L13: Integrating UX/UCD & Agile Flashcards

1
Q

Agile is based on the working practices of the…

A

Lockheed Skunk Works

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2
Q

What is the focus of Agile?

A
  1. Small teams
  2. Low process overheads
  3. No ‘big design upfront’
  4. Focus on team motivation and working code
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3
Q

The focus of Agile is the ____. It does not try to define a relationship between the team and users.

A

Agile

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4
Q

Which of the following is NOT an impediment to UX maturity?

a. Featuritis
b. Time Scales
c. People Focus

A

c. People Focus

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5
Q

What are the benefits of UCD/UXD?

A

Less frustration/improved user experience, Beter data quality, Fewer support calls, Lower development costs/better ROI, Fewer legal concerns(equality legislation), Bridging the mass-market chasm.

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6
Q

Key features of User-Centred Design?

A
  1. Direct engagement with users- observation, research, and evaluation.
  2. Investigation and understanding of contexts of use.
  3. The main focus of UCD is the suitability of the solution for real users
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7
Q

What are the impediments to UX maturity?

A

Low empathy, technology focus, cost concerns, featuritis, time scales, narrow scope.

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8
Q

UI/UX Design Issues

A
  1. Team focus is primarily on architectural modeling and or programming
  2. Very little (if any) conceptual design - how the service or product will be understood by users
  3. No explicit user interface design
  4. No specific user involvement
  5. Evaluation is mostly in terms of functional testing (does the system do what we said is was going to?)
  6. Usability rarely a consideration
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9
Q

To improve understanding of empathy with users we can use:

a. card sorting
b. Field research
c. Google analytics

A

b. Field research (Team members becomes the observers)

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10
Q

Research has found that empathy is related to specific components of the brain called…

A

mirror neurons

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11
Q

When are mirror neurons activated?

A

They are activated when performing a task but also when seeing the same task performed by others.

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12
Q

Methods to improve the team’s understanding of & empathy of users:

A
  1. Field Research (team members as observers)
  2. Personas (Developed within the team)
  3. Empathy-promoting usability testing(RITE)
  4. Conceptual Design
  5. Focus of development on user behavior and needs
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13
Q

What is a Field Research?

A

Going out and interacting with real users, ideally watching users achieve things.

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14
Q

One of the most important success factors in Agile UX is…?

a. Big design upfront
b. Engaging the team in UX
c. Keeping UX expertise outside the team

A

b. Engaging the team is UX

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15
Q

The typical Agile approach presents what several challenges?

A
  1. Excessive lead time
  2. Big design upfront is not Agile
  3. Potentially wasted developer resources
  4. UI/UX/UCD expertise outside of the team
  5. No developer engagement in UX
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16
Q

Ux team is always _ step ahead of the development team.

A

1

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17
Q

Cycle __ is must shorter than upfront UX since some personas and user stores developed later

A

0

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18
Q

Developers engaged with UX process feel more

A

positive towards choices they’ve made even when the choice is relatively arbitrary.

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19
Q

How do we adapt traditional UX/UCD activities to incorporate them into an Agile approach?

A

We can adapt traditional UX/UCD activities to incorporate them in an Agile approach by collaborating with developers by allowing them to sit in on user testing, hear user feedback, collaborate on creating personas, etc. This cross-functional team of working closely with developers would have a much better chance of delivering value to users.

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20
Q

Doing user research gives us data for:

A

Personas and Conceptual models

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21
Q

What are the shortcomings of a User Story?

A

Wrong focus (roles not behaviors/needs), Structural flaws (wordy, written in first person)

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22
Q

What is the difference between a Persona Stories and a User Story?

A

About researched user behaviors/needs, In the third person, by or in collaboration with ux/ucd practitioners, after user research and some early design(eg.conceptual model)

23
Q

Design maps primarily address which of the following questions?

a. Who?
b. What?
c. How?

A

c. How?

24
Q

In a design map the who section is

A

Personas, Persona-weighted feature mix

25
Q

In a design map, the what section is?

A

User/persona stories/including features & contraints)

26
Q

In a design map, the how section is?

A

Design maps and design artefacts(Sketches, wireframes..)

27
Q

Each design map addresses __ user story.

A

1

28
Q

Design maps are produced the cycle before they are needed, by either

A

UX/UCD Specialist, developer, product owner

29
Q

Technology-oriented men may find it difficult to see problems from another person’s perspective because of

A

low empathy

30
Q

EQ

A

Emphasizing

31
Q

SQ

A

systemizing

32
Q

Which of the following is NOT true?

a. Each primary personas requires a different user interface
b. Personas give focus
c. You should try to maximize the number of personas

A

c. You should try to maximize the number of personas

33
Q

Design research personas are focused mostly on…?

a. Market segments
b. User needs and behaviors
c. Demographics

A

b. User needs and behaviors

34
Q

How do personas provide empathy?

A

By turning abstract users and their needs into real people with real problems

35
Q

What is the Person-Positivity Bias?

A

Attitudes towards individuals were significantly more positive than groups with the same characteristics

36
Q

What is the Scope-Severity Paradox?

A

Reactions to fraud were more severe when it was presented with 3 victims rather than 30

37
Q

Personas are fabrications (based on research) who represent

A

the goals, behaviors, and motivations of real users

38
Q

Primary personas represent

A

behaviors that define your product or service

39
Q

Grounded Theory…

a. Uses a regorously-defined coding framework
b. It starts with no preconceptions
c. Is usually done with questionnaires

A

b. It starts with no preconceptions.
Qualitative research method without preconceptions.
Researchers alternate between data collection and data analysis.

40
Q

What is Qualitative User Research?

A
  1. Small numbers of in-depth interviews
  2. Often in situ(‘ethnographic’)
  3. Best approach for new insights and innovations
  4. Can be used to promote empathy (especially by including other team members as observers)
41
Q

What is Quantitative User Research?

A
  1. Typically questionnaires with large numbers of respondents
  2. Most suitable for refining and validating ideas.
42
Q

What is the purpose of Affinity Diagramming

A
  1. Familiarize participants with user research
  2. Group related concepts together
  3. Identify key themes
  4. Stimulate design ideas (problems, solutions, motivations)
  5. Distill interesting behaviors for persona design
43
Q

Describe one of the main psychological issues addressed by personas.

A

The main psychological issues personas can address is the needs and behaviors of real users. It solves a problem of making users seem more like real people so when designers/developers read the persona they understand why they have to design it that way. Personas also create empathy and motivation for the team.

44
Q

What writers think users should do

A

User Stories

45
Q

What we know users want to do

A

Persona Stories

46
Q

A persona-weighted feature matrix scores…?

A

Scores features according to how important they are to each persona

47
Q

FDD

A

Feature-Driven Development. A feature is a small, client-valued function expressed in the form . eg.) “Calculate the total of a sale”, “Validate the password of a user”

48
Q

What are the features in UX and UCD term?

A

A family of related actions and attributes based on user concepts

49
Q

Each design map addresses __ user story/ies.

A

1

50
Q

Design maps are produced the cycle ____ they are needed by…

A

before by UX/UCD Specialist/developer/product owner

51
Q

Design maps are displayed for team to

A

comment (particularly the implementations)

52
Q

Low maturity for visual design for a design map involves

A

Detailed visual designs(high-fidelity prototypes from Axure for eg)

53
Q

High maturity for visual design for a design map involves

A

Sketches or simple wireframes may suffice