






Study with the several resources on Docsity
Earn points by helping other students or get them with a premium plan
Prepare for your exams
Study with the several resources on Docsity
Earn points to download
Earn points by helping other students or get them with a premium plan
Community
Ask the community for help and clear up your study doubts
Discover the best universities in your country according to Docsity users
Free resources
Download our free guides on studying techniques, anxiety management strategies, and thesis advice from Docsity tutors
Purdue CGT 256 Final Exam Questions And Accurate Answers
Typology: Exams
1 / 12
This page cannot be seen from the preview
Don't miss anything!
How to make a persona - Answer Based on the synthesis results of the interviews, design requirements and the root problem in order to gain empathy with the users and fill in blank.
Usability - Answer The degree to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
5 components of usability Nielsens - Answer 1. Learnability
Learnability - Answer Answers "is it easy to accomplish basic tasks the first time?"
Nielsen's first usability component.
Efficiency - Answer Answers "Can users accomplish tasks quickly?"
Nielsen's second usability component.
Memorability - Answer Answers "How easy is it to use after time away?"
Nielsen's third usability component.
Errors - Answer Answers "How many errors are there, and how severe and how easy to
recover are they?"
Nielsen's fourth usability component.
Satisfaction - Answer Answers "How pleasant is the experience?"
Nielsen's fifth usability component.
User Centered Design - Answer Focuses on designing around what a user needs to do, how they want to feel while doing it, and optimizing product interactions when they happen. Start with research, gather feedback and iterate through design.
User Error - Answer When this term is used, it is indicative of design error and likely bad usability.
Bad user-centered design will result in an irritated, confused user who blames the designer that it doesn't work while the designer blames the user. Both parties waste time.
What do you ask users? - Answer NOT what they want
Goals
Activities
Processes
Frustrations
What works
UCD and Design as art vs Engineering - Answer Engineering = making something that works
UCD = making something with usability that appeals to users
Steps of UCD - Answer 1. Research
ReCoDE
of important each requirement has.
Design Requirement Gathering Process - Answer 1) Analyze interview data (read and list unique findings)
Synthesize insights from interviews
Create design requirements (using findings)
What is the problem statement? What are you trying to solve?
User Data User data is information about users that have been researched through interviews, demographics, and studies.
Persona - Answer Assess user research to develop a profile of the representative user. Give a human face to the amorphous "user" as they represent real user needs. Save time by directing development toward real use cases and away from unlikely "edge" cases.
They identify Goals, Attitudes, Motivations, Mental, Models, Relationships, Technology, Pain Points, Environment, Processes, and Behaviors.
How to create a scenario - Answer Ask the 5 questions:
.quote
WHAT? TASK The rating will be based upon the. TITLE
WHEN? SCENE Time, Place, Need
WHY? BEHAVIOR Reason
HOW? ACTIONS Top Row of Triggers to Complete GOAL
Context Scenarios - Description A story of a particular persona using the system A design approach to facilitate envisioning the present or future utilization of a system by describing the accomplishment of activities in a way centered on users and their activities.
Ideation Techniques - Solution Brainstorming
Scenarios Assessment
Assessment of results of ideation
Affinity Diagramming
How you should feel about ideas - Description Not attached, flexible, and open to critique.
How to take feedback - Answer Without defensiveness
Design fixation - Answer Stuck on a particular design. Avoid it at all costs
Iteration - Answer Repeated review of a design with users and changes to the wireframes/prototypes/mockup are made to adjust for feedback.
Problem finding through framing - Answer Scenarios and storyboards to build empathy for a user and their situation. Important part of UCD as it aids with helping us understand their situation.
Diverging design thinking - Answer A process for idea generation to "diverge" from the problem to incentivize new concepts, processes and scenarios. Leads to the creation of personas and user data.
Converging design thinking - Answer The process of reviewing the ideas developed during the diverging design process, and identifying a solution or set of potential solutions. Leads to the development of scenarios and storyboards.
Storyboard - Answer Visual representation of how TASKS are accomplished, but with emphasis on users and what they are doing.
Affordance - Answer The relationship between a physical object and a person. Visibility
Mapping - Answer Allows designs to specify what controls users need to manipulate to produce desired effects. Done primarily through grouping and proximity but also through cultural constraints and norms.
"where am I and where can I go?"
Feedback - Answer Infact, making it clear to the user what action has been taken and what has been accomplished.
"what is it doing now?"
How to apply affordance, constraint, feedback, and mapping to solve design problems - Answer Apply them through iterative usability testing that can find poor affordances, constraints, and mapping. Try to evaluate the design for poor and good instances of each.
Affinity Diagram - Answer Organization qualitative data from user testing to create insights and priorities. Comprised of groups of ideas received from the collected data.
How to conduct affinity diagramming - Answer 1. Place bits of information onto post-it notes-small documented facts, drawings, ideas and observations.
Interview methods for user research- Answer Where members of the design team ask users/potential users questions to get feedback about designs. It includes contextual inquiry, focus groups, and interviews.
Disadvantages of Interview methods for user research- Answer They are very time-consuming
They are sometimes counter-productive or yield very little information
They are challenging to schedule
Advantages of Interview methods for user research- Answer First-person reflections from people
Ability to catch body language and other contextual clues while taking feedback
Ability to probe further for unclear responses by participants.
Observation methods for user research - Response: Consists of observing the users while doing something and making notes.
Disadvantages of Observation methods for user research - Response: Hard to observe somebody without him/her feeling watched
People behave differently when they know that they are observed
Reluctance to be observed
Advantages for User Research - Observation methods Answer To view how a user is using the product
See participant reaction to specific steps of a process
Viewing with clarity which steps the user takes to complete a task
To show exactly where in completing the task the user experiences difficulty
Able to capture information that users will not talk about in an interview
Stakeholder Answer A person or group with a vested interest, either negatively or positively, in the outcome of the project.
Stakeholder map Answer A visual compilation and communication
of the primary stakeholders of a design project, providing context for user-centered research and design development. Stakeholder maps are continually iterated on throughout a project.
How to write for design - Answer Make sure text allows feature-based reading, has simple language, and create visual hierarchies so that it stands out.
Context-driven reading-Answer Reading which recognizes high level patterns such as words phrases and sentences and then the brain guesses what the components are from there.
Feature-driven reading-Answer Reading where we visually identify simple features in a page such as lines, curves, and structure, and then combining them into more complex features. "automatic" per se in that we know how to recognize basic forms from birth.
Attention can be equated to our working memory, which has relatively small capacity and is volatile.
Poor attention design - Avoid modes when designing interfaces since users will need to remember what the same functions do or do not do in different modes. Make the words typed in included in a search interface. Keep instructions concise, available, and to the point. Provide a breadcrumb trail for navigation.
Information Scent - Answer A users feeling of being on the right track. For example, adding clear labels for primary functionalities and giving hints when a user is stuck is an excellent way to provide this.
Recognition rather than recall - Answer Recalling things is hard; that is why designers should rely on recognition.
Design for recognition - Answer Focus on the idea that seeing a list of things and choosing from the list is easier than recalling what needs to be entered and typing it. Secondly, using familiar interface design is especially helpful. Use pictures wherever possible in conveying function to assist users with choosing an option. A great aid in communicating function is the use of thumbnails, which can facilitate the display of full-sized images in a compact manner. The more use a particular function receives the more central and visible it should be within a design.
Nielsen's 10 heuristics - Answer 1. visibility of system status
Usability Problem Severity - Solution Determined by A combination of three factors
Open ended usability testing - Answer Usability testing, but with an open ended testing portion (IE: users get to do what they want or provide whatever input that comes to mind).
Formative usability testing - Do this at the beginning of the design phase, test with paper-prototypes, wireframes, and mockups. Used to discover insights and shape the design direction.
Quantitative formal usability testing - Normally done when there is something workable to assess the usability of something in a manner which provides some numbers to work with. Well-defined and strictly-controlled to ensure statistics aren't biased.
Formal usability testing steps-Answer 1. Introduction, explanation, consent forms, participant questions.