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NEW QUESTION 34
The stage EARLY DESIGN involves converting user needs and user requirements into - choose three:

  • A. User journey maps
  • B. Use scenarios
  • C. Storyboards
  • D. Style guide
  • E. Low-fidelity prototype
  • F. Wireframe

Answer: A,B,C

 

NEW QUESTION 35
16. Alice and Bob have a passion for the theatre. For Bob's birthday, Alice decides to buy them both theatre tickets. She goes online to find and book tickets for a production that she thinks they will both enjoy. After the performance, Alice talks to Bob about the whole experience
1. The online ads that attracted Alice to the website claimed "Buy your tickets in under 60 seconds!
Guaranteed!" It took Alice about 5 minutes to buy her tickets. "I couldn't work out how to select my tickets - that made me feel stupid", Alice explains to Bob
2. Alice thought the website looked attractive
3. Once she had selected the tickets, the checkout process seemed easy
4. When Alice and Bob arrived at the theatre, they were told that their printed tickets were not valid; they argued with the usher for ten minutes before someone in the box office confirmed their tickets were genuine and they were allowed in
5. Alice pre-ordered their interval drinks on the website, as they were offering a 2-for-1 deal. When she went to collect the drinks the barman had no record of her order.
6. The description of the credit card transaction that appeared on Alice's bank account was unintelligible; Alice was only able to work out what the transaction was because she recognised the amount. Which one of the following statements about Alice's user experience of the website is correct?

  • A. Only issues 1, 2 and 3 affect the user experience
  • B. All issues except 6 affect the user experience
  • C. Only issue 3 affects the user experience
  • D. Only issues 2 and 3 affect the user experience
  • E. None of the issues 1 -6 affect the user experience
  • F. All issues 1 -6 affect the user experience

Answer: F

Explanation:
Explanation
Usability is the extent to which an interactive system is effective, efficient and satisfying to use in a specified context of use. An interactive system is effective if it supports what users need to do to reach their goals, and if users can figure out how to do it. An interactive system is efficient if it supports users in carrying out their tasks using as few resources as possible. In most cases, this means that users must be able to complete their tasks quickly. An interactive system is satisfying if it is pleasant to use.
User experience (UX) considers satisfaction before, during and after use (whereas usability considers satisfaction only during use). User experience before use may be influenced by company branding, customer reviews, previous interactions, etc. User experience after use may be influenced by product delivery, post-sales support, recent interactions, etc.

 

NEW QUESTION 36
The stage FIRST SKETCHES involves - choose four:

  • A. Low-fidelity prototype
  • B. Navigation structure
  • C. Information architecture
  • D. Wireframe
  • E. Style guide
  • F. Storyboards

Answer: A,B,C,D

Explanation:
Explanation
The purpose of "Design: produce design solutions to meet user requirements" is to convert user needs and user requirements into a working interactive system - that is, a design solution. Deliverables from the analysis of the context of use, such as user groups, as-is scenarios and personas are also used. The conversion considers dialogue principles, heuristics, style guides and design concepts like affordance and mental models as described in section 6.1. Design patterns are existing design solutions that have been shown to work for users and can therefore be reused in the designs of new interactive systems.
The approach is iterative as indicated by the following diagram:
CPUX-F-0d3244ff4156b9e001366e97b76af293.jpg

 

NEW QUESTION 37
Which one of the following statements best describes the term, "design pattern"?

  • A. A collection of buttons of different shapes and colours for use on a website
  • B. A number of different approaches to solving a task in a given context of use; the approaches must have been observed in several, separate usability test sessions
  • C. A collection of personas with very similar characteristics
  • D. A collection of 4 to 8 icons that appear in a fixed order on the display
  • E. A collection of user groups with very similar characteristics
  • F. A solution to a commonly occurring design problem within a given context of use, that describes a design problem, a general solution, and examples of how to apply it

Answer: F

 

NEW QUESTION 38
A context of use description describes:
a.______________ in the form of user group profiles and personas;
b.______________ in the form of as-is scenarios;
c.______________ in the form of task models, as-is scenarios or user journey maps;
d.______________ in the form of lists or as-is scenarios;
e. ______________in the form of as-is scenarios.

Answer:

Explanation:
1. Users
2. Goals
3. Tasks
4. Resources
5. Environments

 

NEW QUESTION 39
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