UX Exam (modules 7-10) Flashcards

1
Q

What is visual design?

A

“The practice of…
* devising grids,
* laying out pages,
* choosing colour palettes and
* developing icons”

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2
Q

Fundamental principles of visual design?

A

Proximity, Alignment, Repetition, Contrast (PARC)

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3
Q

What are the Gestalt principles?

A

Principles of how humans perceive objects - they group similar elements, recognise patterns and simplify complex images

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4
Q

Explain Gestalt principle of proximity?

A

Objects are perceived as being related if they are close together

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5
Q

Explain Gestalt principle of similarity?

A

Objects are perceived as being related if they are similar in colour, shape, size or orientation

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6
Q

Explain Gestalt principle of figure ground?

A

Objects are perceived as either the foreground or background - the main figure is what we focus on, and the rest is background

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7
Q

Explain Gestalt principle of closure?

A

Our brains will fill in a missing part to create a complete picture (e.g. a circle with a small gap is still perceived as a circle)

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8
Q

Explain Gestalt principle of continuation?

A

Objects placed on a line or curve are perceived as more related than those that are not aligned

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9
Q

Explain Gestalt principle of enclosure?

A

Objects with a border around them are perceived as more related to each other

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10
Q

How can you create a clear hierarchy in a UI?

A

Arrange elements according to importance, group similar elements in proximity to each other to suggest a relationship, direct viewer’s attention by using size, visual weight, colour and position (e.g. indenting)

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11
Q

Two main types of balance?

A

Symmetrical and asymmetrical

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12
Q

How can contrast be useful?

A

It can be used to guide the user to important content and tasks, it helps make a design accessible to all users, it can help draw attention to call to action buttons

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13
Q

Considerations to take with colours?

A

Can use colour to imply relationships and associations, important for brand recognition, beware of cultural differences

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14
Q

What are primary, secondary and tertiary colours?

A

Primary - yellow, red, blue
Secondary - mixing primaries together (green, orange, purple)
Tertiary - mixing secondary colours together

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15
Q

Types of colour schemes?

A

Monochromatic - different variations of one colour
Sympathetic - colours close to each other on colour wheel
Complementary - colours that are direct opposites on the colour wheel

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16
Q

Accessibility considerations with colours?

A

Always put dark foregrounds against light backgrounds or vice versa, don’t put red with green/blue, ensure good contrast, never use colour alone to differentiate between items

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17
Q

What is skeuomorphism?

A

When a digital object mimics its real world counterpart

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18
Q

What are advantages of using visual metaphors? (skeuomorphism)

A

Can put abstract concepts in concrete terms, they create familiarity, they can trigger emotions, can draw the attention of users, can motivate users into action

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19
Q

What are disadvantages of using visual metaphors?

A

May only be helpful for inexperienced users, can create functional limitations dictated by real world object, adds clutter to designs, may not cross cultures/languages/generations

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20
Q

How can one reduce cognitive load on the user?

A

User should not have to remember information from one part of the system to another - present info in meaningful & distinct chunks, make supporting tools & information readily available, every element should have a definitive purpose

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21
Q

What are some elements of information flow?

A

Perceptions, predispositions, person, goals, actions, social environment, physical environment, technical environment, system, interaction

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22
Q

How do users tend to view content?

A

F-shaped reading pattern

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23
Q

What are the W3C web content accessibility standards?

A

Important standard: legal requirement, inclusive design, business reasons, improves experience for all

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24
Q

What are the first 5 usability heuristics?

A

1 - Consistency & standards (follow conventions, present similar functions consistently)
2 - Match between system & real world (use words, phrases, concepts familiar to the user, don’t use jargon, think about users expectations around the system
3 - Visibility of system status (keep users informed about what is going on with feedback, progress indicators, active menu items, breadcrumbs)
4 - User control and freedom (don’t trap users in a process or transaction in case they got there by mistake)
5 - Flexibility and efficiency of use (responsive and easy to use by novices & experts alike)

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25
Q

What are the next 5 usability heuristics?

A

6 - Aesthetic & minimalist design (visually appealing designs are perceived as more credible & easier to use)
7 - Help users recognise, diagnose & recover from errors (precisely explain the problem, show fields with an error)
8 - Error prevention (e.g. calendar pickers)
9 - Help & documentation (include contextual help, don’t rely on human memory)
10 - Recognition rather than recall (icons/symbols should be meaningful & recognisable, don’t rely on users’ memory)

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26
Q

What should calendar pickers not be used for?

A

Date of birth (date range too wide), just use for dates within 2 years. Be careful on mobile since it includes small touch target areas

27
Q

What are the accessibility principles?

A

Web content should be:
* Perceivable: the user must have access to the content and controls in a form that they can perceive (K2)
* Operable: it must be possible for the user to operate the navigation and other controls with a device that they are able to use, such as the keyboard (K2)
* Understandable: the user must be able to read or hear and interpret the text that is presented, and predict the way the system will respond to their actions (K2)
* Robust: the content must be coded in such a way that it can be interpreted by a wide range of device software, including assistive technology (K2)

28
Q

Benefits of multivariate testing?

A

Good if site is live and want to optimise site, avoid having to run multiple A/B tests, measure the contribute of each variable, measure the interaction effects between independent elements

29
Q

Disadvantages of multivariate testing?

A

Not good for early prototype testing, need a significant sample size, higher complexity than A/B testing or usability testing, doesn’t tell you the why

30
Q

What are heuristic evaluations?

A

Desktop usability reviews against usability guidelines & principles

31
Q

What are cognitive walkthroughs?

A

Usability specialists construct task scenarios based on their understanding of typical users and their key goals. The evaluator then assumes the role of a user & walks through the interface as outlined in the task scenario. Each decision and step the user would take is analysed and points of confusion or barriers to task completion are documented.

32
Q

Where is a cognitive walkthrough better than a heuristic evaluation?

A

Better at determining whether a site/system will meet core user goals

33
Q

Compare usability inspection (expert reviews) against usability testing

A

Usability inspections are quick & affordable. Usability testing is less reliant on expert knowledge, more accurate (reflects real user experiences), less subjective

34
Q

What is a formative usability test vs a summative usability test?

A

Formative: aims to find problems with a system so they can be fixed. Typically involves ‘Think aloud protocol’ (where users talk through what they are thinking with a moderator as they use the design). Often done in the early stages of a project on prototypes to discover insights and be sure you are designing the right thing.
Summative: aims to measure usability metrics, such as effectiveness, efficiency and satisfaction. Typically done half of the development phase, testing with actual working prototypes or the site or system before or after launch.

35
Q

What are the benefits of usability testing at the analysis/discovery stage?

A

Understand the current state of your site, identify usability issues preventing users from completing tasks, helps define project scope and goals

36
Q

What are the benefits of usability testing at the design stage?

A
  • Identify major usability issues early when they are easy and inexpensive to fix.
  • Identify major flaws in interaction flow prior to coding.
  • Measure alignment with branding goals.
37
Q

What are the benefits of usability testing at the production/build/beta stage?

A
  • Establish or validate that the site meets an acceptable standard before it is released.
  • Identify any ‘showstopper’ issues for users pre-launch.
  • Identify other issues to be fixed after launch or in next release.
38
Q

What are the benefits of usability testing at the evolution/live stage?

A
  • Identify usability issues to fix as users evolve.
  • Refine your website to encourage greater online migration of your customers from other channels or competitors.
  • Understand where customers would expect to find new functionality and content.
39
Q

What are the key steps for usability testing?

A

Write a test plan, recruit users, write tasks for testing, run pilot test & prepare, conduct test, analyse & document results, iterate

40
Q

What should you include in a test plan?

A

Objectives & approach - should be specific and measurable. What do you want to know? What are the suspected problem areas?
Key deliverables or artefacts - what will you change in the product after testing?

41
Q

Test method approaches for learning about user opinions or attitudes?

A
  • First impressions - Five second test (show them the page or site for 5 seconds)
  • Brand – After using the site, use semantic scales with brand values at one end and the opposite at the other end (e.g. ‘Traditional’ at one end and ‘Modern’) and ask users to indicate on the scale how this website makes them feel).
  • Pre vs. post-test evaluations – measure change e.g. motivation level (or brand alignment) before they use the website (or after 5 seconds) and compare to motivation level after they have tried to complete number of tasks using the site or system).
42
Q

Test method approaches for learning about usability issues with your system

A

Task based testing
* Natural tasks (things users actually want to do themselves or have attempted in the past)
* Prescribed tasks (that you have written based on common user goals)
* Think aloud protocol – get users to talk through what they are doing

43
Q

Test method approaches for learning about content comprehension

A

Task based testing
* Prescribed tasks (that you have written based on common user goals)
* Prompts or questions to ask users to explain their interpretation or provide you with an answer to a question

44
Q

Test method approaches for learning about how your design compares to other versions or competitors

A
  • Comparative testing – test 2-3 different concepts or sites with each participant – alternate order to avoid order bias
  • Task based testing – which version is more effective & efficient
  • What users think – which elements of each design and which version do users prefers and why
45
Q

What are 4 quantitative usability measures?

A
  1. Completion rate - effectiveness & efficiency
  2. Time to complete task (don’t use with think-aloud protocol)
  3. Error rate (important for safety systems)
  4. User satisfaction ratings (post usage)
46
Q

How can you measure effectiveness and efficiency?

A

Can assess task completion against scale: E, M, H, A (assist), F (fail)

47
Q

How can you measure satisfaction?

A

Use open questions like: what are 3 things you liked most, what are 3 things you would like to change.
Also use system usability scale, 10 question likert scale, net promotor score (how likely would you be to recommend this to others)

48
Q

How many test participants are recommended?

A

5 users from each user group will usually find 85% of problems

49
Q

Why should you provide a consent form for test participants?

A

A consent form helps users to understand how their information will be used and shared

50
Q

How to write good testing tasks?

A
  • Reflect common goals or needs from your personas.
  • Include some context.
  • Avoid leading users (don’t use words that match system/site)
  • Avoid including two tasks in one.
  • Avoid the use of slang or culturally specific language.
  • Ensure tasks are neutral and won’t offend.
  • Write tasks relevant to each user group.
  • Allow the user to use their own personal details where practical to do so.
  • Keep remote testing tasks short and succinct.
  • Don’t tell users how to complete.
  • Test tasks should reflect tasks that user groups would do in the real world.
  • Each task should have the success criteria defined - what does it mean to say that the task was carried out successfully?
51
Q

What to test in a pilot test?

A
  • Can use co-workers or friends (as you won’t be including their data in your final analysis).
  • Test your testing methodology, timing etc. Will you fit everything in you hope to get through?
  • Make sure all tasks can be completed (or you know when to stop users if they can’t be completed).
  • Ensure users understand the task/scenario wording. You will likely have to tighten up the wording if too vague or loosen up the wording if too leading.
  • Analyse test methods and results - are they what you planned.
  • Don’t include these results in your final analysis.
  • Really important for remote tests as you won’t be there to check their understanding of scenario wording and to ensure everything is working fine.
52
Q

What are the steps in moderating a usability test session?

A
  1. Put participant at ease
  2. Obtain informed consent
  3. Ask any questions
  4. Train participant in thinking aloud
  5. Observe behaviour as participant performs tasks
  6. Debrief & administer satisfaction survey
53
Q

If a user asks you how to do something in a test, what should you do?

A

Return the question, asking “how would you expect to do that?”

54
Q

Should you ask ‘why’ during a user test?

A

No, since we are focusing more on behaviours and users might make up answers to why on the spot

55
Q

What are some traps you could fall into when moderating tests?

A
  • Subconsciously providing feedback or your frustration.
  • Defending the design when users provide feedback.
  • Not acknowledging participant recommendations.
  • Making users feel inferior or stupid.
  • Asking leading questions: “Do you like that feature?” Better to ask “How do you feel about that feature?”
  • Providing assistance too early – only provide help when the user indicates they would abort.
56
Q

What should you know about recording usability test observations?

A
  • Understand that observations are different to interpretations.
    o An observation is something the participant says or does.
    o Interpretation is an observer’s belief about the cause or an attempt to figure out what they observed.
  • Record observations and insights and issues during testing.
  • Collaboratively collate and aggregate issues and insights.
  • Collaboratively interpret after testing: Top down – bottom up.
57
Q

How to rate usability issue severity?

A

Severity is a combination of 3 factors:
- frequency with which the problem occurs (common or rare?)
- the impact of the problem if it occurs (easy/difficult to overcome?)
- persistence of the problem (one-time problem? or will users be repeatedly bothered by the problem?)

58
Q

Where can usability testing be conducted?

A
  • Your own office or work environment e.g. a meeting room.
  • An internal or external purpose-built usability laboratory.
  • In the field in the user’s own environment or where your user group is likely to aggregate e.g. Telstra shop for potential customers.
59
Q

What are the advantages of running usability tests in the field?

A
  • Understand use of the system in the context of their own environment.
  • Better reflects how the user will use the system in real life e.g. interruptions.
  • Users more comfortable and behaviour more natural.
  • Can test user’s own technology.
  • Easier to recruit users.
  • May capture users in the right mindset doing real tasks that you want them to do online.
60
Q

What are the advantages of running usability tests in a lab?

A
  • More controlled test environment.
  • Sessions won’t get interrupted.
  • Allows you to unobtrusively video record the session.
  • Allows the rest of the project team or managers to easily observe.
  • Can schedule more sessions.
  • Easier to test systems that are not live.
  • Doesn’t require users to install software or screen sharing apps.
61
Q

What are the advantages of running usability tests remotely?

A
  • Can be done 100% online and remotely.
  • Get more quantitative data.
  • No geographic limitations – test users anywhere.
  • Test conducted in the comfort of their own environment – more natural.
  • Users using their own technology.
  • Usually more cost effective.
62
Q

What are the advantages of the think-aloud protocol and moderated testing?

A
  • Get more qualitative richer data – verbal feedback from users.
  • The power of observation - pick up on non-verbal cues.
  • Opportunity to ask questions and probe.
  • Test interview based natural tasks i.e. ask users questions then get them to perform relevant tasks.
  • More flexible test format – e.g. if time permits, ask for additional user feedback or suggestions.
  • Users more keen to ‘perform’ and do well – don’t rush through a test just to get incentive.
63
Q

4 different types of usability testing?

A
  • Moderated face-to-face in lab (computer, webcam, mobile)
  • Moderated face-to-face in field (paper prototypes, mobile, laptop)
  • Moderated remote (phone, screen sharing, Askable)
  • Unmoderated remote (Loop11, Treejack, Chalkmark)
64
Q

What are eye tracking gaze patterns?

A
  • Saccade: The movement of the eye from one part of the visual field to another. Fastest movement in the human body.
  • Fixation: The pause of an eye movement on a specific area of the visual field.
  • Gaze plot: A moment-by-moment representation of a user’s eye movement across the screen.
  • Heat map: A representation of the different areas of the screen where the user has spent the most time looking.