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kye
38問 • 1年前
  • ユーザ名非公開
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    問題一覧

  • 1

    It refers to a method that testers are randomly chosen from a public place.

    GUERILLA USABILTY TESTING

  • 2

    Enables people to interact with a computer in the same ways they interact with the physical world through using their voice, hands and, bodies.

    NATURAL USER INTERFACE

  • 3

    It is one of the usability testing methods, both of the tester and moderator are present in the same physical space.

    LAB USABILITY TESTING

  • 4

    Multiplicity of ways the user and system exchange information.

    FLEXIBILITY

  • 5

    The likeness in input and output behavior arising from similar situations or task objectives.

    CONSISTENCY

  • 6

    The ease with which new users can begin effective interaction and achieve maximal performance.

    LEARNABILITY

  • 7

    The degree to which system services support all the user's task; task completeness.

    TASK CONFORMANCE

  • 8

    It is created to collect feedback and, metrics from these tests and makes changes in the software application.

    SCREEN SHARE SESSIONS

  • 9

    It refers to a method that are usually done through the internet by moderators.

    MODERATED REMOTE USABILITY TESTING

  • 10

    The ability of user to evaluate the internal state of the system.

    OBSERVABILITY

  • 11

    Determining effect of future actions based on past interaction history.

    PREDICTABILITY

  • 12

    Developers must let users continue where they left off so they can switch easily between mobiles and desktops.

    ENSURE CONTINUITY AND CONSISTENCY

  • 13

    It refers to the goal of interaction design.

    DESIGN FOR MAXIMUM USABILITY

  • 14

    It is a new class of emerging systems that aim to recognize naturally occurring forms of human language and behavior, with incorporation of one or more recognition based- technologies such as speech, pen and, vision.

    MULTIMODAL INTERFACE

  • 15

    Refers to a guideline that is applicable to use during later life cycle activities.

    DETAILED GUIDELINES

  • 16

    It helps us to know the difficult areas where the user gets stuck or confused.

    USABILITY TESTS

  • 17

    It allows the user to speak to machine, stroke their surfaces, gestures at them in the air, dance on the matts that detect their feet movement.

    NATURAL USER INTERFACE

  • 18

    It refers to a measure of how well a specific user in a specific context can use a product/design.

    USABILITY

  • 19

    It is the phase of usability testing process, the team identifies the scope, recruit users, defines goals and, choses the metrics to examine.

    TEST PLANNING PHASE

  • 20

    It refers on how the user perceives the rate of communication with the system.

    RESPONSIVENESS

  • 21

    It is the phase where discussion happen among the stakeholders to determine where they can improve the product and how they will implement those changes.

    REPORTING PHASE

  • 22

    Organize your content in a way that provides the user (True or False) with an unclear understanding of the available features.

    REDUCE CLUTTER

  • 23

    It is the ability to modify the user interface by the user (adaptability) or system (adaptivity).

    CUSTOMIZABILITY

  • 24

    It is the ability of the system to support user interaction for more than one task at a time.

    MULTITHREADING

  • 25

    It is the initial activity to create a test plan that would help to perform to do a good usability testing.

    TEST PLANNING

  • 26

    It refers to the content with mostly real objects and, only small portion of the virtual.

    MIXED AND AUGMENTED REALITY

  • 27

    It refers to the testing methodology used to assess and evaluate how easily the user can use the software.

    USABILITY TESTING

  • 28

    It is set by national or international bodies to ensure compliance by a large community of designers.

    STANDARDS

  • 29

    It refers to the medium in which the representations of the real and virtual are mixed in some portion.

    MIXED AUGMENTED REALITY

  • 30

    It refers to allowing the users to permanent sign-in, retain data in case connection fail because, users become frustrated when they have to continuously tap buttons.

    RESTRICT USER INPUTS

  • 31

    It is the ability of user to take corrective action once an error has been recognized.

    RECOVERABILITY

  • 32

    It is a guideline that is applicable to do during early life cycle activities.

    ABSTRACT GUIDELINES

  • 33

    It is the process of two or more combined user input modes, such as speech, pen, touch, manual gesture, etc. in coordinated manner with multimedia system output.

    MULTIMODAL

  • 34

    Schneiderman’s 8 Golden Rules:

    Strive for consistency Enable frequent users to use shortcuts Offer informative feedback Design dialogs to yield closure Offer error prevention and simple error handling Prevent easy reversal of action Support internal locus of control reduce short term memory load

  • 35

    USABILITY TESTING PROCESS

    • TEST PLANNING • TEST EXECUTION • DATA ANALYSIS • REPORTING

  • 36

    USABILITY TESTING METHODS

    • Lab Usability Testing • Guerilla Usability Testing • Moderated Remote Usability Testing • Screen Share Sessions

  • 37

    Tips for Mobile UX

    • Minimize Content • Simplify Navigation • Restrict User Inputs • Ensure Continuity and Consistency

  • 38

    PRICIPLES OF USABILITY

    • robustness • task performance • observability

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    問題一覧

  • 1

    It refers to a method that testers are randomly chosen from a public place.

    GUERILLA USABILTY TESTING

  • 2

    Enables people to interact with a computer in the same ways they interact with the physical world through using their voice, hands and, bodies.

    NATURAL USER INTERFACE

  • 3

    It is one of the usability testing methods, both of the tester and moderator are present in the same physical space.

    LAB USABILITY TESTING

  • 4

    Multiplicity of ways the user and system exchange information.

    FLEXIBILITY

  • 5

    The likeness in input and output behavior arising from similar situations or task objectives.

    CONSISTENCY

  • 6

    The ease with which new users can begin effective interaction and achieve maximal performance.

    LEARNABILITY

  • 7

    The degree to which system services support all the user's task; task completeness.

    TASK CONFORMANCE

  • 8

    It is created to collect feedback and, metrics from these tests and makes changes in the software application.

    SCREEN SHARE SESSIONS

  • 9

    It refers to a method that are usually done through the internet by moderators.

    MODERATED REMOTE USABILITY TESTING

  • 10

    The ability of user to evaluate the internal state of the system.

    OBSERVABILITY

  • 11

    Determining effect of future actions based on past interaction history.

    PREDICTABILITY

  • 12

    Developers must let users continue where they left off so they can switch easily between mobiles and desktops.

    ENSURE CONTINUITY AND CONSISTENCY

  • 13

    It refers to the goal of interaction design.

    DESIGN FOR MAXIMUM USABILITY

  • 14

    It is a new class of emerging systems that aim to recognize naturally occurring forms of human language and behavior, with incorporation of one or more recognition based- technologies such as speech, pen and, vision.

    MULTIMODAL INTERFACE

  • 15

    Refers to a guideline that is applicable to use during later life cycle activities.

    DETAILED GUIDELINES

  • 16

    It helps us to know the difficult areas where the user gets stuck or confused.

    USABILITY TESTS

  • 17

    It allows the user to speak to machine, stroke their surfaces, gestures at them in the air, dance on the matts that detect their feet movement.

    NATURAL USER INTERFACE

  • 18

    It refers to a measure of how well a specific user in a specific context can use a product/design.

    USABILITY

  • 19

    It is the phase of usability testing process, the team identifies the scope, recruit users, defines goals and, choses the metrics to examine.

    TEST PLANNING PHASE

  • 20

    It refers on how the user perceives the rate of communication with the system.

    RESPONSIVENESS

  • 21

    It is the phase where discussion happen among the stakeholders to determine where they can improve the product and how they will implement those changes.

    REPORTING PHASE

  • 22

    Organize your content in a way that provides the user (True or False) with an unclear understanding of the available features.

    REDUCE CLUTTER

  • 23

    It is the ability to modify the user interface by the user (adaptability) or system (adaptivity).

    CUSTOMIZABILITY

  • 24

    It is the ability of the system to support user interaction for more than one task at a time.

    MULTITHREADING

  • 25

    It is the initial activity to create a test plan that would help to perform to do a good usability testing.

    TEST PLANNING

  • 26

    It refers to the content with mostly real objects and, only small portion of the virtual.

    MIXED AND AUGMENTED REALITY

  • 27

    It refers to the testing methodology used to assess and evaluate how easily the user can use the software.

    USABILITY TESTING

  • 28

    It is set by national or international bodies to ensure compliance by a large community of designers.

    STANDARDS

  • 29

    It refers to the medium in which the representations of the real and virtual are mixed in some portion.

    MIXED AUGMENTED REALITY

  • 30

    It refers to allowing the users to permanent sign-in, retain data in case connection fail because, users become frustrated when they have to continuously tap buttons.

    RESTRICT USER INPUTS

  • 31

    It is the ability of user to take corrective action once an error has been recognized.

    RECOVERABILITY

  • 32

    It is a guideline that is applicable to do during early life cycle activities.

    ABSTRACT GUIDELINES

  • 33

    It is the process of two or more combined user input modes, such as speech, pen, touch, manual gesture, etc. in coordinated manner with multimedia system output.

    MULTIMODAL

  • 34

    Schneiderman’s 8 Golden Rules:

    Strive for consistency Enable frequent users to use shortcuts Offer informative feedback Design dialogs to yield closure Offer error prevention and simple error handling Prevent easy reversal of action Support internal locus of control reduce short term memory load

  • 35

    USABILITY TESTING PROCESS

    • TEST PLANNING • TEST EXECUTION • DATA ANALYSIS • REPORTING

  • 36

    USABILITY TESTING METHODS

    • Lab Usability Testing • Guerilla Usability Testing • Moderated Remote Usability Testing • Screen Share Sessions

  • 37

    Tips for Mobile UX

    • Minimize Content • Simplify Navigation • Restrict User Inputs • Ensure Continuity and Consistency

  • 38

    PRICIPLES OF USABILITY

    • robustness • task performance • observability