- •All the answers correct.
- •A technique enables unimplemented technology to be evaluated by using a human to simulate the response of a system.
- •Wizard of Oz technique.
- •All answers are correct.
- •The process enabling researchers to learn about the activities of the people under study in the natural setting through observing and participating in those activities.
- •Time-consuming.
- •Disadvantage of the participant observation is:
- •The difficulty of documenting the data – it is hard to write down everything that is important while you are in the act of participating and observing.
- •Useful for gaining an understanding of the physical, social, cultural, and economic contexts in which study participants live.
- •A draft version of a product that allows you to explore your ideas and show the intention behind a feature or the overall design concept to users before investing time and money into development.
- •All answers are correct.
- •All answers are correct.
- •Easy to abort and undo actions.
- •All answers are correct.
- •All answers are correct.
- •1 And 2 only
- •2 And 3 only
- •1 And 3 only
- •Which of the following describes the most appropriate using of the Visibility of system status in heuristic evaluation?
- •Which of the following describes the most appropriate using of the Match between system and the real world in heuristic evaluation?
- •Grace Hopper
- •Participant observation
- •Observation
- •Experimentation
- •Engelbart
- •Low intimidation
- •Can expose problems user testing doesn’t
- •Helps emphasize how an interface accomplishes a task
- •Multiple choice questions
- •Alan Kay
- •Grace Hopper
- •Who made first gui at Xerox parc?
- •Alan Kay
- •Alan Kay
- •Storyboarding
- •Avoids commitment to a particular user interface
Vinnevar Bush
George Bush
Alan Kay
Grace Hopper
What question should we AVOID while interviewing people in order to discover user needs, values and goals
a. Open-ended question
b. Yes/No question
c. Easy questions so that people know
d. Concrete and specific questions
What questions are better to ask while interviewing people in order to discover user needs, values and goals
a. Asking people how they would enhance the product
b. What they would like in hypothetical scenarios
c. How often they do things
d. Asking people to compare the product to something else
Which one of the following DOES NOT characterize the lead users?
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
Who are the extreme users?
a. Typical users
b. They benefit from finding solution to their needs
c. They can have interesting jobs
d. Average users
The goal of storyboards:
To demonstrate the ready product
To show how user goals are accomplished
To show pretty pictures
To promote the product
Storyboards should NOT convey:
Setting
Sequence
Satisfaction
Pictures
Storyboards:
Help to get all the stakeholders on the same page in terms of goal
Are more about the vision of the product that’s going to be built
Are more about showing pretty pictures with stars
Help to commit to particular user interface
Setting in storyboard prototyping includes:
People involved
Environment
Task being accomplished
All of the above
Making an interactive application without much code and get feedback from people is:
Story Boards
Wizard of Oz prototyping
Paper prototyping
Video Prototyping
Wizard of Oz prototyping is:
Paper prototyping
Faking your product and pretend it do be working
Storyboards
Drawn in a photorealistic way
Disadvantage of Wizard of Oz prototyping:
Fast and cheap
Places the user at the center of development
May simulate technologies that do not exist
Designers learn by playing wizards
What the video prototype should NOT show?
Motivation and success
Important tasks your system enables
Changes what design teams argue about
Things that are irrelevant to your system
Which one is true?
Parallel design has more clicks than serial
Parallel design has more higher expert ratings than serial
Serial design has less diverse designs than parallel
All of the above
Which one is false?
Parallel design has more time spent on the site than serial
Parallel design encourages comparison and transfer
In early stages of design process, we should use serial prototyping
All of the above
Which is NOT the benefit of sharing multiple prototypes?
More individual exploration
More feature sharing
Better consensus
Decrease in Group rapport
Alternatives provide:
Vocabulary
Design
Prototype
Money
Which of the following is NOT the phase of heuristic evaluation?
Pre-evaluation training
Evaluation
Severity rating
Recognition rather than recall
Which heuristic is described as “Keep users informed of what’s going on”
Error prevention
Consistency and standards
Visibility of system status
Match between system and real world
In which type of heuristic we should follow platform conventions?
Error prevention
Consistency and standards
Visibility of system status
Match between system and real world
In which type of heuristic we should speak user’s language?
Error prevention
Consistency and standards
Visibility of system status
Match between system and real world
NOT Severity rating:
Major
Catastrophic
Cosmetic
Superior
Heuristic “user control and freedom” deals with:
Undo and exits, one time operations
Consistency
Status of system
Aesthetic design
Which one of the following is NOT Nielsen’s heuristic:
Help and Documentation
Flexibility & Efficiency of Use
Recognition Rather than Recall
Severity rating
NOT the step of Heuristic evaluation
Brief the group
Diagnose and recover from errors
Apply severity ratings
Aggregate issues
1) Select from given list the rights of a prototype:
a. Gets to retire
b. Rapid prototyping as simulated annealing
c. Should be easy to change
d. Should not be required to be complete
2) First step on starting prototype:
a. Storyboarding
b. Creating paper prototypes
c. Testing paper prototypes
d. Digital mock-ups
3) Second step on starting prototype:
a. Storyboarding
b. Creating paper prototypes
c. Testing paper prototypes
d. Digital mock-ups
4) Third step on starting prototype:
a. Storyboarding
b. Creating paper prototypes
c. Testing paper prototypes
d. Digital mock-ups
5) Last step on starting prototype:
a. Storyboarding
b. Creating paper prototypes
c. Testing paper prototypes
d. Digital mock-ups
6) The goal of storyboard:
a. To understand prototype
b. Show the story of user
c. Draw well
d. How users goals accomplished
7) What storyboards should convey:
a. Satisfaction
b. Sequence
c. Setting
d. Story
8) Benefits of Storyboarding:
a. Holistic focus: Helps emphasize how an interfaces accomplishes a task
b. Avoids mistakes in prototype
c. Avoids commitment to a particular user interface (no buttons yet)
d. Helps get all the stakeholders on the same page in terms of the goal
9) How it is called when you want to get feedback as fast as possible and you fake it, pretend to be working:
a. Cinderella shoe
b. Wizard of Oz technique
c. Faking it
d. Shrek
10) Which of these do not corresponds to Wizard:
a. Creating multiple variations is simple
b. More "real" than paper prototyping
c. Paper prototyping is more "real" than Wizard
d. Designers learn by playing wizard
11) Which of these are not disadvantage of Wizard
a. Playing with wizard can be exhausting
b. Wizards requires training and can be inconsistent
c. Can't envision challenging-to-build applications
d. May be inappropriate in some venues (e.g. home)
12) How design types are called:
a. parallel and serial
b. parallel and perpendicular
c. serial and unique
d. parallel and ordinal
13) Which design leads to more clicks:
a. parallel
b. serial
c. the same
d. perpendicular
14) Which design makes user to spend more time on the site:
a. parallel
b. serial
c. the same
d. perpendicular
15) Which design received higher expert rating:
a. parallel
b. serial
c. the same
d. perpendicular
16) Which design leads to more diverse designs:
a. parallel
b. serial
c. the same
d. perpendicular
Questions
Which of the factors not appear of HCI?
Technique
Design
Implement
Evaluate
Which of the following is true about good design?
Waste all free time
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
High cost
Spend more money
Which of the following is not Design for people?
People’s task, values and goals
Work with users throughout the process
Talk to the users
Pay attention to people’s abilities
What is a prototyping?
Process when expressing principles
Process which considered design
Strategy for efficiently dealing with things that are hard to predict
Technique for dealing project
Which of the following is false about the rights of prototype?
Should not be required to be complete
Should be easy to change
Gets to retire
Dealing with things that are hard to predict
Whose wrote that phrases: “The best way to have a good idea is to have lots of ideas”
Linus Pauling
Larry Page
Marc Zukherberg
Dieter Ram
First Compiler by Grace Hopper helps to
Understandible and fashionable
Make computer more available and easier to use
Difficult to use and available
Make computer more usable and understandable
Who is creator of Mouse?
Larry Page
Linus Pauling
Douglas Engelbart
Dieter Ram
When Engelbart was create Mouse and Hypertext?
1969
1967
1966
1968
