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Fundamentals of interaction design > Q3 > Flashcards

Flashcards in Q3 Deck (12):
1

Describe a situation where the usability goal learnability needs to be favoured over the usability goal efficiency. Why is it necessary to make this trade-off?

In a situation where the product is to be used extensively, and all the functionalities of the product need to be used, then the learnability aspects of the product must be such that the user has the time to explore the product, read manuals and possibly use CD/DVDs in order to master the product. It will therefore be necessary to favour learnability over efficiency (sustaining a high level of activity, once tasks have been learnt).

2

Describe a situation where the usability goal efficiency needs to be favoured over the usability goal learnability. Why is it necessary to make this trade-off?

In a busy working environment users will not have the time - or inclination possibly – to take the time to learn how to do more complex tasks as they would say with a new MP3 player. In this situation efficiency will be favoured over learnability which is why the trade-off will be made.

3


State the usability goal the following question refers to:How easy is it and how long does it take to get started using a system in order to perform core tasks, and to learn the range of operations to perform a wider set of tasks?



Learnability


4

State the usability goal the following question refers to: Does the system prevent users from making serious errors and, if they do make an error, does it permit them to recover easily?

Safety

5

State the usability goal the following question refers to: Does the system provide an appropriate set of functions that enable users to carry out all their tasks in the way they want to do them?

Utility

6

State the usability goal the following question refers to: Once users have learned how to use a system to carry out their tasks, can they sustain a high level of productivity?

Efficiency

7

Briefly describe an interactive product which satisfies the user experience goal 'Helpful'.

A word processor as an example, it may have a spellchecker or grammar checker which helps you achieve your goals.

8

Briefly describe an interactive product which satisfies the user experience goal 'Motivating'.

A mobile phone for example, you enjoy using it and want to continue using it, and so are motivated to continue doing so.

9

Briefly describe an interactive product which satisfies the user experience goal 'Entertaining'.

An MP3 player for example, when listening to music you are being entertained.

10

Why do many evaluators prefer observing users interacting with interactive prototypes (or existing products) in a naturalistic setting rather than in a controlled environment such as a usability laboratory?

Because the product will be used in its natural surroundings by the user; and is likely to be a more relaxed environment. A usability lab on the other hand is a very artificial setting and will probably not be able to simulate the true environment where the product will be used, and could be a source of potential bias.

11

What is formative evaluation and what is its purpose?

It is an evaluation approach that is done during a design. Its purpose is to check that the product continues to meet users’ needs.

12

What is summative evaluation and what is its purpose?

An evaluation that is done when the design is complete to assess whether it meets the required standard as set by various agencies (NIST or BSI for example).