Introduction to User Experience Design Answer. In this post you will get Quiz Answer Of Introduction to User Experience Design
Introduction to User Experience Design
Offered By ”Georgia Institute of Technology”
Week- 1
Overview of User Experience Design
1.
Question 1
Which statement does NOT reflect a core concept of User Experience design?
1 point
- A user experience involves the task a user is trying to accomplish.
- A paper calendar is an example of an artifact that includes a user experience.
- Understanding the device or technology is the first step to good user experience design.
- A user interacts with a device or technology through an interface.
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2.
Question 2
What are the key elements of a User Interface?
1 point
- System and Task
- Graphics and Sound
- Input and Output
- User and Goals
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3.
Question 3
What is the primary goal of good User Experience design?
1 point
- The fastest way for an expert to accomplish a task
- A unique and innovative solution
- An interface that is usable and useful
- The most aesthetically pleasing graphics and presentation
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4.
Question 4
What is the first phase of the User Experience design cycle?
1 point
- Alternative Designs
- Evaluation
- Requirements Gathering
- Prototyping
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5.
Question 5
What everyday object does Don Norman use as a common example of bad design?
1 point
- Telephone
- Water Fountain
- Door
- Spoon
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6.
Question 6
Which is NOT an accurate statement about an affordance?
1 point
- One affordance of a knob is that you can turn it.
- An affordance suggests how a physical thing can be used.
- An affordance is related to the Output of a User Interface.
- An affordance is a perceived or actual property of a thing.
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7.
Question 7
Which is NOT an accurate statement about a signifier?
1 point
- A signifier lets a user know how an action should be performed.
- A signifier is related to the Input of a User Interface.
- A signifier always includes a textual label.
- A signifier communicates to a user what actions are possible.
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8.
Question 8
Which is an accurate statement about feedback?
1 point
- Feedback tells the user the result of his or her action.
- Feedback is part of the Input of a User Interface.
- Feedback always includes a visual element.
- If a design includes a good signifier, it is not necessary to provide the user with feedback.
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9.
Question 9
When you introduce yourself during the user engagement process, you should communicate all of the following expectations EXCEPT:
1 point
- They can choose to stop participating at any time.
- They should limit their feedback to only what you want to hear about.
- There are no right or wrong answers.
- Their personal information will be kept confidential.
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10.
Question 10
Which of the following is a suggested guideline while interacting with people during the user engagement process?
1 point
- You should adopt a neutral stance, so that the user’s response is not colored by your personal opinions.
- You should let users know when they reinforce or contradict one of your design assumptions.
- You should stick exactly to a written script when communicating with the user.
- It is best to let the user talk about anything he or she wants to tell you for as long as they want to keep talking.
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11.
Question 11
Which of the following should you NOT do at the end of the user engagement process?
1 point
- Thank the user.
- Remind them of the goals of the interaction.
- Inform them of the correct answers to any questions they got wrong.
- Ask them if they have anything else to add.
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12.
Question 12
In the United States, the user engagement process is considered research (and regulated as such), if:
1 point
- The results are intended for reporting to the public (journal, conference, book, magazine, etc.).
- The goal is to contribute to generalizable knowledge.
- The engagement involves human subjects.
- All of the above.
Week- 2
Elements of Requirement Gathering
1.
Question 1
Which of the following is NOT an element of the 4-step design process for User Interface Design?
1 point
Requirements Gathering
Evaluation
Optimization
Prototyping
Alternative Designs
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2.
Question 2
Which of the following is a primary goal of requirement gathering?
1 point
Understand how a user currently accomplishes the task
Build at least three prototypes to evaluate
Examine the potential technology platforms
Determine the fastest solution for expert users
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3.
Question 3
Which of the following is a technique for discovery used in requirements gathering?
1 point
Build a low fidelity prototype of the interface
Determine the specifications of the technology, such as screen resolution and battery life.
Draw story boards to outline your proposed interactions
Interview a potential user
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4.
Question 4
Which of the following is NOT a technique to represent the findings of the requirements gathering process?
1 point
User Persona
Scenario
Working prototype
Hierarchical Task Analysis
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5.
Question 5
In the requirements gathering process, a mixed method approach is best characterized as:
1 point
Creating an interface that allows user to accomplish the same task through their choice of multiple interaction methods
Collecting both quantitative and qualitative data about users
Designing a solution that works on multiple technology platforms
Balancing the cost of the design with the needs of the user
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6.
Question 6
Imagine you are designing the user experience for a mobile payment system that allows a person to zap money to another person. Which of the following stakeholders could best be considered a tertiary stakeholder?
1 point
The recipient of the mobile payment
The sender’s bank, where the money is drawn from
A cashier at a store that accepts these mobile payments
The sender of the mobile payment
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7.
Question 7
Which of the following is NOT a technique a designer can use to understand how a user currently accomplishes a task?
1 point
Storyboarding
Interviews
Focus Groups
Surveys
Naturalistic observation
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8.
Question 8
Which of the following is something we are likely to learn from a naturalistic observation?
1 point
Reasons a user chooses her strategy for accomplishing a task
Ways the user thinks the interaction can be improved
Steps the user currently follows to accomplish the task
How easy or difficult the user believes the current interaction is
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9.
Question 9
A designer typically employs only one technique (naturalistic observation, surveys, focus groups, OR interviews) during the requirements gathering process.
1 point
TRUE
FALSE
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10.
Question 10
The main pitfall of requirement gathering is not knowing all of the appropriate techniques
1 point
FALSE
TRUE
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11.
Question 11
Naturalistic observations and surveys are ____________
1 point
Discovery techniques
Technique for representing findings
Discovery techniques and technique for representing findings
None of the above
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12.
Question 12
UI critiques and scenarios are ____________
1 point
Discovery techniques
Technique for representing findings
Discovery techniques and techniques for representing findings
None of the above
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13.
Question 13
Usability criteria and deduction are ____________
1 point
Discovery Techniques
Technique for representing findings
Discovery techniques and technique for representing findings
None of the above
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14.
Question 14
One of the class mantras is
1 point
Design is a collaborative process
Design is a data driven process
Design is a client-based process
Design is a creative process
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15.
Question 15
Qualitative data ____________ while quantitative data _______________
1 point
is the most important information designers collect; the least important information designers collect
provides numerical information; thematic information
is the least important information designers collect; the most important information designers collect
provides thematic information, numerical information
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16.
Question 16
Mixed method approach requires ___________________
1 point
that both qualitative data and quantitative data is collected
that qualitative and quantitative data be alternated in a systematic manner
the designer to collect data from the client and the stakeholder
that both primary and tertiary stakeholder data be collected
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17.
Question 17
Primary stake holders
1 point
may not use the design at all but are affected by it
design the artifact
use the design directly
do not use the design directly but may do it indirectly
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18.
Question 18
Secondary stake holders _____________
1 point
design the artifact
may not use the design at all but are affected by it
do not use the design directly but may do it indirectly
use the design directly
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19.
Question 19
Tertiary stake holders ____________
1 point
design the artifact
do not use the design directly but may do it indirectly
use the design directly
may not use the design at all but are affected by it
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20.
Question 20
Place these techniques in order of least to most interaction between the designer and the user: survey, focus, interview, naturalistic observation,
1 point
naturalistic observation, survey, focus group, interview
naturalistic observation, focus group, survey, interview
survey, naturalistic observation, focus group, interview
focus group, interview, survey, naturalistic observation
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21.
Question 21
Interviews __________
1 point
occur in a closed setting with a number of users conversing at the same time
are synonymous with questionnaires
are targeted conversations with individual users
require no interaction with the user
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22.
Question 22
Focus groups __________
1 point
are synonymous with questionnaires
are targeted conversations with individual users
require no interaction with the user
occur in a closed setting with a number of users conversing at the same time
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23.
Question 23
Surveys are __________
1 point
require no interaction with the user
are synonymous with questionnaires
occur in a closed setting with a number of users conversing at the same time
are targeted conversations with individual users
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24.
Question 24
Interviews are more likely to take place in ___________ and naturalistic observations are more likely to take place in ________________
1 point
the lab; in the field
the field; in the lab
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25.
Question 25
A colleague brings in data that is a hand written account of what the user was doing as she was completing a given task in the grocery store
1 point
her data is best described as naturalistic observation
her data is best described as lab based
her data is best described as quantitative
her data is best described as qualitative
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26.
Question 26
Since the designer does not interact directly with the user during the naturalistic observation this has the advantage of avoiding ____________
1 point
social desirability bias
social desirability bias and data collection
observer bias
data collection
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27.
Question 27
A disadvantage of naturalistic observation is ____________
1 point
observer bias
social desirability bias
social desirability bias and observer bias
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28.
Question 28
Your colleague understands that because she is collecting naturalistic observation and she does not interact with the user she can collect any data she wants including pictures and audio in the field. You remind her that __________
1 point
she has to make sure that the user is photographed in a positive light
identifying information must be collected with the user’s permission
she is lucky that privacy is not a consideration since the user is in a public space
she should also find out the user’s identity while she is in the field
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29.
Question 29
If conducted appropriately, this technique usually leads to most in-depth insights from the user
1 point
focus group
naturalistic observation
interview
survey
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30.
Question 30
Advantages of surveys over naturalistic observations include
1 point
better data
better understanding of the context of the user’s task
more efficient data collection and ease of data analyses
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31.
Question 31
To conduct this technique you require a moderator and a note taker and possibly a media person
1 point
naturalistic observation
focus group
questionnaire
survey
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32.
Question 32
This technique may lead to biased data because of an influential user
1 point
naturalistic observation
survey
focus group
questionnaire
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33.
Question 33
Scenarios and personas are alike in that________________
1 point
They are based on qualitative data
They present a narrative of the findings
They are discovery techniques
They are based on quantitative data
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34.
Question 34
Which of these techniques allows the designer to represent the system requirements:
1 point
UI critique
Essential use case scenario
Tabular Form
Hierarchical task analyses
Week- 3
Designing Alternatives
1.
Question 1
Designing Alternatives is the ____________ step in the 4 step User Interface Design cycle
1 point
First
Third
Fourth
Second
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2.
Question 2
One starts to design alternatives
1 point
once we have a good understanding of the user and her needs
once the client tells us to do so
once the users tell us what they need
once we have good ideas about what want to design
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3.
Question 3
The goal of novel design is to
1 point
impress our clients and users with our new ideas
make more attractive interfaces
improve the user experience
improve the layout of the user’s current interface
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4.
Question 4
Designing Novel interfaces is
1 point
about practicing all of the techniques we have learned in this course
all about finding improved ways to mediate how the user accomplishes a tasks
about make more attractive interfaces
about pleasing our client
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5.
Question 5
Novel design can require that we consider not just the individual level and the group level but also the third level of the experience ecosystem, which is_______________
1 point
the output level
the interface level
the industrial level
the societal level
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6.
Question 6
User experience ecosystem includes all but this component:__________
1 point
individual
group
society
design
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7.
Question 7
Improving a design
1 point
may mean that we simply improve the inputs or outputs
may mean that we simply interact with the user
always mean creating a whole new system
always requires considering the group level
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8.
Question 8
As designers considering the cultural values of the user is
1 point
always necessary
not necessary
optional
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9.
Question 9
The designs we develop should be
1 point
neither useful or usable but attractive
usable
useful
useful and usable
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10.
Question 10
Designing Alternatives is followed by which of these four steps of the User Interface Design Cycle
1 point
User experience
Prototyping
Evaluation
Requirements Gathering
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11.
Question 11
The problem space refers to ____________
1 point
Areas the user has identified we need to address as designers
Areas where the data indicates that we can improve the user experience
Areas the client has identified we need to address as designers
Areas that are problematic for the designer
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12.
Question 12
The goal of alternative designs is
1 point
develop more attractive designs
expose the user to new interfaces
to do a better job of meeting the needs of the user than their existing practices
change the user’s practices
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13.
Question 13
As designers
1 point
we are impartial to our preferences
we listen to what the users want us to build
our skills, sensibilities and values will influence the design space we choose
our skills, sensibilities and values will not influence the design space we choose
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14.
Question 14
Useful designs are those that
1 point
will improve the functional requirements
will improve the user’s ability to complete their task
will improve the non-functional requirements
will improve the visual layout of the interface
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15.
Question 15
If the user can complete the task in an effective, efficient and satisfying manner than we say the design is
1 point
grounded in functional requirements
functional
novel
usable
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16.
Question 16
Your data from the interview you conducted showed that the users
1) preferred to complete the task on their mobile phone,
2) liked to have their friends rate their selection and
3) didn’t want to disclose their location.
Which of the following statement s true?
1 point
findings 1-3 are both examples of explicit and implicit needs
findings 1-3 are examples of implicit needs
findings 1-3 are neither examples of explicit or implicit needs
findings 1-3 are examples of explicit needs
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17.
Question 17
Functional requirements tell us
1 point
constraints on the system and its development
what the system might do
constraints on the system but not its development
what the system should do
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18.
Question 18
Non-functional requirements tell us
1 point
constraints on the system but not its development
what the system might do
constraints on the system and its development
what the system should do
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19.
Question 19
Brainstorming __________ while affinity diagrams _______________
1 point
a way to represent the data we have gathered; are techniques to identify implicit and explicit needs based on the data
is a technique to get to know other designers; are techniques to get to know the users
is a technique to identify implicit and explicit needs based on the data; are a way to represent the data we have gathered
none of the above
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20.
Question 20
In brainstorming the most important “rules” are
1 point
make sure that only good ideas are identified
to understand the user as best you can and to think like other designers
make sure that everyone identifies implicit and explicit needs
to be open minded and not dismiss any ideas
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21.
Question 21
Encryption standards and security functions are examples of _________
1 point
non-functional requirements
interface types
functional requirements
alternative designs
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22.
Question 22
Tangible and wearable are examples of _________
1 point
alternative designs
non-functional requirements
functional requirements
interface types
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23.
Question 23
Put the following three steps in the order that affinity diagrams are carried out
1.The designers decide on what interface or interfaces can meet all of the functional requirements in one category
2.Various stake holders write down ideas on individual sticky notes
3. The designers then organize the sticky notes according to how similar they are
1 point
2, 3, 1
3, 2, 1
1, 2, 3
1, 3, 2
Week- 4
Prototyping
1.
Question 1
The following is true about low fidelity prototypes except:
1 point
They can be paper-based
They bare little resemblance to the final design
They are made of the same material as the final
product
The function does not have to be similar to the
end product
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2.
Question 2
Horizontal prototypes model __________ while vertical model
___________
1 point
Breadth of design features; a few features in depth
a few features in depth ; breadth of design features
none of the design features of the final product; similar
design features to the final product
similar design features to the final product; none of the
design features of the final product
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3.
Question 3
Your friend has an idea for a fantastic new mobile application
(app). She tells you that she is very excited because she has found a developer
that is eager to build the app for her. What is the best advice you can give
her?
1 point
You advise her to also find a graphic artist so that the
app is visually appealing
You advise her to develop some low fidelity prototypes
first because this is a quick and easy way to learn about ways to improve the
design of the app
You advise that a high fidelity prototype would be the
best option for this first iteration of her dream app.
You advise her to get the developer working as soon as
possible before he changes his mind
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4.
Question 4
Sketching
1 point
is best when you are a skilled artist
is a free hand depiction of our design
is a high fidelity prototyping technique
requires specialized software
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5.
Question 5
Prototyping is the ____________ step in the 4 step User
Interface Design cycle
a.
First
b.
Second
c.
Third
d.
Fourth
1 point
Third
First
Fourth
Second
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6.
Question 6
The best example of a storyboard is
1 point
one that provides a narrative about your design
one that provides detailed images of a scenario
one that captures the features of the design
one developed by a trained artist
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7.
Question 7
Card-based paper prototypes
1 point
show a sequence of interactions that occur during a low
prototyping session
are used to show a narrative of a scenario
show sequence of interactions that might occur on an
interface
require that you use 3 X5 index cards
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8.
Question 8
Card-based paper prototypes, sketches and storyboards are
1 point
three examples of horizontal prototypes
three examples of high fidelity prototypes
three examples of vertical prototypes
three examples of low fidelity prototypes
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9.
Question 9
In this lesson we discussed
prototyping, the previous step in the four step user interface design
cycle is ________________
1 point
User Experience
Evaluation
Requirements gathering
Design Alternatives
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10.
Question 10
One of the main goals of this first lesson in this module was to
1 point
Introduce you to some examples of low-fidelity
prototyping techniques
Discuss the importance of horizontal versus vertical
prototyping
Introduce you to high fidelity prototyping techniques
Discuss the importance of vertical versus horizontal prototyping
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11.
Question 11
The following is true about high fidelity prototypes except:
1 point
They are similar to the final product in
function
They are similar to the final product in form
They must be paper-based
They can be developed with specialized software
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12.
Question 12
The optimal time to start high fidelity prototyping is
1 point
once low fidelity prototypes no longer provide value to
the design process
when someone offers to build one for you
when you have access to users who are willing to give you
feedback
following the design alternative phase of the user
interface design cycle
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13.
Question 13
You are now ready to engage in high-fidelity prototyping of
your design idea:
1 point
You can use general purpose software to accomplish this
goal
this means you must learn how to use a specialized
prototyping tool
this requires that you hire a graphic designer to improve
your design
this requires that you can find a software developer to
build one for you
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14.
Question 14
The Wizard of Oz technique
1 point
is easy to set up
is a high fidelity prototyping technique
is loved by users
requires that a human performs the task usually performed
by the computer
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15.
Question 15
Prototyping is followed by which of these four steps of the User
Interface Design cycle
1 point
Evaluation
Designing Alternatives
Requirements Gathering
User experience
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16.
Question 16
The proof of concept video
1 point
shows the various features of the system in a variety of
scenarios
shows how users interact with a low fidelity prototype
requires that the designer practice wizard of oz
prototyping
allows the designer to practice high-fidelity prototyping
techniques
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17.
Question 17
Developing metaphors for your design
1 point
requires that you have a highly trained ”wizard”
require that you develop a proof of concept video
helps the user build a relevant mental model of how a new
design functions
allows you to teach the user about new systems
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18.
Question 18
Metaphor development, Wizard of Oz technique, proof of
concept videos
1 point
are three techniques that all designers must know
are three techniques that allow the designer to improve their design
are three examples of low fidelity prototyping options
are three examples of high fidelity prototyping options
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19.
Question 19
In this lesson we discussed prototyping, the previous
step in the four step user interface design cycle is ________________
1 point
Requirements gathering step
Design Alternatives step
User Experience step
Evaluation step
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20.
Question 20
High fidelity prototypes
1 point
can be built by the Wizard of Oz
require that the designer know how to produce videos
can be built with the help of software engineers and graphic designers
require that the designer know how to sketch
Week- 5
Evaluation
1.
Question 1
Evaluation is the ____________ step in the 4 step User
Interface Design cycle
1 point
Third
Fourth
Second
First
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2.
Question 2
The goal of novel design is to __________________.
1 point
Develop a novel interface
Provide an improved user experience
Develop a novel interaction
Practice prototyping
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3.
Question 3
Formative evaluation
1 point
is typically conducted to improve the final
design
is typically conducted with usability studies
is typically conducted with high fidelity
prototypes
is typically conducted with low fidelity
prototypes
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4.
Question 4
Summative evaluation
1 point
is typically conducted with usability studies
is typically conducted with low fidelity
prototypes
is typically conducted to improve the final
design
is typically conducted with high fidelity prototypes
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5.
Question 5
Low fidelity prototyping usually lead to evaluations that
are
1 point
conducted in the wild
conducted in areas with many users
conducted in controlled environment
conducted by users
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6.
Question 6
High fidelity prototyping usually lead to evaluations that
are
1 point
conducted by users
conducted in the wild
conducted in areas with many users
conducted in controlled environment
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7.
Question 7
You meet with a colleague and she tells you that she is very
excited because the log data showed that the users found the design easy to use
1 point
you feel bad for her because you know she used a low fidelity prototype
you wonder why she used a proof of concept video for her study
you ask her what kind of software she use to build her prototype
you decide that she is the person to consult with next time you are trying to develop a card-based prototype
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8.
Question 8
You know that the design is effective because the data
indicated that
1 point
the user was able to complete the task in the
same number of clicks as the expert
the user took longer to complete the task than
the expert
the user was happy with the way the design
looked
all the users took only 3 minutes to complete
the task
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9.
Question 9
Learnability and memorability are important terms
1 point
learnability refers to how usable a design is,
while memorability refers to how useful it is
learnability refers to how useful a design is,
while memorability refers to how usable it is
learnability refers to how easy it is to carry
out a task successfully, while memorability refers to how easy it is to
remember how to use a product
learnability refers to how easy it is to
remember how to use a product, while memorability refers to how easy it is to
carry out a task successfully
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10.
Question 10
How do you know you are done evaluating a new design?
1 point
The data shows high efficiency and high user
satisfaction
Your client tells you that your design is
excellent
The user tells you the design is excellent
You completed one round of user testing
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11.
Question 11
The following statement is true
1 point
Both cognitive and emotional measure of user
satisfaction are best inferred by usability measures
Emotional measures of user satisfaction are best
inferred by memorability data
Cognitive measures of user satisfaction are best
inferred by learnability data
Both cognitive and emotional measure of user
satisfaction should be assessed by self-report