Money

Question 112

Question
Which of the following is NOT the phase of heuristic evaluation?
Answer
  • Pre-evaluation training
  • Evaluation
  • Severity rating
  • Recognition rather than recall

Question 113

Question
Which heuristic is described as “Keep users informed of what’s going on”
Answer
  • Visibility of system status
  • Something else

Question 114

Question
In which type of heuristic we should speak user’s language?
Answer
  • Match between system and the real world
  • Something else

Question 115

Question
Heuristic “user control and freedom” deals with:
Answer
  • 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.
  • Something else

Question 116

Question
Which one of the following is NOT Nielsen’s heuristic:
Answer
  • 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

Question 117

Question
It is NOT the step of Heuristic evaluation
Answer
  • 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
  • Chtoto iz spiska vishe

Question 118

Question
User feedback can be… I.Mapping; ? II.Heuristic evaluation; III.Think aloud
Answer
  • I
  • II
  • III

Question 119

Question
Which of the following is true about good design?
Answer
  • 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
  • Strategy for efficiently dealing with things that are hard to predict
  • 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

Question 120

Question
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
Answer
  • II only
  • I and II
  • III only
  • I and III

Question 121

Question
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
Answer
  • III
  • II
  • I

Question 122

Question
What are things that a homepage needs to convey and provide? I.Site identity and mission; II.Search; III.Schedule
Answer
  • II
  • I
  • III

Question 123

Question
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
Answer
  • I<II<III ?
  • II<I<III ?

Question 124

Question
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
Answer
  • I and II
  • I and III
  • II and III

Question 125

Question
146. Participant is
Answer
  • 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

Question 126

Question
147. Observer is
Answer
  • 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

Question 127

Question
148. An assessment usability test is:
Answer
  • 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.

Question 128

Question
149. GTN can be used:
Answer
  • Detect dead ends (i.e.. transitions that lead nowhere or pages that cannot be reached)
  • Communicate a typical user's personal traits, pains and frustration points.
  • 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

Question 129

Question
150. Moderator is
Answer
  • 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

Question 130

Question
151. An observer should do all of the following, except:
Answer
  • 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

Question 131

Question
152. Moderator should do all of the following, except:
Answer
  • 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

Question 132

Question
153. A validation usability test is:
Answer
  • 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.

Question 133

Question
147. All of them can be included to the Steps to recruiting process, except:
Answer
  • Define goals and issues of the project
  • Something else

Question 134

Question
148. Use plain language to indicate problem and suggest solution, is an example of which of the following usability heuristics?
Answer
  • Help users recognize, diagnose and recover from errors
  • SE

Question 135

Question
149. Keeping users aware and informed is an of which of the following usability heuristics?
Answer
  • Visibility of system status
  • Something else

Question 136

Question
150. All of these true about storyboard, except:
Answer
  • Contains low-level detail to tell a story
  • Something else

Question 137

Question
151. Observer is:
Answer
  • Responsible for watching the test and provides feedback and notes about how the test subjects performed
  • Something else

Question 138

Question
152. An observer should do all of the following except:
Answer
  • Help participant open up and share as much information as possible without influencing test
  • Something else

Question 139

Question
153. Usability testing is a tool that allows you to do all of the following, except:
Answer
  • Get rid of objective basis for making a decision on a design
  • Something else

Question 140

Question
154. interface should be designed to allow users to easily intuit functionality, is an example of which of the following usability heuristics?
Answer
  • Recognition rather than recall
  • Something else

Question 141

Question
A storyboard:
Answer
  • Create a visual story with sketches that depict a sequence of events
  • Sometghin else

Question 142

Question
156. A moderator should do all of the following, except:
Answer
  • Take notes about expressed opinion about the product or site
  • Sometghine else

Question 143

Question
157. An assessment usability test is:
Answer
  • Performed in the middle of development cycle and usually evaluates the usability of specific tasks or features
  • Sometghiege else

Question 144

Question
158. GTN can be used to, except:
Answer
  • Clarify the visual design for an interface
  • Something else

Question 145

Question
159. Tasks in usability testing should be all of the following, except:
Answer
  • Specific to focus the task on the immediate functionality in question
  • Something else

Question 146

Question
160. Design should accommodate both experienced and inexperienced users, is an example of which of the following usability heuristics?
Answer
  • Flexibility and efficiency of use
  • Something else

Question 147

Question
161. Participant is:
Answer
  • Something else
  • The individual who will be using your product

Question 148

Question
162. In a swimming lane diagram the lanes represent the different people, roles, organizational roles, participating in the flow
Answer
  • True
  • False

Question 149

Question
163. When conducting a persona interview it is important to do all of the following except:
Answer
  • gathering information on the task the persona needs to perform
  • Something else

Question 150

Question
163. One of the differences between a use case and scenario is:
Answer
  • use case usually doesn’t contain a lot of detail
  • Something else

Question 151

Question
164. Typical process of competitive analysis includes all of the following except:
Answer
  • Contact the competition to better understand their target audience
  • Something else

Question 152

Question
165. The third law of usability says
Answer
  • Getting rid of extra content reduces the clutter on a page
  • Something else

Question 153

Question
166. How many personas should you create
Answer
  • One persona to represent each primary segment of the target user population, 3-5 personas at most.
  • Something else

Question 154

Question
167. Homepage designs must do all of the following except
Answer
  • Contain all the information and functionality a user is looking for
  • Something else

Question 155

Question
168. The site’s navigation should
Answer
  • all of the above
  • Netu nichego above

Question 156

Question
169. Getting rid of extra content on your page does all of the following except:
Answer
  • Improves the visual design elements of your page
  • Something else

Question 157

Question
170. As part of setting your research goals, you should:
Answer
  • Expand specific research questions into larger, more general questions to be addressed by the research plan.
  • Something else
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