sidipi7

Descripción

Test sobre sidipi7, creado por Amir Tussupov el 10/12/2017.
Amir Tussupov
Test por Amir Tussupov, actualizado hace más de 1 año
Amir Tussupov
Creado por Amir Tussupov hace más de 6 años
188
1

Resumen del Recurso

Pregunta 1

Pregunta
A storyboard tells the story of:
Respuesta
  • 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.

Pregunta 2

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

Pregunta 3

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

Pregunta 4

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

Pregunta 5

Pregunta
Having too much detail in your storyboard can detract from the storytelling
Respuesta
  • True
  • False

Pregunta 6

Pregunta
Both GTNs and sitemaps should provide the following, except:
Respuesta
  • 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.

Pregunta 7

Pregunta
A sitemap can typically be all of the following, except:
Respuesta
  • 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.

Pregunta 8

Pregunta
Sitemaps are typically created using XML
Respuesta
  • True
  • False

Pregunta 9

Pregunta
A GTN can typically be all of the following, except:
Respuesta
  • 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.

Pregunta 10

Pregunta
Creating a sitemap is a process of hierarchical decomposition. This means you:
Respuesta
  • 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.

Pregunta 11

Pregunta
Both wireframes and mockups should provide the following, except:
Respuesta
  • 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.

Pregunta 12

Pregunta
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:
Respuesta
  • 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.

Pregunta 13

Pregunta
Wireframes typically include all the following information, except:
Respuesta
  • Font selection and color selection
  • color selection
  • Font selection

Pregunta 14

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

Pregunta 15

Pregunta
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:
Respuesta
  • After wireframes.
  • After personas but before scenarios.
  • After personas and scenarios, but before storyboards.
  • After GTNs and sitemaps, but before wireframes.

Pregunta 16

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

Pregunta 17

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

Pregunta 18

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

Pregunta 19

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

Pregunta 20

Pregunta
Providing the user with keyboard shortcuts and accelerators for frequently used operations is an example of which of the following usability heuristics?
Respuesta
  • 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.

Pregunta 21

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

Pregunta 22

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

Pregunta 23

Pregunta
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:
Respuesta
  • Match between system and the real world
  • Something else

Pregunta 24

Pregunta
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:
Respuesta
  • Recognition rather than recall
  • Recall rather than recognition

Pregunta 25

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

Pregunta 26

Pregunta
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:
Respuesta
  • Error prevention
  • Something else

Pregunta 27

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

Pregunta 28

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

Pregunta 29

Pregunta
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:
Respuesta
  • 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.

Pregunta 30

Pregunta
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:
Respuesta
  • 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.

Pregunta 31

Pregunta
Usability testing is a tool that allows you to:
Respuesta
  • 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.

Pregunta 32

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

Pregunta 33

Pregunta
An exploratory usability test is:
Respuesta
  • 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.

Pregunta 34

Pregunta
A usability lab is:
Respuesta
  • A private space specifically designed for conducting usability testing
  • A private space

Pregunta 35

Pregunta
Recording your usability sessions:
Respuesta
  • 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.

Pregunta 36

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

Pregunta 37

Pregunta
In generative techniques, participants:
Respuesta
  • 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

Pregunta 38

Pregunta
In dialogic techniques, participants:
Respuesta
  • 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.

Pregunta 39

Pregunta
In associative techniques, participants:
Respuesta
  • 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.

Pregunta 40

Pregunta
Card sorting is:
Respuesta
  • 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.

Pregunta 41

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

Pregunta 42

Pregunta
A persona should be all of the following except:
Respuesta
  • A real person
  • An android

Pregunta 43

Pregunta
How is navigating a website similar to visiting a department store
Respuesta
  • 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.

Pregunta 44

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

Pregunta 45

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

Pregunta 46

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

Pregunta 47

Pregunta
The Second Law of Usability says
Respuesta
  • 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

Pregunta 48

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

Pregunta 49

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

Pregunta 50

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

Pregunta 51

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

Pregunta 52

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

Pregunta 53

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

Pregunta 54

Pregunta
For what we use navigation
Respuesta
  • 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

Pregunta 55

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

Pregunta 56

Pregunta
Interview goals should include finding out
Respuesta
  • 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

Pregunta 57

Pregunta
What include 2 step: Plan Your Interview
Respuesta
  • 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

Pregunta 58

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

Pregunta 59

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

Pregunta 60

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

Pregunta 61

Pregunta
Mockups include:
Respuesta
  • 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

Pregunta 62

Pregunta
How much Jakob Nielsen’s Usability heuristics exists
Respuesta
  • 10
  • 3
  • 12

Pregunta 63

Pregunta
Match Between System and the Real World:
Respuesta
  • 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

Pregunta 64

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

Pregunta 65

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

Pregunta 66

Pregunta
Recognition Rather than Recall:
Respuesta
  • 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

Pregunta 67

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

Pregunta 68

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

Pregunta 69

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

Pregunta 70

Pregunta
The First law of Usability
Respuesta
  • Don’t make me think!
  • make me think!

Pregunta 71

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

Pregunta 72

Pregunta
.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
Respuesta
  • Usability
  • Consistency

Pregunta 73

Pregunta
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?
Respuesta
  • Don’t Make Me Think
  • Make Me Think

Pregunta 74

Pregunta
Choose the correct one, according to “Happy talk” rule:
Respuesta
  • 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

Pregunta 75

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

Pregunta 76

Pregunta
Users prefer more noise on web-site
Respuesta
  • 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

Pregunta 77

Pregunta
A good schedule
Respuesta
  • True
  • False

Pregunta 78

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

Pregunta 79

Pregunta
One of the type of visitors
Respuesta
  • Potential
  • Favorite
  • Ex
  • future

Pregunta 80

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

Pregunta 81

Pregunta
What is the sitemap?
Respuesta
  • 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

Pregunta 82

Pregunta
Usability Heuristics for User Interface Design except for:
Respuesta
  • 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

Pregunta 83

Pregunta
The wireframing stage generally focuses on
Respuesta
  • Page layout Interface elements Navigational systems Functionality
  • asda

Pregunta 84

Pregunta
What’s usability TESTING?
Respuesta
  • 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

Pregunta 85

Pregunta
Morae is –
Respuesta
  • 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

Pregunta 86

Pregunta
Methods of testing except for:
Respuesta
  • 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

Pregunta 87

Pregunta
What is the goal of Thinking Aloud Protocol?
Respuesta
  • 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.

Pregunta 88

Pregunta
Affordances are:
Respuesta
  • 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.

Pregunta 89

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

Pregunta 90

Pregunta
How do you get to know the user in the usability engineering lifecycle?
Respuesta
  • 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

Pregunta 91

Pregunta
Concerning competitive analysis, it is true that:
Respuesta
  • 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.

Pregunta 92

Pregunta
A persona in the context of goal-oriented interaction design
Respuesta
  • 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.

Pregunta 93

Pregunta
A persona in the context of goal-oriented interaction design
Respuesta
  • 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.

Pregunta 94

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

Pregunta 95

Pregunta
In a heuristic evaluation:
Respuesta
  • 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

Pregunta 96

Pregunta
Valid reasons for usability testing are:
Respuesta
  • 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.

Pregunta 97

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

Pregunta 98

Pregunta
Regarding a formal experiment:
Respuesta
  • 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.

Pregunta 99

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

Pregunta 100

Pregunta
Prototypes are:
Respuesta
  • Easy to change
  • A complete product
  • Made of paper
  • Made of wood

Pregunta 101

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

Pregunta 102

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

Pregunta 103

Pregunta
Which one of the following DOES NOT characterize the lead users?
Respuesta
  • 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

Pregunta 104

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

Pregunta 105

Pregunta
Storyboards should NOT convey:
Respuesta
  • Pictures
  • Setting
  • Sequence
  • Satisfaction

Pregunta 106

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

Pregunta 107

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

Pregunta 108

Pregunta
Which one is true?
Respuesta
  • 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

Pregunta 109

Pregunta
Which one is false?
Respuesta
  • 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

Pregunta 110

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

Pregunta 111

Pregunta
Alternatives provide:
Respuesta
  • Vocabulary
  • Design
  • Prototype
  • Money

Pregunta 112

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

Pregunta 113

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

Pregunta 114

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

Pregunta 115

Pregunta
Heuristic “user control and freedom” deals with:
Respuesta
  • 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

Pregunta 116

Pregunta
Which one of the following is NOT Nielsen’s heuristic:
Respuesta
  • 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

Pregunta 117

Pregunta
It is NOT the step of Heuristic evaluation
Respuesta
  • 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

Pregunta 118

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

Pregunta 119

Pregunta
Which of the following is true about good design?
Respuesta
  • 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

Pregunta 120

Pregunta
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
Respuesta
  • II only
  • I and II
  • III only
  • I and III

Pregunta 121

Pregunta
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
Respuesta
  • III
  • II
  • I

Pregunta 122

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

Pregunta 123

Pregunta
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
Respuesta
  • I<II<III ?
  • II<I<III ?

Pregunta 124

Pregunta
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
Respuesta
  • I and II
  • I and III
  • II and III

Pregunta 125

Pregunta
146. Participant is
Respuesta
  • 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

Pregunta 126

Pregunta
147. Observer is
Respuesta
  • 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

Pregunta 127

Pregunta
148. An assessment usability test is:
Respuesta
  • 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.

Pregunta 128

Pregunta
149. GTN can be used:
Respuesta
  • 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

Pregunta 129

Pregunta
150. Moderator is
Respuesta
  • 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

Pregunta 130

Pregunta
151. An observer should do all of the following, except:
Respuesta
  • 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

Pregunta 131

Pregunta
152. Moderator should do all of the following, except:
Respuesta
  • 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

Pregunta 132

Pregunta
153. A validation usability test is:
Respuesta
  • 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.

Pregunta 133

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

Pregunta 134

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

Pregunta 135

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

Pregunta 136

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

Pregunta 137

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

Pregunta 138

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

Pregunta 139

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

Pregunta 140

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

Pregunta 141

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

Pregunta 142

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

Pregunta 143

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

Pregunta 144

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

Pregunta 145

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

Pregunta 146

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

Pregunta 147

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

Pregunta 148

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

Pregunta 149

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

Pregunta 150

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

Pregunta 151

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

Pregunta 152

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

Pregunta 153

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

Pregunta 154

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

Pregunta 155

Pregunta
168. The site’s navigation should
Respuesta
  • all of the above
  • Netu nichego above

Pregunta 156

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

Pregunta 157

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