Questão 1
Questão
1. Storyboard tells the story of :
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a. User’s interaction with a feature or the system.
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b. A specific process flow.
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c. How you came up with the ideas for your design.
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d. A persona’s pain points and frustrations with the system.
Questão 2
Questão
2. A storyboard shouldn’t closely related to your personas and scenarios.
Questão 3
Questão
3. Storyboards can contain all of the following, except:
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a. People
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b. Objects
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c. Texts
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d. Dialog
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e. Context
Questão 4
Questão
4. Having too much detail in your storyboard can detract from the story telling.
Questão 5
Questão
5. Both GTNs and sitemaps should provide the following, except:
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a. Overall flow between pages, within groups of pages, and across groups.
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b. Logical grouping of pages.
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c. Font selection and color selection.
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d. Overall consistency of the site being designed.
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e. Overall structure of the site being designed.
Questão 6
Questão
6. Sitemaps are typically created using XML.
Questão 7
Questão
7. A sitemap can typically be all of the following, except:
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a. A visual depiction of a user interacting with the site to accomplish a goal.
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b. A top-view, hierarchical view of the site’s structure.
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c. Done in HTML to allow user to view the site’s overall structure as well as a specific page.
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d. A visual display and layout of the site’s pages.
Questão 8
Questão
8. A GTN can typically be all of the following, except:
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a. Designed to show interactions and flow among pages.
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b. Created before the site is fully completed and detailed.
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c. Designed to show the site’s overall structure.
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d. Designed to show transitions between pages using arrows.
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e. Designed to show the features and functions provided by each page.
Questão 9
Questão
9. Creating a sitemap is a process of hierarchical decomposition. This means you:
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a. Create layout of all of the pages and remove all of the pages that don’t belong.
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b. Write down every page of your website and then organize the pages in a way that makes sense to you.
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c. Start at the top, with the homepage, and show all of the pages you can navigate to from the homepage. Then you show all of the pages you can navigate from those pages, and so on.
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d. Start at the bottom and begin linking pages back up to the homepage.
Questão 10
Questão
10. For a typical feature or user – story for an application your storyboard will contain …. Panels.
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a. 3-5
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b. 2-5
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c. 1-3
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d. 2-4
Questão 11
Questão
11. Both wireframes and mockups should provide the following, except:
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a. Allow designers easily communicate the design to various different audiences.
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b. Relate to and lead to the actual design of actual interfaces.
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c. Communicate a typical user’s personal traits, pains and frustration points.
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d. Allow designers to easily track progress of later design and development activities.
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e. Communicate the design’s original intent and vision.
Questão 12
Questão
12. When applying user-experience design in reasonable order, from early-development higher-level methods to lower-level, more detailed methods – the most logical time to create mockup is:
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a. After GTNs and sitemaps, but before wireframes.
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b. After wireframes.
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c. After personas and scenarios, but before storyboard.
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d. After personas, but before scenarios.
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e. After storyboards, but before GTNs and sitemaps.
Questão 13
Questão
13. When applying user-experience design in reasonable order, from early-development higher-level methods to lower-level, more detailed methods – the most logical time to create wireframe is:
Responda
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a. After GTNs and sitemaps, but before wireframes.
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b. After mockups.
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c. After personas and scenarios, but before storyboard.
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d. After personas, but before scenarios.
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e. After storyboards, but before GTNs and sitemaps.
Questão 14
Questão
14. Wireframe typically include all of the following, except:
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a. Types of information provided by the design
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b. Rules for information and function
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c. Priorities and order of information and function
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d. Font selection and color selection
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e. Range of features and functions offered by the design.
Questão 15
Questão
15. Mockups typically include all of the following, except:
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a. Range of features and functions offered by the design.
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b. Font selection and color selection
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c. Images, videos and other visual or dynamic content.
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d. Any other content missing in earlier design representations.
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e. Complete navigation offered by the design.
Questão 16
Questão
16. Providing progress indicators for long operations is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
Questão 17
Questão
17. Getting rid of irrelevant or extra information on a website, then removing half of what’s left, is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
Questão 18
Questão
18. Providing the user online or video tutorials on how to use the system is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
Questão 19
Questão
19. Providing the user clear and immediate feedback, as well as guidance on how to proceed is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
Questão 20
Questão
20. Providing the user with keyboard shortcuts and accelerators for frequently used operations is an example of which of the following usability heuristics?
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a. Flexibility and efficiency of use
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b. Visibility of system status
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c. Aesthetic and minimalist design
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d. Help and documentation
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e. Help users recognize, diagnose and recover from errors.
Questão 21
Questão
21. A Generalized Transition Network GTN is typically expected to show the complete structure of a site.
Questão 22
Questão
22. Sitemap is typically expected to show the complete structure of a site.
Questão 23
Questão
23. Microsoft Windows operating system make use of metaphors such as folders and files. The use of metaphors is an example of which of the following usability heuristics?
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a. Visibility of system status
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b. Aesthetic and minimalist design
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c. Help and documentation
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d. Help users recognize, diagnose and recover from errors.
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e. Match between the system and real world.
Questão 24
Questão
24. Microsoft word allows users to preview items such as fonts and colors prior to making a selection. Allowing users to preview items is an example of which of the following usability heuristics?
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a. Visibility of system status
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b. Recognition rather that recall
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c. Help and documentation
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d. Help users recognize, diagnose and recover from errors.
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e. Match between the system and real world.
Questão 25
Questão
25. Providing ‘undo’ and ‘redo’ options for users is an example of which of the following usability heuristics?
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a. Visibility of system status
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b. Recognition rather that recall
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c. User control and freedom
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d. Help users recognize, diagnose and recover from errors.
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e. Match between the system and real world
Questão 26
Questão
26. In some cases, menu options such as Undo, Redo, Cancel or Delete are grayed out and unavailable to user is an example of which of the following usability heuristics?
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a. Help users recognize, diagnose and recover from errors.
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b. Match between the system and real world
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c. Error prevention.
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d. Visibility of system status
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e. Recognition rather that recall
Questão 27
Questão
27. Sitemap is different from a Generalized Transition Network GTN in that-
Responda
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It’s typically done after a site is designed and developed, while GTN is developed during design.
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It’s typically done during a site is designed and developed, while GTN is developed after design.
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There is no difference.
Questão 28
Questão
28. Mockup is different from wireframe in that-
Questão 29
Questão
29. An exploratory usability test is:
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a. Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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b. Performed at any point in the development life cycle when you want to compare two or more designs and establish which design is easier to use or learn.
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c. Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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d. Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
Questão 30
Questão
30. When preparing for usability testing, recruiting from a larger population base by using mailing lists, user groups, online forums and online ads supports the goal of:
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a. Finding individuals for your test who represent your target audience
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b. Creating a demographic profile for your target audience.
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c. Determining whether an individual is a good fit for the usability study.
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d. Establishing the target audience for the usability test
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e. Convincing an individual to participate in the usability test.
Questão 31
Questão
31. When preparing for usability testing, defining personal characteristics such as age, gender, education level, income level, behavior and familiarity with technology, is an example of:
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a. Finding individuals for your test who represent your target audience
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b. Creating a demographic profile for your target audience.
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c. Determining whether an individual is a good fit for the usability study.
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d. Establishing the target audience for the usability test
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e. Convincing an individual to participate in the usability test.
Questão 32
Questão
32. Usability testing is a tool that you to:
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a. Discover usability issues before the products is developed or goes live.
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b. Gain direct input on how real users use your product or website.
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c. Provide an objective basis for making a decision on a design
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d. Decrease the number of help desk calls after implementation
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e. All of the above.
Questão 33
Questão
33. When considering how many participants to recruit, research by Jakob Nielsen suggests:
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a. Testing with 5 test users is needed to reveal at least 50% of usability issues.
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b. Testing with 5 test users reveals is nothing. You need at least 15 test users to gather meaningful test results.
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c. Testing with 15 test users is needed to reveal at least 50% of usability issues.
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d. Testing with 15 test users is needed to reveal at least 85% of usability issues.
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e. Testing with 5 test users is needed to reveal at least 85% of usability issues.
Questão 34
Questão
34. A usability lab is:
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a. A public space where the evaluator can interact with a product or computer.
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b. A private space conducting usability testing.
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c. A necessity for conducting a valid usability test
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d. None of the above
Questão 35
Questão
35. Moderator is:
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a. The individual who will be using your product.
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b. Responsible for watching the test and provides feedback and notes about how to the test subjects performed.
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c. Responsible for coordinating all of the testing activities and materials, as well as administering the test.
Questão 36
Questão
36. All of them can be included to the Steps to recruiting process, except:
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a. Determine target audience
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b. Define goals and issues of the project
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c. Find representatives of target audience
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d. Screen your participants
Questão 37
Questão
37. A validation usability test is:
Responda
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a. Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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b. Performed at any point in the development life cycle when you want to compare two or more designs and establish which design is easier to use or learn.
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c. Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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d. Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
Questão 38
Questão
38. An observer should do all of the following, except:
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a. Take notes about expressed opinion about the product or site
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b. Interfere with the test
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c. Take notes about experienced issues with product
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d. Note positive and negative experienced
Questão 39
Questão
39. A moderator should do all of the following, except:
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a. Help participants open up and share us much information as possible without influencing test
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b. Be as impartial as possible
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c. Judge participants
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d. Be aware of how you may be influencing the participant.
Questão 40
Responda
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a. The individual who will be using your product.
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b. Responsible for watching the test and provides feedback and notes about how to the test subjects performed.
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c. Responsible for coordinating all of the testing activities and materials, as well as administering the test.
Questão 41
Questão
41. Participant is:
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a. The individual who will be using your product.
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b. Responsible for watching the test and provides feedback and notes about how to the test subjects performed.
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c. Responsible for coordinating all of the testing activities and materials, as well as administering the test.
Questão 42
Questão
42. Recording your usability sessions:
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a. Requires you to have a usability lab.
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b. Means you don’t have to pay close attention to the participant during the usability session.
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c. Will make participants feel self- conscious because they know they are being recorded.
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d. Allow you to review your sessions more thoroughly after the sessions have been conducted.
Questão 43
Questão
43. When conducting a usability test session, you should do all of the following except:
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a. Be as impartial as possible
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b. Be aware of how you may be influencing the participant
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c. Make assumption about the participant based on his or her background and experience
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d. Guide the participants’ experience but do not help them
Questão 44
Questão
44. In generative techniques, participants:
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a. Group together objects in ways that represent their experiences and perspectives.
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b. Use physical objects to represent their thoughts and feelings.
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c. Have conversations with researchers to help them gain insight into experiences and perspectives.
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d. Express their frustrations and pain points
Questão 45
Questão
45. In dialogic techniques, participants:
Responda
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a. Group together objects in ways that represent their experiences and perspectives.
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b. Use physical objects to represent their thoughts and feelings.
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c. Have conversations with researchers to help them gain insight into experiences and perspectives.
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d. Express their frustrations and pain points
Questão 46
Questão
46. In associative techniques, participants:
Responda
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a. Group together objects in ways that represent their experiences and perspectives.
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b. Use physical objects to represent their thoughts and feelings.
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c. Have conversations with researchers to help them gain insight into experiences and perspectives.
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d. Express their frustrations and pain points.
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e. Help researchers draw visual representations of desired user interactions.
Questão 47
Questão
47. Card sorting is:
Responda
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a. A dialogic technique where participants discuss images to gain insight into their experiences and perspectives
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b. A generative technique where participants use objects to show how they view physical relationship
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c. A generative technique that groups elements together in a way that represents participants’ experiences and perspectives
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d. An associative technique that helps participants describe their experiences and perspective by way of association.
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e. An associative technique that can be used to help organize information such as site content or navigation.
Questão 48
Questão
48. When analyzing the results of a card-sorting exercise, you should look for all of the following, except:
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a. Items that confused the participants
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b. Uncommon groupings and categories
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. Trends across participants
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d. Items that could belong in more than one category
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e. Alternate groupings or paths for content.
Questão 49
Questão
49. A persona should be all of the following, except:
Responda
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a. A real persona
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b. A memorable character
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c. An archetype with characteristics relevant to the design
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d. A typical user representing a meaningful segment or subset of the user population
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e. A character with personal and professional attributes, goals, background and context relevant to the design.
Questão 50
Questão
50. How is navigating a website similar to visiting a department store?
Responda
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a. You are usually trying to find something;
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b. There are signs that help you brows.
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c. There are signs that help you understand the size and scale of the website and all it has to offer.
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d. a and b.
Questão 51
Questão
51. Every research plan should:
Responda
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a. Identify and profile the competition
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b. Set expectations for the research plan
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c. Specify inputs into the plan
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d. All of the above
Questão 52
Questão
52. Part of research planning is setting goals for research. Setting goals includes all of the following, except:
Responda
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Make a list of the most important issues regarding how the user experience affects the business goals of the company.
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Present issues as goals- Each issue represents a goal for the research plan.
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Prioritize the goals.
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Rewrite the goals as questions to be answered.
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Expand specific research questions into larger, more general questions to be addressed by the research plan.
Questão 53
Questão
53. When people visit a website for the first time, they most often:
Responda
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a. Quickly scan content related to their goals and quickly follow links to achieve their goal
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b. Read all content available on the site
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c. Follow all links available to click on the site
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d. Follow all links related to achieving their goal.
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e. Follow all links related to finding the most optimal way to achieve their goal.
Questão 54
Questão
54. The second Law of Usability says: the number of times the user has to click does not matter as long as each click is a mindless, unambiguous choice.
Questão 55
Questão
55. In usability testing, the purpose of an exploratory test is to:
Questão 56
Questão
56. In usability testing, the purpose of an assessment test is:
Questão 57
Questão
57. An assessment usability test is:
Responda
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a. Performed early in the development cycle as a way to examine the effectiveness of your preliminary design concepts.
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b. Performed at any point in the development life cycle when you want to compare two or more designs and establish which design is easier to use or learn.
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c. Done at later stages of the development cycle in order to measure the usability of the product against usability standards or established benchmarks.
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d. Performed in the middle of a development cycle and usually evaluates the usability of specific tasks or features.
Questão 58
Questão
58. A scale or full- size model of a design or device used for teaching, demonstration, design evaluation, promotion.
Responda
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a. Scheme
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b. Mockup
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c. Schedule
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d. Circular flow diagram
Questão 59
Questão
59. Small program that provides an addition to the capabilities provided on the operating system.
Responda
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a. Menu
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b. Utility
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c. Usability
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d. Button
Questão 60
Questão
60. Choose the correct one:
Responda
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a. Users like multiple choices
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b. It must be a large list of choices for users
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c. Users like mindless choices
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d. As less happy talk as possible
Questão 61
Questão
61. Users prefer more noise on web-site
Responda
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a. Is good-looking and has trendy elements
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b. Has to be on the web-site
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c. Provides sufficient time for everything, especially recruiting, guide writing, and enough flexibility to be able to make a mistake or two
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d. Footer
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e. Variant 'f' netu
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f. Ha-ha, a ty proveril :P
Questão 62
Questão
62. One of the type of visitors:
Questão 63
Questão
63. Strategy for efficiently dealing with things that are hard to predict:
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a. Designing
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b. Building
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c. Prototyping
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d. Interviewing
Questão 64
Questão
64. Prototypes are:
Responda
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a. Easy to change
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b. A complete product
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c. Made of paper
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d. Made of wood
Questão 65
Questão
65. What question should we AVOID while interviewing people in order to discover user needs, values and goals:
Questão 66
Questão
66. What questions are better to ask while interviewing people in order to discover user needs, values and goals:
Responda
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a. Asking people how they would enhance the product
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b. What they would like in hypothetical scenarios
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c. How often they do things
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d. Asking people to compare the product to something else.
Questão 67
Questão
67. Which one of the following DOES NOT characterize the lead users?
Responda
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a. They turn individual solutions to something general
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b. They can provide valuable design ideas
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c. They face people’s needs unknown to public
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d. They benefit from finding solution to their needs
Questão 68
Questão
68. Who are the extreme users?
Questão 69
Questão
69. Storyboard should NOT convey:
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a. Setting
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b. Sequence
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c. Satisfaction
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d. Pictures
Questão 70
Questão
70. What the video prototype should NOT show?
Responda
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a. Motivation and success
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b. Important tasks your system enables
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c. Changes what design teams argue about
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d. Things that are irrelevant to your system
Questão 71
Questão
71. Which one is true?
Responda
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a. Parallel design has more clicks than serial
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b. Parallel design has more higher expert ratings than serial
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c. All of the above
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d. Serial design has less diverse designs than parallel
Questão 72
Questão
72. Which one is false?
Responda
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a. In early stages of design process, we should use serial prototyping
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b. Parallel design has more time spent on the site than serial
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c. Parallel design encourages comparison and transfer
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d. All of the above
Questão 73
Questão
73. Which is NOT the benefit of sharing multiple prototypes?
Questão 74
Questão
74. Alternatives provide:
Responda
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a. Vocabulary
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b. Design
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c. Prototype
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d. Money
Questão 75
Questão
75. Which of the following is NOT the phase of heuristic evaluation?
Questão 76
Questão
76. Which of the following is true about good design?
Responda
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a. As good design cannot be measured in a finite way he set about expressing the ten most important principles for what he considered was good design.
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b. Strategy for efficiently dealing with things that are hard to predict
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c. Ask people to compare the product to something else instead of evaluating on an absolute scale
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d. Is a usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design.
Questão 77
Questão
77. How much percent of total project budget most organizations spend on user design activities
Responda
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a. 10%
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b. 20%
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c. 30%
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d. 5%
Questão 78
Questão
78. Which heuristic is described as “Keep users informed of what’s going on”
Responda
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a. Error prevention
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b. Consistency and standards
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c. Aesthetic and minimalist design
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d. Match between system and the real world
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e. Visibility of system status
Questão 79
Questão
79. In which type of heuristic we should follow platform conventions
Responda
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a. Aesthetic and minimalist design
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b. Consistency and standards
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c. Flexibility and efficiency of use
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d. Match between system and the real world
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e. Help users recognize, diagnose and recover from errors
Questão 80
Questão
80. In which type of heuristic we should speak user’s language?
Responda
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a. Match between system and the real world
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b. Help users recognize, diagnose and recover from error
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c. Error prevention
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d. Flexibility and efficiency of use
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e. Help and documentation
Questão 81
Questão
81. User feedback can be… I. Mapping II. Heuristic evaluation III. Think aloud
Responda
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a. I. Mapping, II. Heuristic Evaluation
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b. III. Think aloud, I. Mapping
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c. I. Mapping II. Heuristic evaluation III. Think aloud
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d. II. Heuristic evaluation III. Think aloud
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e. I. Mapping
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f. II. Heuristic evaluation
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g. III. Think aloud
Questão 82
Questão
82. How you should start prototyping? I. Storyboarding; II. Creating and testing paper prototype; III. Digital mockups
Questão 83
Questão
83. Which are concerning in settings of storyboard? I. People involved; II. Task is being illustrated; III. Environment.
Responda
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a. Only I
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b. I and II
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c. III and I
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d. I, II and III
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e. II and III
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f. Only II
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g. Only III
Questão 84
Questão
84. Which of the following is true about apprentice? I. Set up a partnership with the people to be observed; II. Be taught the steps in the process; III. Observe one of the practices
Responda
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a. Only I
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b. I and II
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c. III and I
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d. I, II and III
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e. II and III
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f. Only II
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g. Only III
Questão 85
Questão
85. What are things that a homepage needs to convey and provide? I.Site identity and mission; II.Search; III.Schedule
Responda
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a. Only I
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b. I and II
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c. III and I
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d. I, II and III
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e. II and III
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f. Only II
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g. Only III
Questão 86
Questão
86. What type of information do you include in a scenario? I. Persona’s goals and tasks to be achieved; II. Steps toward achieving the goal (from beginning to end); III. Improving long-term brand-name recognition and reputation
Responda
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a. Only I
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b. I and II
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c. III and I
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d. I, II and III
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e. II and III
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f. Only II
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g. Only III
Questão 87
Questão
87. This example: “The staff member indicates she wishes to add a new volunteer” refer to:
Questão 88
Questão
88. This example:” Skype icon for mobile devices “ refer to:
Responda
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a. Consistency and standards
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b. Flexibility and efficiency of use
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c. Aesthetic and minimalist design
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d. Visibility of system status
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e. Help and documentation
Questão 89
Questão
89. What is the “First Law” of Usability
Responda
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Users don’t want to think.
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The best designs are self-evident and self-explanatory.
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Good designs seem better and less time-consuming.
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Don’t make me think
Questão 90
Questão
90. Choose less tangible benefits
Questão 91
Questão
91. When competition isn’t clear:
Responda
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Perform internet searches;
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Talk to users, friends, colleagues, etc.;
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Use other user experience techniques such as surveys and focus groups
Questão 92
Questão
92. For what we use navigation
Responda
-
Main goal is to provide users with clear, simple and consistent navigation;
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Helps users find what they’re looking for;
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Shows users where they are in the site;
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Tells users what options are available in the current location;
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Shows users what they can do in the current location;
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Helps users feel oriented in the site
Questão 93
Questão
93. How much basic steps we use for conducting a persona interview:
Responda
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Step 1: Understand Your Interview Goals
Step 2: Plan Your Interview
Step 3: Prepare for Your Interview
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Step 1: Understand Your Interview Goals
Step 2: Make Your Interview
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Step 1: Understand Your Interview Goals
Step 2: Prepare Interview without plan
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Step 1: Understand Your Interview Goals
Step 2: Plan Your Interview
Step 3: Prepare for Your Interview
Step 4: Run Vasya Run ))0)
Questão 94
Questão
94. Interview goals should include finding out:
Responda
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The background of the people you are interviewing
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What tasks they have to perform
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How those people accomplish the task in question now
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How they’d like to do them better in the future
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What corresponding features they look for
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What other comparable applications are currently available
Questão 95
Questão
95. What include 2 step: Plan Your Interview:
Responda
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Know what types of people you will interview and how many people you will interview
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The more varied or diverse your target user population is, the more people you will need to interview
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When possible, interview potential users
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Also consider interviewing additional stakeholders, such as administrators and managers
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If you have difficulty finding potential users, find people who can role-play or speak on behalf of a potential user
Questão 96
Questão
96. Prepare an opening statement that includes:
Questão 97
Questão
97. What are scenarios:
Responda
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Short stories about the persona using the system to complete a task or achieve a goal.
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Typically a complete story, from beginning to end.
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Details a persona achieving a goal or completing a task.
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Can also describe failure to achieve a goal or complete a task.
Questão 98
Questão
98. Mockups include:
Responda
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Emphasize form rather than functionality
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Communicate the visual aspects of the design
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Include fonts, colors, and images
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Are used by designers and developers to implement the actual designs
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Complement and add detail to wireframes:
Fill in any missing detail, such as text and content, font, images and color
Fill in to make the user experience fully detailed
Questão 99
Questão
99. How much Jakob Nielsen’s Usability heuristics exists:
Responda
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Visibility of system status
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Match between system and the real world
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User control and freedom
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Consistency and standards
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Error prevention
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Recognition rather than recall
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Flexibility and efficiency of use
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Aesthetic and minimalist design
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Help users recognize, diagnose, and recover from errors
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Help and documentation
Questão 100
Questão
100. Match between system and the real world:
Responda
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Users should interact with the system in their own language
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Use words, phrases, and concepts familiar to the users
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Avoid terminology that is specific to the system