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