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  1. Pleasant to use

  2. Supports routine and non-routine performance

  3. Reduces or prevents human errors, and prevents or recovers from system errors.

  4. All answers are correct.

  1. Choose true statement about design:

  1. Usable design and useful design are not the same.

  2. Good design is as little design as possible.

  3. Design transforms existing situations into (hopefully) preferred ones.

  4. All answers are correct.

  1. Aesthetic and minimalist design heuristic includes:

  1. Good Graphic Design and Color Choice.

  2. Extraneous information in an interface competes with relevant information.

  3. Concise language.

  4. All answers are correct.

  1. User control and freedom heuristic includes:

  1. Easy to abort and undo actions.

  2. Careful design to prevent problems from occurring in the first place.

  3. Make objects, action, and options visible

  4. Accelerators for experts

  1. Consistency and standards heuristic includes:

  1. Size, location, color, wording, function, sequencing, etc. standards.

  2. Standards of Locations for information, names of commands.

  3. Same words, situations, and actions mean the same -- follow platform conventions.

  4. All answers are correct.

  1. Recognition rather than recall heuristic includes:

  1. Make objects, actions, options visible

  2. Don't require retyping of remembered information 

  3. Prompts provide format and limits

  4. All answers are correct.

  1. What is prototyping?

  1. a strategy for efficiently dealing with things that are hard to predict

  1. The rights of a prototype:

• Should not be required to be complete

• Should be easy to change

• Gets to retire

  1. 1,2,3

  2. 1 and 2 only

  3. 2 and 3 only

  4. 1 and 3 only

  1. Who made the first compiler?

  1. Grace Hopper

  2. Alan Kay

  3. Engelbart

  1. What is The Graphical User Interface?

a) Directness. Easier input/output

5) Who made first GUI at Xerox PARC?

  1. Grace Hopper

  2. Alan Kay

  3. Engelbart

  1. Creator of Mouse?

  1. Grace Hopper

  2. Alan Kay

  3. Engelbart

  1. What is Participant Observation?

  1. Discover user needs, values, and goals. Identify problem, need.

  1. Workarounds and hacks:

  1. like post-it notes — are good clues about usability bugs

  2. valuable technique for gaining design insight

  3. is generally conducted in the lab

  4. a more accurate depiction of behavior than participant observation

  1. Valuable technique for gaining design insight:

  1. Apprenticeship

  2. Workarounds

  3. Participant observation

  4. Hacks

  1. Interviewing:

  1. important tool to understand people’s needs, goals and values

  2. a more accurate depiction of behavior than participant observation

  3. valuable technique for gaining design insight

  4. is good clues about usability bugs

  1. Choosing participants:

• Representatives of target users

• May be current users of similar system

• Might also be non-users

  1. 1,2,3

  2. 1 and 2 only

  3. 2 and 3 only

  4. 1 and 3 only

  1. The goal of storyboard:

  1. is to show how satisfactory outcome happens or how users goals accomplished.

  1. Storyboards should convey:

  • Setting

  • Sequence

  • Satisfaction

  1. Holistic focus:

  1. Helps emphasize how an interfaces accomplishes a task

  2. Helps get all the stakeholders on the same page in terms of the goal

  3. Avoids commitment to a particular user interface

  4. it puts everybody to the same page

  1. Wizard of Oz:

  1. Intrinsic tension: you want to get feedback as fast as possible, however it must work. You can fake it, pretend to be working

  2. is to show how satisfactory outcome happens or how users goals accomplished.

  3. Helps get all the stakeholders on the same page in terms of the goal

  4. Helps emphasize how an interfaces accomplishes a task

  1. In early stages of the design process, you should use:

  1. parallel prototyping

  2. serial prototyping

  3. serial and parallel prototyping

  4. we shouldn’t use any kind of prototyping

  1. Benefits of Storyboarding:

• Holistic focus: Helps emphasize how an interfaces accomplishes a task

• Avoids commitment to a particular user interface

• Helps get all the stakeholders on the same page in terms of the goal

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