Questão 1
Questão
A storyboard tells the story of:
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A user's interaction with a feature or the system.
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How you came up with the ideas for your design.
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A persona's pain points and frustrations with the system.
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A specific process flow.
Questão 2
Questão
Storyboards can contain all of the following, except:
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Context О
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People
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Dialog
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Text
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Objects О
Questão 3
Questão
A storyboard shouldn’t be closely related to your personas and scenarios
Questão 4
Questão
For a typical feature or user-story for an application, your storyboard will contain ____ panels
Questão 5
Questão
Having too much detail in your storyboard can detract from the storytelling
Questão 6
Questão
Both GTNs and sitemaps should provide the following, except:
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Overall flow between pages, within groups of pages, and across groups.
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Font selection and color selection.
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Overall consistency of the site being designed.
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Overall structure of the site being designed.
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Logical grouping of pages.
Questão 7
Questão
A sitemap can typically be all of the following, except:
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A visual depiction of a user interacting with the site to accomplish a goal.
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A visual display and layout of the site’s pages.
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A top-view, hierarchical view of the site’s structure.
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Done in HTML to allow user to view the site’s overall structure as well as a specific page.
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Done in XML to allow other programs and applications to analyze the site’s structure.
Questão 8
Questão
Sitemaps are typically created using XML
Questão 9
Questão
A GTN can typically be all of the following, except:
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Designed to show the features and functions provided by each page.
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Created before the site is fully completed and detailed.
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Designed to show interactions and flow among pages.
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Designed to show the site's overall structure.
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Designed to show transitions between pages using arrows.
Questão 10
Questão
Creating a sitemap is a process of hierarchical decomposition. This means you:
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Start at the bottom and begin linking pages back up to the homepage.
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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.
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write down every page of your website and then organize the pages in a way that makes sense to you.
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Create a layout of all of the pages and remove all of the pages that don't belong.
Questão 11
Questão
Both wireframes and mockups should provide the following, except:
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Allow designers to easily track progress of later design and development activities.
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Relate to and lead to the actual design of actual interfaces.
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Communicate a typical user's personal traits, pains and frustration points.
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Communicate the design's original intent and vision.
Questão 12
Questão
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:
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After storyboards, but before GTNs and sitemaps.
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After GTNs and sitemaps, but before mockups.
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After personas and scenarios, but before storyboards.
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After personas but before scenarios.
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After wireframes.
Questão 13
Questão
Wireframes typically include all the following information, except:
Questão 14
Questão
Mockups typically include all the following information, except:
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Font selection and color selection
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Range of features and functions
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Images, videos, and other visual or dynamic content
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Complete navigation offered by the design
Questão 15
Questão
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:
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After wireframes.
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After personas but before scenarios.
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After personas and scenarios, but before storyboards.
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After GTNs and sitemaps, but before wireframes.
Questão 16
Questão
Providing progress indicators for long operations is an example of which of the following usability heuristics?
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Help and documentation.
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Aesthetic and minimalist design.
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Visibility of system status.
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Help users recognize, diagnose, and recover from errors.
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Flexibility and efficiency of use.
Questão 17
Questão
Getting rid of irrelevant or extra information on a website, then removing half of what’s left, is an example of which of the following usability heuristics?
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Aesthetic and minimalist design,
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Flexibility and efficiency of use.
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Help and documentation,
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Help users recognize, diagnose, and recover from errors.
Questão 18
Questão
Providing the user online or video tutorials on how to use the system is an example of which of the following usability heuristics?
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Help and documentation.
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Aesthetic and minimalist design.
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Visibility of system status.
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Help users recognize, diagnose, and recover from errors.
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Flexibility and efficiency of use.
Questão 19
Questão
Providing the user clear and immediate feedback, as well as guidance on how to proceed, is an example of which of the following usability heuristics?
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Help and documentation.
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Aesthetic and minimalist design.
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Visibility of system status.
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Help users recognize, diagnose, and recover from errors.
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Flexibility and efficiency of use.
Questão 20
Questão
Providing the user with keyboard shortcuts and accelerators for frequently used operations is an example of which of the following usability heuristics?
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Help and documentation.
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Aesthetic and minimalist design.
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Flexibility and efficiency of use.
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Help users recognize, diagnose, and recover from errors.
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c. Visibility of system status.
Questão 21
Questão
A Generalized Transition Network (GTN) is typically expected to show the complete structure of a site
Questão 22
Questão
A sitemap is typically expected to show the complete structure of a site
Questão 23
Questão
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:
Questão 24
Questão
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:
Questão 25
Questão
Providing undo and redo options for users is an example of the following usability heuristic:
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User control and freedom
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Control of production
Questão 26
Questão
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:
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Error prevention
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Something else
Questão 27
Questão
A sitemap is different from a Generalized Transition Network (GTN) in that:
Questão 28
Questão
A mockup is different from a wireframe in that:
Questão 29
Questão
When preparing for usability testing, recruiting from a larger population base by using mailing lists, user groups, online forums and online ads supports the goal of:
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Finding individuals for your test who represent your target audience.
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Establishing the target audience for the usability test.
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Convincing an individual to participate in the usability study.
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Determining whether an individual is a good fit for the usability study.
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Creating a demographic profile of that audience.
Questão 30
Questão
When preparing for usability testing, defining personal characteristics such as age, gender, education level, income level, behavior and familiarity with technology, is an example of:
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Finding individuals for your test who represent your target audience.
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Establishing the target audience for the usability test.
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Convincing an individual to participate in the usability study.
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Determining whether an individual is a good fit for the usability study.
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Creating a demographic profile of that audience.
Questão 31
Questão
Usability testing is a tool that allows you to:
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Gain direct input on how real users use your product or website.
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Provide an objective basis for making a decision on a design.
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Discover usability issues before the product is developed or goes live.
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Decrease the number of help desk calls after implementation.
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All of the above.
Questão 32
Questão
When considering how many participants to recruit, research by Jakob Nielsen suggests:
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Testing with 5 test users reveals nothing. You need at least 15 test users to gather meaningful test results.
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Testing with 5 test users is needed to reveal at least 50% of usability issues.
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Testing with 15 test users is needed to reveal at least 85% of usability issues. >
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Testing with 5 test users is needed to reveal at least 85% of usability issues.
Questão 33
Questão
An exploratory usability test is:
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e. Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
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f. Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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g. Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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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.
Questão 34
Questão
A usability lab is:
Questão 35
Questão
Recording your usability sessions:
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Requires you to have a usability lab.
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Means you don’t have to pay close attention to the participant during the usability sessions.
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Will make participants feel self-conscious because they know they are being recorded.
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Allobe ws you to review your sessions more thoroughly after the sessions have been conducted.
Questão 36
Questão
When conducting a usability test session, you should do all of the following except:
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Be as impartial as possible.
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Be aware of how you may be influencing the participant.
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Make assumption about the participant based on his or her background and experience.
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Guide the participants’ experience but do not help them.
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Prompt participants to think aloud by saying things like, “what are you thinking right now?” or “ is this what you expected to happen?”.
Questão 37
Questão
In generative techniques, participants:
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Group together objects in ways that represent their experiences and perspectives.
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Express their frustrations and pain points.
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Use physical object to represent their thoughts and fellings.
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Have conversations with researchers to help them gain insight into experiences and perspectives
Questão 38
Questão
In dialogic techniques, participants:
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Group together objects in ways that represent their experiences and perspectives.
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Express their frustrations and pain points.
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Use physical objects to represent their thoughts and feelings.
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Help researchers draw visual representations of desired user interactions
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Have conversations with researchers to help them gain insight into experiences and perspectives.
Questão 39
Questão
In associative techniques, participants:
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A.Group together objects in ways that represent their experiences and perspectives.
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B.Express their frustrations and pain points.
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C.Use physical objects to represent their thoughts and feelings.
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D.Help researchers draw visual representations of desired user interactions
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E.Have conversations with researchers to help them gain insight into experiences and perspectives.
Questão 40
Responda
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A dialogic technique where participants discuss images to gain insight into their experiences and perspectives.
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A generative technique where participants use objects to show how they view physical relationships.
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A generative technique that groups elements together in a way that represents participants’ experiences and perspectives.
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An associate technique that helps participants describe their experiences and perspective by way of association.
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An associative technique that can be used to help organize information such as site content or navigation.
Questão 41
Questão
When analyzing the results of a card-sorting exercise, you should look for all of the following, except:
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Items that confused the participants.
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Uncommon groupings and categories.
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Trends across participants.
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Items that could belong in more than one category.
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Alternate groupings or paths for content.
Questão 42
Questão
A persona should be all of the following except:
Questão 43
Questão
How is navigating a website similar to visiting a department store
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You are usually trying to find something.
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There are signs that help you browse.
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There are sings that help you understand the size and scale of the website and all it has to offer.
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A and B.
Questão 44
Questão
Every research plan should:
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Identify and profile the competiton.
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Set expectations for the research plan.
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Specify inputs into the plan.
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All of the above.
Questão 45
Questão
Part of research planning is setting goals for research. Setting goals includes all of the following except:
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Make a list of the most important issues regarding how the user experience affects the business goal of the company.
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Present issues as goal – Each issue represents a goal for the research plan.
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Prioritize the goals.
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Rewrite the goal as questions to be answered.
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Expand specific research questions into larger, more general questions to be addressed by the research plan.
Questão 46
Questão
When people visit a website for the first time, they most often
Questão 47
Questão
The Second Law of Usability says
Questão 48
Questão
In usability testing, the purpose of an exploratory test is to:
Questão 49
Questão
In usability testing, the purpose of an assessment test is:
Questão 50
Questão
What is the “First Law” of Usability
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Don’t make me think!
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Make me think!
Questão 51
Questão
How much percent of total project budget most organizations spend on user design activities
Questão 52
Questão
Choose less tangible benefits
Questão 53
Questão
When competition isn’t clear:
Responda
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Perform internet searches
Talk to users, friends, colleagues, etc.
Use other user experience techniques such as surveys and focus groups (06lecture)
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Something else
Questão 54
Questão
For what we use navigation
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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
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Se
Questão 55
Questão
How much basic steps we use for conducting a persona interview
Questão 56
Questão
Interview goals should include finding out
Questão 57
Questão
What include 2 step: Plan Your Interview
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Know what types of people you will interview and how many people you will interview
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
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SE
Questão 58
Questão
Prepare an opening statement that includes:
Questão 59
Questão
What are scenarios
Questão 60
Questão
This example: “The staff member indicates she wishes to add a new volunteer” refer to:
Questão 61
Responda
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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
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Something else
Questão 62
Questão
How much Jakob Nielsen’s Usability heuristics exists
Questão 63
Questão
Match Between System and the Real World:
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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.
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Something else
Questão 64
Questão
This example: ”Skype icon for mobile devices“ refer to:
Questão 65
Questão
This example: ”When you typing in wrong language, google suggest you possible variant of your searching“ refer to:
Questão 66
Questão
Recognition Rather than Recall:
Questão 67
Questão
Find the part of the research planning
Questão 68
Questão
A scale or full-size model of a design or device, used for teaching, demonstration, design evaluation, promotion
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Scheme
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Mockup
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Schedule
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Circular flow diagram
Questão 69
Questão
Small program that provides an addition to the capabilities provided on the operating system
Responda
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Menu
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Utility
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Usability
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Button
Questão 70
Questão
The First law of Usability
Responda
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Don’t make me think!
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make me think!
Questão 71
Questão
Krug’s Second law of Usability
Questão 72
Questão
.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
Questão 73
Questão
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?
Responda
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Don’t Make Me Think
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Make Me Think
Questão 74
Questão
Choose the correct one, according to “Happy talk” rule:
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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.
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Something else
Questão 75
Questão
Choose the correct one:
Responda
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Users like multiple choices
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It must be a large list of choices for users
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Users like mindless choices
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as less happy talk as possible
Questão 76
Questão
Users prefer more noise on web-site
Responda
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is good-looking and has trendy elements
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has to be on the web-site
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provides sufficient time for everything, especially recruiting, guide writing, and enough flexibility to be able to make a mistake or two
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footer
Questão 77
Questão 78
Questão
The links to the main sections of the site: the top level of the site’s hierarchy is
Responda
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primary navigation
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secondary navigation
Questão 79
Questão
One of the type of visitors
Responda
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Potential
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Favorite
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Ex
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future
Questão 80
Questão
What is the first step for conducting a persona interview?
Questão 81
Questão
What is the sitemap?
Responda
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Visual layout of website pages organized in a hierarchical fashion
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Top-down view of the site structure and content
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Helps users understand the overall structure of the site
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Allows users to find a specific page they are looking for
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Typically created in HTML
Questão 82
Questão
Usability Heuristics for User Interface Design except for:
Responda
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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
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asd
Questão 83
Questão
The wireframing stage generally focuses on
Questão 84
Questão
What’s usability TESTING?
Questão 85
Responda
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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.
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Somethingelse
Questão 86
Questão
Methods of testing except for:
Questão 87
Questão
What is the goal of Thinking Aloud Protocol?
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Get an idea of what the user is thinking and experiencing in the in the process.
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the test users are asked to verbalize their thoughts, feelings, and opinions while interacting with the system
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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.
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The terminology the user uses to express an idea or function should be incorporated into the product design or at least its documentation.
Questão 88
Responda
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A. possibilities for using an object or interface.
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B. the costs of buying user interface
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C. the completion times for a typical task.
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D. classified into real and perceived affordances.
Questão 89
Questão
Which of these are attributes of usability?
Questão 90
Questão
How do you get to know the user in the usability engineering lifecycle?
Responda
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A. Draw up a user profile.
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B. Run a thinking aloud test.
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C. Assume the role of an apprentice learning from the master craftsman.
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D. Observe representative users
Questão 91
Questão
Concerning competitive analysis, it is true that:
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A. two groups of usability testers compare their results for the same interface.
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B. it is used for usability benchmarking.
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C. it is an online comparision of data transfer rates.
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D. competing systems are analysed.
Questão 92
Questão
A persona in the context of goal-oriented interaction design
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A. is used to role-play through an interface design.
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B. is a real person.
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C. represents a particular type of user.
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D. should represent an average user.
Questão 93
Questão
A persona in the context of goal-oriented interaction design
Responda
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A. is used to role-play through an interface design.
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B. is a real person.
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C. represents a particular type of user.
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D. should represent an average user.
Questão 94
Questão
Which of the following are recognized kinds of prototypes?
Responda
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A. Interactive sketches.
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B. Conceptual models.
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C. Beta versions.
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D. Paper mock-ups.
Questão 95
Questão
In a heuristic evaluation:
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A. a group of usability experts judges an interface with a detailed checklist of guidelines.
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B. a group of test users conducts a formal experiment.
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C. a group of psychologists administers a questionnaire.
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D. a group of usability experts reviews a user interface according to a small set of general principles
Questão 96
Questão
Valid reasons for usability testing are:
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A. More often than not, intuitions are wrong.
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B. Designers believe users follow illogical paths.
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C. Experience changes ones perception of the world.
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D. Testing performance under user stress is important.
Questão 97
Questão
Thinking aloud testing:
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A. slows down the user by about 17%.
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B. cannot provide performance data.
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C. cannot provide process data.
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D. is a formative evaluation method.
Questão 98
Questão
Regarding a formal experiment:
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A. Process data are collected.
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B. Objective measurements are made.
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C. A larger number of test users is needed.
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D. A fully implemented system is required.
Questão 99
Questão
Strategy for efficiently dealing with things that are hard to predict
Responda
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Designing
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Building
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Prototyping
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Interviewing
Questão 100
Responda
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Easy to change
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A complete product
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Made of paper
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Made of wood
Questão 101
Questão
What question should we AVOID while interviewing people in order to discover user needs, values and goals
Questão 102
Questão
What questions are better to ask while interviewing people in order to discover user needs, values and goals
Responda
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Asking people how they would enhance the product
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What they would like in hypothetical scenarios
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How often they do things
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Asking people to compare the product to something else
Questão 103
Questão
Which one of the following DOES NOT characterize the lead users?
Responda
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They turn individual solutions to something general
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They can provide valuable design ideas
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They face people’s needs unknown to public
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They benefit from finding solution to their needs
Questão 104
Questão
Who are the extreme users?
Questão 105
Questão
Storyboards should NOT convey:
Responda
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Pictures
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Setting
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Sequence
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Satisfaction
Questão 106
Questão
Setting in storyboard prototyping includes:
Questão 107
Questão
What the video prototype should NOT show?
Responda
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Motivation and success
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Important tasks your system enables
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Changes what design teams argue about
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Things that are irrelevant to your system
Questão 108
Questão
Which one is true?
Responda
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Parallel design has more clicks than serial
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Parallel design has more higher expert ratings than serial
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All of the above
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Serial design has less diverse designs than parallel
Questão 109
Questão
Which one is false?
Responda
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In early stages of design process, we should use serial prototyping
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Parallel design has more time spent on the site than serial
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Parallel design encourages comparison and transfer
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All of the above
Questão 110
Questão
Which is NOT the benefit of sharing multiple prototypes?
Questão 111
Questão
Alternatives provide:
Responda
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Vocabulary
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Design
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Prototype
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Money
Questão 112
Questão
Which of the following is NOT the phase of heuristic evaluation?
Questão 113
Questão
Which heuristic is described as “Keep users informed of what’s going on”
Questão 114
Questão
In which type of heuristic we should speak user’s language?
Questão 115
Questão
Heuristic “user control and freedom” deals with:
Questão 116
Questão
Which one of the following is NOT Nielsen’s heuristic:
Responda
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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
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Chtoto iz spiska vishe
Questão 117
Questão
It is NOT the step of Heuristic evaluation
Questão 118
Questão
User feedback can be… I.Mapping; ?
II.Heuristic evaluation;
III.Think aloud
Questão 119
Questão
Which of the following is true about good design?
Responda
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As good design cannot be measured in a finite way he set about expressing the ten most important principles for what he considered was good design
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Strategy for efficiently dealing with things that are hard to predict
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Ask people to compare the product to something else instead of evaluating on an absolute scale
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is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design
Questão 120
Questão
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
Responda
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II only
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I and II
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III only
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I and III
Questão 121
Questão
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
Questão 122
Questão
What are things that a homepage needs to convey and provide?
I.Site identity and mission;
II.Search;
III.Schedule
Questão 123
Questão
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
Questão 124
Questão
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
Responda
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I and II
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I and III
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II and III
Questão 125
Questão
146. Participant is
Responda
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Responsible for watching the test and provides feedback and notes about how the test subjects performed.
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Responsible for coordinating all of the testing activities and materials, as well as administering the test.
-
The individual who will be using your product
Questão 126
Responda
-
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.
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The individual who will be using your product
Questão 127
Questão
148. An assessment usability test is:
Responda
-
Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
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Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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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.
Questão 128
Questão
149. GTN can be used:
Responda
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Detect dead ends (i.e.. transitions that lead nowhere or pages that cannot be reached)
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Communicate a typical user's personal traits, pains and frustration points.
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Show pages that are related functionally or by user interaction
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d. Check consistency among page designs within same group or subsection, as well as across groups
Questão 129
Questão
150. Moderator is
Responda
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Responsible for watching the test and provides feedback and notes about how the test subjects performed.
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Responsible for coordinating all of the testing activities and materials, as well as administering the test.
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The individual who will be using your product
Questão 130
Questão
151. An observer should do all of the following, except:
Responda
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a. Take notes about experienced issues with product
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b. Interfere with the test
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Take notes about expressed opinion about the product or site
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Note positive and negative experiences
Questão 131
Questão
152. Moderator should do all of the following, except:
Responda
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a. Judge participants
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b. Be as impartial as possible
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c. Be aware of how you may be influencing the participant
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d. Help participants open up and share as much information as possible without influencing test
Questão 132
Questão
153. A validation usability test is:
Responda
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Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
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Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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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.
Questão 133
Questão
147. All of them can be included to the Steps to recruiting process, except:
Questão 134
Questão
148. Use plain language to indicate problem and suggest solution, is an example of which of the following usability heuristics?
Questão 135
Questão
149. Keeping users aware and informed is an of which of the following usability heuristics?
Questão 136
Questão
150. All of these true about storyboard, except:
Questão 137
Questão
151. Observer is:
Questão 138
Questão
152. An observer should do all of the following except:
Questão 139
Questão
153. Usability testing is a tool that allows you to do all of the following, except:
Questão 140
Questão
154. interface should be designed to allow users to easily intuit functionality, is an example of which of the following usability heuristics?
Questão 141
Questão 142
Questão
156. A moderator should do all of the following, except:
Questão 143
Questão
157. An assessment usability test is:
Questão 144
Questão
158. GTN can be used to, except:
Questão 145
Questão
159. Tasks in usability testing should be all of the following, except:
Questão 146
Questão
160. Design should accommodate both experienced and inexperienced users, is an example of which of the following usability heuristics?
Questão 147
Questão
161. Participant is:
Questão 148
Questão
162. In a swimming lane diagram the lanes represent the different people, roles, organizational roles, participating in the flow
Questão 149
Questão
163. When conducting a persona interview it is important to do all of the following except:
Questão 150
Questão
163. One of the differences between a use case and scenario is:
Questão 151
Questão
164. Typical process of competitive analysis includes all of the following except:
Questão 152
Questão
165. The third law of usability says
Questão 153
Questão
166. How many personas should you create
Questão 154
Questão
167. Homepage designs must do all of the following except
Questão 155
Questão
168. The site’s navigation should
Responda
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all of the above
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Netu nichego above
Questão 156
Questão
169. Getting rid of extra content on your page does all of the following except:
Questão 157
Questão
170. As part of setting your research goals, you should: