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UI - UX Question Bank GTU

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130 views42 pages

UI - UX Question Bank GTU

Uploaded by

Shivang Parmar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unit 1

1. What is meant by “UX”? Explain the importance of UX design.

User Experience (UX) refers to the overall interaction a user has with a product, system, or
service, including how easy, efficient, and pleasant the experience is. UX focuses on improving the
usability, accessibility, and enjoyment a user derives when interacting with a product.

Importance of UX Design:

● Enhances Usability: A well-designed UX ensures that a product is easy to use and


navigate, reducing confusion for the user.
● Improves Customer Satisfaction: UX design focuses on the needs and pain points of
users, which leads to a more satisfying experience.
● Boosts Efficiency: By making interfaces intuitive and workflows seamless, users can
achieve their goals faster.
● Reduces Errors: Good UX design minimizes errors, ensuring users can complete tasks
without unnecessary difficulties.
● Competitive Advantage: A product with better UX can outperform competitors by
providing a more enjoyable experience.

2. Briefly explain components of user experience.

The main components of User Experience (UX) include:

1. Usability:
○ Refers to how easily users can accomplish tasks using a product.
○ Components include ease of learning, efficiency, and error avoidance.
2. Emotional Impact:
○ The feelings that arise from using a product, such as joy, delight, or frustration.
○ Positive emotional responses increase user engagement.
3. Meaningfulness:
○ How a product integrates into the user's life over time.
○ For example, smartphones become meaningful tools that users rely on daily for
communication and personal tasks.
4. Accessibility:
○ Ensures that products are usable by all people, including those with disabilities.
○ Accessibility features include screen readers, voice commands, and customizable
interfaces.

3. How is UI different from UX?

Aspect UI (User Interface) UX (User Experience)

Definition The visual and interactive The overall experience a user has with a
elements of a product. product.

Focus Looks, design, and layout of the Functionality, usability, and ease of use.
product’s interface.

Goal Make the interface visually Enhance the user's interaction and
appealing and easy to navigate. satisfaction.

Key Elements Typography, color schemes, User research, task flows, wireframes,
buttons, icons, layouts. usability testing.

Primary Aesthetics and interactive The entire journey and interaction


Concern design. experience.

Example Designing a login button’s style Ensuring the login process is quick and
and placement. intuitive.

Outcome A visually attractive and A smooth, seamless, and enjoyable user


functional interface. experience.
Tools Adobe XD, Figma, Sketch (for User research methods, wireframing,
design and visuals). prototyping tools (like InVision, Axure).

Responsibility Ensures the product is appealing Ensures the product meets user needs
and visually coherent. and is easy to use.

Relation to Focuses on how the product Focuses on how the product works.
Product looks and feels.

4. Give the difference between UI, UX, and HCI.

Aspect UI (User Interface) UX (User Experience) HCI (Human-Computer


Interaction)

Definition The design of the The overall experience a The broader study of how
product’s visual user has when interacting humans interact with
interface and interactive with a product. computers and technology.
elements.

Focus Looks and feel of the Usability, accessibility, Creating systems that are
product (e.g., layout, and satisfaction during useful, safe, and efficient.
color, buttons). the interaction.

Objective Make interfaces visually Make the overall Understand human


appealing and easy to interaction smooth, behavior with technology to
use. functional, and enjoyable. improve usability.

Scope Narrow (visual and Broader (entire user Broadest (study of


interaction design). journey and experience). interaction between
humans and technology).

Example The design of a The overall process of a Designing user-friendly


website’s button styles. user completing a task on computer systems and
the website. interfaces.
Unit 2

1. Discuss the significance of Prototyping as a UX lifecycle activity.

Prototyping is a crucial part of the UX lifecycle because it allows designers to test and validate
design ideas before investing in full-scale development. Key benefits of prototyping include:

● Visualizing concepts: Prototypes help in creating a tangible version of ideas, allowing


stakeholders to visualize how the product will look and function.
● User Testing: Prototypes allow for early user feedback, identifying potential usability issues
before full implementation.
● Cost Efficiency: Iterating on prototypes saves time and money compared to making
changes during development.
● Communication: Prototypes bridge the gap between designers, developers, and
stakeholders, ensuring everyone is aligned.

2. Explain why the process is necessary?

A process is essential for ensuring reliability and consistency in complex system development. It
provides:

● Guidance: A structured approach to maintain focus on objectives.


● Consistency: Ensures similar approaches are applied across projects.
● Scaffolding for learning: Enables continuous improvement through reflection on past
experiences.
● Communication: Acts as a shared framework that helps teams coordinate and understand
the state of development..

3. Briefly explain fundamental UX lifecycle activities and their sub-activities.

The fundamental UX lifecycle activities consist of several core steps:

1. Understand Needs Sub-activities: Research to understand the user, context, and


requirements.
● Data elicitation: Collect user data through interviews and observations.
● Data analysis: Organize and interpret the collected data.
● Data modeling: Create models representing user characteristics, tasks, and system
workflows.
● Requirements extraction: Identify user needs and translate them into actionable
design requirements.

2. Design Solutions Sub-activities: Create potential designs that meet user needs.
● Generative design: Ideation, sketching, and creating low-fidelity prototypes.
● Conceptual design: Develop mental models, storyboards, and low-fidelity
prototypes.
● Intermediate design: Create wireframes, mockups, and scenarios for detailed
evaluation.
● Design production: Finalize high-fidelity designs for implementation.

3. Prototype Candidates Sub-activities: Create different levels of prototypes (low-fidelity,


wireframes, click-through prototypes).
● Types of prototypes:
○ Paper prototypes: Basic hand-drawn sketches.
○ Wireframes: Basic layout and structure of the interface.
○ Click-through wireframes: Simulated interactive prototypes.
○ Physical prototypes: For tangible, hardware-based products.

4. Evaluate UX Sub-activities: Test and refine designs based on user feedback and
performance.
● Collect evaluation data: Use testing methods (e.g., usability testing) to collect user
feedback.
● Analyze data: Identify patterns, critical incidents, and areas for improvement.
● Propose redesigns: Use findings to adjust the design.
● Report results: Document findings for team members and stakeholders.

4. What are the basic process components for UX? Explain UX Design
Lifecycle in brief with a diagram.

Basic Life Cycle Activities:

1. Understand Needs: Research to understand the user, context, and requirements.


2. Design Solutions: Create potential designs that meet user needs.
3. Prototype Candidates: Develop prototypes (low- to high-fidelity) to explore and test ideas.
4. Evaluate UX: Test and refine designs based on user feedback and performance.
UX Design Lifecycle:

● The UX lifecycle is iterative, involving continuous feedback and improvement at each stage.

Diagram:

1. Understand User Needs → 2. Design Solution→ 3. Prototype Candidates → 4. Evaluate


UX → Back to Understand User Needs (Iterative Process).

5. Describe the most important UX design techniques, viewed as generic


skills.

Some of the most important UX design techniques that are viewed as generic skills include:

● Observation: Watch and understand how users interact with a product.


● Abstraction: Simplify complex information by focusing on the core issues.
● Note-taking: Efficiently capture important information during observation or interviews.
● Data/Idea Organization: Use methods like card sorting and mind mapping to categorize
data.
● Modeling: Create visual or conceptual models to represent complex ideas (e.g., flowcharts).
● Storytelling: Use narratives to explain design processes or solutions effectively.
● Brainstorming: Encourage group collaboration to generate ideas and solve problems.
● Sketching: Quickly communicate ideas through simple drawings or diagrams.
● Framing and Reframing: Approach problems from different perspectives to generate
solutions.
● Prototyping: Build mockups of designs to test functionality and user reactions.
● Iteration: Repeating cycles of design, prototyping, and evaluation to refine a solution.

6. Explain why a UX Design team should have people with diverse skills and
backgrounds. Briefly discuss a real-world example where such a team can
have a positive impact on the design of a product.

A UX Design team should have people with diverse skills and backgrounds because:

● Broader Perspectives: Different backgrounds lead to a wider range of ideas and solutions.
● Comprehensive Problem-Solving: Team members with different expertise (e.g.,
designers, developers, psychologists) can address issues from multiple angles.
● Better User Understanding: Diverse teams are better able to empathize with a wide
variety of users, leading to more inclusive and accessible designs.

Real-World Example: When designing the Airbnb app, the team brought together people from
design, business, and software development. This multidisciplinary team helped them create an
app that is both user-friendly for customers and aligned with business goals. The result was a
product that made booking accommodations seamless and accessible globally.

7. Explain the informal hierarchy of process, methods, and techniques with


simple examples.

● Process: A structured set of steps or stages followed in a project.


○ Example: The UX Design Lifecycle, consisting of research, design, prototyping,
and testing.
● Methods: Specific approaches used within a process.
○ Example: In the research stage, the method could be user interviews to
understand user needs.
● Techniques: The tools or practices used to apply a method.
○ Example: Interview techniques such as open-ended questions or empathy
mapping.

Thus, the hierarchy flows from process → methods → techniques.

8. Define the following terms:


● Usage Research: Research that focuses on how users interact with a product or service in
their real-world environment. It helps identify user behaviors, pain points, and preferences.
● Immersion: A technique where designers deeply engage with users’ environments,
contexts, and needs to understand their experiences better. This helps designers create
more empathetic and user-centered solutions.
● Storyboard: A visual representation of the user’s journey or interaction with a product.
Storyboards are used to map out the user’s experience step-by-step, helping designers
plan the flow of interactions.
● Framing: The process of defining the context and scope of a problem in UX design.
Framing helps designers focus on the most important aspects of the user experience and
avoid getting distracted by unnecessary details.
● Design Thinking: A user-centered approach to problem-solving that involves
understanding users, ideating, prototyping, and testing solutions. It emphasizes empathy,
creativity, and iterative design.
Unit 3

1. Explain what challenges will come while building systems.

Challenges in building systems include:

● Change: Project requirements and conditions often evolve, which creates a gap between
the designer’s understanding and the actual needs.
● External Changes: Advancements in technology or shifts in client focus can disrupt a
project.
● Communication Problems: Users may not articulate their needs fully due to a lack of
technical knowledge.
● Responding to Feedback: The designer's understanding of real requirements needs
constant updating to close gaps.

2. Define the following terms:

a. Sprint:
In Agile, a sprint is a time-boxed development cycle, typically lasting 1-4 weeks, where a specific set
of tasks is completed. The goal is to deliver a usable product increment by the end of each sprint.

b. Chunking:
The practice of breaking down a project into smaller, manageable pieces or tasks, enabling iterative
feedback and adaptation. This is key to agility in software development.

c. Participatory Design:
A design methodology where users actively participate in the design process, involving them in
ideation, sketching, and feedback to ensure the product meets their real-world needs.

3. Briefly explain the old waterfall SE lifecycle process and describe its
limitations.

The Waterfall process follows a linear, sequential flow through phases:

1. Analysis: Gathering requirements and information.


2. Design: Structuring solutions.
3. Implementation: Developing the software/product.
4. Testing: Verifying the system's functionality.
5. Maintenance: Addressing updates and fixes.

Limitations:

● Inflexibility: Changes in requirements later in the process are costly to accommodate.


● Delays in Feedback: User feedback often comes too late, usually after a significant portion
of the project is completed.
● Not Responsive to Change: The model lacks adaptability to evolving requirements.

4. Explain the difference between the Waterfall process, Agile UX model,


and Traditional UX model.

Aspect Waterfall Approach Agile UX Model Traditional UX Model

Approach Follows a strict, Focuses on small, Aims for a complete


step-by-step process quick iterations design first

Phases Moves through set Works in short cycles Involves multiple


phases one at a time called sprints phases for research
and design

Flexibility Hard to change once Easy to adapt to new Somewhat flexible but
started needs still structured
Aspect Waterfall Approach Agile UX Model Traditional UX Model

User Feedback Gets feedback late in Collects feedback Gathers feedback


the process regularly mainly during design

Documentation Requires lots of Keeps documentation Detailed


documentation light documentation is
created

Delivery Final product Delivers parts of the Full design completed


delivered at the end product regularly before implementation

User Involvement Little user input after Users are involved Users involved mainly
requirements throughout the at the beginning
process

5. With the help of a neat diagram, discuss the Funnel Model of Agile UX and its
main features.

The Funnel Model: A visualization of the UX process within an agile framework, separating
activities into two stages:

○ Early Funnel Activities: Focus on upfront analysis and conceptual design before
syncing with software engineering (SE) sprints.
○ Late Funnel Activities: Involves synchronizing UX with SE in small scope,
delivering feature-level designs during agile sprints.

Funnel Model Breakdown:

● Scope: The width of the funnel represents the scope—wider in the early stages for
conceptual design, narrowing in the late stages for feature design.
● Speed and Rigor: The horizontal length represents time, with early stages taking longer
and requiring more rigorous methods, while late stages involve faster, smaller-scope
iterations.
Unit 4

1. What is meant by “Scope” and “Rigor” of a project?

● Scope: The breadth and depth of work covered in a project, defining how large or small a
piece of functionality is delivered in each iteration.
● Rigor: The degree of formality, thoroughness, and precision applied to research, design, or
any part of the project. Higher rigor is needed for complex, high-risk systems.

2. Briefly discuss the factors that influence rigor during agile project
development.

Factors influencing rigor include:

● Complexity: Higher complexity in systems or user interactions requires greater rigor.


● Domain Familiarity: The less familiar a team is with the domain, the more rigorous they
need to be.
● Risk Aversion: High risks (e.g., legal, compliance) necessitate more rigorous processes.
● Project Resources: Available budget, time, and team capabilities can dictate how rigorously
processes are applied.

3. Define the following terms:

a. Risk:
The potential for project failure, unmet requirements, or noncompliance with safety or legal
constraints.

b. Inspection (UX):
A method of evaluating the usability and design quality of a system by systematically reviewing its
user interface.
4. Write a short note on the scope of delivery in UX.

The scope of delivery in UX refers to how designs are delivered in manageable chunks that are
ready for agile implementation.

● Large Scope: Involves delivering large chunks of functionality (e.g., entire features or
systems).
● Small Scope: Delivers smaller, iterative chunks (e.g., one feature at a time), which is
common in agile processes.

5. Distinguish how the system is influenced from a commercial product


perspective and an enterprise system perspective.

Aspect Commercial Product Enterprise System

Purpose Made for regular consumers to use Built for businesses to improve their
and enjoy. operations.

Users For general public use Employees and teams within


companies.

Focus Focuses on being easy to use and Focuses on being efficient and handling
attractive. complex tasks.

Customization Limited customization, made to suit Highly customizable to fit specific


many people. company needs.

Design Looks good and simple for users to Prioritizes functionality and integrates
interact with. with company systems.
Scalability Can handle a growing number of Built to manage large amounts of data
users but on a smaller scale. and operations.

Updates Regular updates for new features Regular maintenance and long-term
and to keep users engaged. support for business use.

Cost Affordable, often Expensive initially but meant for


subscription-based or one-time long-term use.
purchase.

Examples Mobile apps like Instagram, or Business tools like SAP, Salesforce, or
websites like Amazon. company management systems.
Unit 5

1 . Define the terms: Work, Work Practice, and Work Domain.

● Work: Refers to the user's goal or what needs to be done within a specific domain. For
example, using a CAD/CAM application to design a product.
● Work Practice: The manner in which people perform their work, including all activities,
procedures, traditions, customs, and protocols. It is influenced by organizational goals, user
skills, knowledge, and social interactions.
● Work Domain: The broader context within which work practice occurs, encompassing the
complete environment of the work, often representing entire industries (e.g., healthcare or
finance) and multiple organizations.

2 . What is data elicitation? Explain its goals.

Data elicitation is the process of gathering real user work activity data by observing and
interviewing users to understand their needs and work practices.

Goals of Data Elicitation:

1. Understanding Work Practice: Observing users in their environment to gather insights on


how they work.
2. Gathering Multiple Perspectives: Collecting diverse views from different users to piece
together a complete picture of the work practice.
3. Capturing Real-World Issues: Identifying challenges or barriers users face, along with the
workarounds they use to overcome these hurdles.

3 . List the steps involved in data elicitation.

1. Prepare for field visits.


2. Conduct field visits to the customer or location where people use the product/system.
3. Observe and interview people while they use the system.
4. Take raw notes during observations.
5. Gather artifacts related to the work practice.
6. Make sketches, diagrams, or take photos of the system usage.
4 . Explain Usage Research Data Elicitation for a product or system of
your choice.

Usage research data elicitation involves gathering insights from users of a product or system by
observing and interviewing them in their work context.

Example: If studying how users interact with an e-commerce platform, one would observe how
they browse, add items to their cart, and complete purchases. The goal is to understand user
behavior, pain points, and how the platform fits into their work or lifestyle.

5. How to prepare for data elicitation before the visit and how to collect
data during the visit?

Preparation Steps:

1. Learn about the client, their business, and the domain.


2. Study the proposed product/system and any legacy systems.
3. Identify key data sources such as users, subject matter experts, or focus groups.

During the Visit:

1. Observe users in their work environment.


2. Take raw notes and collect any artifacts (e.g., reports, screenshots).
3. Ask users to demonstrate typical tasks and narrate their experiences.
Unit 5 : Continued…

1. Define terms: Concepts of Work, Work Practice, and Work Domain. (3 marks)

● Work refers to user activities aimed at achieving goals in a given domain, like using a
CAD system to design a car.
● Work Practice is how people perform work, covering their procedures, customs, and
protocols. It reflects organizational goals and user skills.
● Work Domain is the context within which work is done, often referring to an entire
industry (e.g., healthcare, finance). It includes multiple organizations where work is
performed.

2. What is data elicitation? Explain data elicitation goals. (5 marks)

● Data Elicitation is the process of gathering real user data through interviews,
observations, and artifacts to understand user work practices. It aims to uncover
how users interact with systems or products in their work environment.
● Goals:
1. Understand Work Practice: Grasp the daily activities, challenges, and
workarounds users employ.
2. Capture Real Usage: Observe how users work in practice, not just how they
describe it.
3. Generate Insights: Derive insights for system design to improve user
experience and effectiveness​(UNIT-5).

3. List out data elicitation steps. (3 marks)

1. Prepare for Field Visits: Learn about the domain, company, and product.
2. Conduct Field Visits: Observe and interview users in their environment.
3. Document Findings: Take raw data notes, gather artifacts, and capture usage data
through sketches, diagrams, or photos.
4. Analyze the Data: Synthesize insights from observations​(UNIT-5).
4. Explain Usage Research Data Elicitation for the Product or System of Your Choice.
(7 marks)

Usage research data elicitation aims to capture how users interact with a product or
system in a real-world setting. Let’s take a restaurant management system as an example.
Data elicitation would involve field visits to the restaurant, where the UX team would
observe how waitstaff and kitchen staff interact with the system, from taking orders to
tracking inventory.

● Observation: The research team would observe wait staff using the order-taking
system, noting how they input orders, handle special requests, or deal with technical
issues like system crashes.
● Interviews: Team members would interview staff to learn about their experiences
with the system, such as what features they find useful, what frustrates them, and
how they manage workarounds (e.g., writing down orders when the system is slow).
● Artifacts: The team would collect artifacts like order receipts, kitchen printouts, or
digital reports that show how information flows from the waitstaff to the kitchen and
back.
● Challenges and Workarounds: A key finding might be that during peak hours, the
system slows down, leading to errors in kitchen orders. The staff might have
developed a workaround, like calling in orders by phone to avoid delays.

The goal of elicitation here is to provide insights into how the system can be improved,
such as optimizing response times during high traffic periods, or streamlining the interface
for faster input of orders

5. How to prepare for data elicitation before the visit and how to collect the data
during the visit. (5 marks)

● Preparation:
1. Research the Subject Domain: Understand the industry and product.
2. Learn about the Client and System: Familiarize yourself with client business
goals and existing systems.
3. Set Goals: Decide on the number of visits and users to observe.
● During the Visit:
1. Interview and Observe: Ask users to explain their work and observe them in
action.
2. Take Notes: Capture data in real-time, using sketches and photos where
necessary.
3. Document Work Artifacts: Gather any physical or digital artifacts the users
interact with​(UNIT-5).

6. Explain flow diagram of the usage research data analysis. (7 marks)

A flow diagram in usage research data analysis visually represents how information, tasks,
and artifacts move between different user work roles and system components. It provides
an overview of the interactions within the work domain and helps in identifying critical
touchpoints for system design.

Key Components of a Flow Diagram:

1. Nodes (Entities): Represent different user work roles (e.g., cashier, customer) or
system components (e.g., database, order system). These are depicted as circles or
rectangles.
2. Arrows (Flow): Arrows show the direction of information or task flow between
nodes. For example, an arrow from a cashier to the database may represent the
process of saving a transaction.
3. Labels: The arrows are labelled with the type of information or task being
transferred. For instance, "customer order" or "inventory update."
4. Mediums: Each flow can be further detailed by specifying how the information is
exchanged (e.g., email, API, phone call).

Example: Restaurant Management System

In a restaurant management system, the flow diagram might show how:

● Waitstaff (node) sends a customer order (arrow) to the kitchen system (node).
● The kitchen system updates the inventory database and sends a notification
back to waitstaff when the order is ready.
● Management monitors the overall order flow and customer feedback.

Importance:
● It helps visualize how data moves through the system, identifying bottlenecks or
areas for optimization.
● Designers can see how work products and artifacts (e.g., tickets, reports) move
between users, ensuring that the design supports efficient task flows.

By creating a flow diagram, UX designers can better understand user interactions and
improve how the system supports various roles​

7. How to extract inputs to user stories or requirements. (5 marks)

To extract inputs to user stories or requirements, follow these steps:

1. Identify Work Activity Notes: During data elicitation, capture work activity notes
that reflect user actions, goals, and issues. For example, if a user states, "I want to
compare prices before buying," this is a potential input for a requirement.
2. Transform Work Notes into User Stories: Convert work activity notes into user
stories, which are short narratives describing a feature a user needs. For example, a
user story could be: "As a customer, I want to see a price comparison to make an
informed decision."
3. Group and Prioritize: Collect all work activity notes and group them based on
recurring themes or issues. Prioritize the most common or critical needs as
requirements.
4. Add Justifications: When turning a work activity into a requirement, include why
the feature is needed (the motivation behind it). For example, if users say they need
faster response times, the requirement could be, "Improve system speed to
enhance user experience."
5. Document Requirements: Once the inputs are synthesized, write them as formal
requirements or user stories for the design team to implement.

8. Explain Affinity Diagrams. (5 marks)

● Affinity Diagrams are a bottom-up technique used to organize large amounts of data
from research. Each data point (e.g., user feedback, observation) is written on a
note and grouped based on similarities or common themes known as affinity.
● Steps:
1. Create Groups: Group notes with similar ideas.
2. Label Groups: Add descriptive labels to represent the theme.
3. Hierarchical Organization: Split larger groups into subgroups if necessary,
and refine labels as needed​(UNIT-5).
9. What Are Usage Research Data Models and How Are They Used? (5 marks)

● Usage Research Data Models are structured representations that capture different
aspects of user work practices and help designers understand how users interact
with systems, based on real-world data gathered from research. Examples include:
1. Work Role Models: Represent the different user roles and their
responsibilities.
2. Flow Models: Show how data and work products flow within the system.
3. Task Models: Break down user tasks into steps and subtasks.
● Uses: These models inform design decisions by helping designers understand user
interactions and workflows​(UNIT-5).

10. Explain Kinds of Data Models that approximately represent importance and
frequency of use. (7 marks)

In usage research, several data models help to capture the importance and frequency of
user interactions, tasks, and work environments. These models guide designers in
prioritizing features and optimizing workflows. Here are the key models:

1. Work Role Model

● Importance: Defines user work roles and their associated tasks. Roles like
customer service agent in a call center, who perform frequent tasks, are
prioritized.
● Use: High-frequency users or roles demand more attention in design, ensuring their
tasks are efficient and user-friendly.

2. Flow Model

● Importance: Represents the flow of information, artifacts, and tasks between


different user roles and system components. It helps identify high-frequency
interactions, such as how often data flows from order management to inventory
systems.
● Use: Frequently occurring flows, like order processing in e-commerce, are designed
for efficiency to avoid delays and bottlenecks.
3. Artifact Model

● Importance: Describes how physical or digital artifacts (e.g., documents, reports,


receipts) are used in work practice. Artifacts like invoices, receipts, or manual
forms can be frequently manipulated by users and therefore need to be designed
for accessibility and ease of use.
● Use: Frequently used artifacts, such as order receipts in a restaurant, need to be
designed for quick access and easy handling to avoid delays in service.

4. Physical Work Environment Model

● Importance: Focuses on the layout and setup of the physical workspace and how it
affects user productivity. For example, the arrangement of stations in a hospital can
affect how fast doctors and nurses access patient data.
● Use: Frequently used spaces need to be ergonomically designed to optimize
physical tasks, ensuring workflows in those spaces are smooth.

5. Social Model

● Importance: Describes the social and cultural interactions among users,


especially when there are complex social hierarchies or relationships affecting how
work gets done. For example, how a junior engineer interacts with a senior project
manager in a software development team.
● Use: When social interactions are critical, like in team-based collaboration
systems, these models help ensure that workflows facilitate communication and
coordination among different user levels.

6. Task Structure Model (Hierarchical Task Inventory - HTI)

● Importance: Organizes tasks into a hierarchy of main tasks and subtasks,


showing which tasks are more frequent and which are more detailed. For example,
an online checkout process may be broken down into task steps like entering
shipping details and payment methods.
● Use: The model helps in prioritizing high-frequency tasks for improvement and
ensuring that frequently used subtasks are intuitive and easy to perform.

7. Task Sequence Model


● Importance: Describes how users perform tasks step-by-step, such as the
check-in process at an airport. It highlights tasks that must be performed in
sequence and where delays might occur.
● Use: High-priority sequences are streamlined, like improving the step-by-step
navigation of a user interface to minimize complexity in frequent tasks.

8. Hybrid Model

● Importance: Combines elements of the flow model and the task sequence
model. It provides a state diagram that shows how users navigate between
different states in a system, especially in complex workflows like e-commerce
shopping, where users transition from browsing to checkout and payment.
● Use: Helps visualize complex tasks with multiple user actions and system
responses, making it ideal for optimizing tasks that occur frequently in multi-step
processes.

9. User Persona Model is a representation of the key characteristics of target users. It is


created based on data elicited from real users through interviews, observations, and other
research methods.

Key Components:

1. Demographics: Information such as age, gender, occupation, and education level.


2. Work Role: Describes the user’s role and responsibilities within the work domain.
3. Goals and Needs: What the user wants to achieve using the system.
4. Pain Points: Problems or frustrations the user faces when interacting with current
systems.
5. Behavior Patterns: How the user typically interacts with tools and systems in their
daily work practice.

11. How Modeling Can Overlap with Usage Research Data Elicitation and Analysis? (7
marks)

Modeling and data elicitation naturally overlap during the design process, as insights
gathered from users often directly inform the development of models.

1. Preliminary Modeling During Elicitation


● As data is collected through observation and interviews, early versions of models
such as flow models and work role models start to form. For example, as you
observe how users handle a payment system, you may begin sketching how
information flows between the user and the system.

2. Refining Models with Data

● After collecting data, the insights help refine the models. For instance, a task
structure model becomes clearer as you gather details on how users perform
specific tasks, such as placing an order or updating records.

3. Task Models Informed by User Stories

● The task sequence model and task structure model are refined as user needs
and workflows are observed. For example, data elicitation can reveal the exact steps
involved in processing an order, leading to a more accurate task model.

4. Parallel Development

● Artifact models (like forms or reports users interact with) and physical
environment models are developed alongside data elicitation, as both processes
inform each other and help to fully capture user work practices

12. What is a User Work Role? (3 marks)

● A User Work Role refers to the tasks, responsibilities, and functions assigned to a
user within a system. It is not tied to a specific person but to a job function. For
example, a ticket seller handles ticket transactions, while a system administrator
manages system settings​.
Unit 6

1. Discuss the nature of UX design.

● UX design is universal, involving the creation of products and experiences that meet
a wide variety of human needs. It’s an activity central to many creative fields, with
common fundamental processes such as understanding, creating, prototyping, and
evaluating.
● UX design is about problem-solving and improving human experiences through
interaction with systems, products, or services. It encompasses various skills, from
problem analysis and product development to emotional and cultural satisfaction of
users​(UNIT-6).

2. What is design and explain the purpose of design.

Design, as a noun, refers to the concept or plan for a product or system. It’s about
organizing or structuring elements into a functional whole. As a verb, it’s the act of creating
something new—solutions to known problems or unexplored opportunities.

The purpose of design is to satisfy human needs, addressing aspects like ecological,
interaction, and emotional needs. This pyramid of needs highlights the necessity of
balancing functionality, ease of use, and emotional impact to create meaningful user
experiences​(UNIT-6).
3. Discuss Top down and Bottom-up design approaches with suitable examples.

● Bottom-up Design: This approach starts with the details of current work practices
and builds upon them. Designers analyze the existing system to improve it. An
example is designing a voting booth by studying how citizens currently vote,
interacting with voting stations, and then creating a system that fits the established
processes.
● Top-down Design: In contrast, this approach begins with an abstract
understanding of the core tasks and creates a new solution without being limited by
current practices. For example, in designing a voting booth, a top-down approach
might explore completely different solutions such as voting via smartphones or an
app, changing the entire interaction framework​.

4. Why is it Useful to Start Top-Down Design with Abstract Work Activities?

Starting with abstract work activities in top-down design strips away biases and
constraints that exist in current practices. This helps in understanding the essence of the
work domain and opens up new possibilities for innovation, leading to potentially radically
different and better solutions. It enables designers to focus on the fundamental nature of
the work and envision multiple design possibilities beyond what currently exists​(UNIT-6).

5. How a top-down and bottom-up approach is involved in the example of Voting in a


Democracy (design a voting booth)?
● Bottom-up: The design focuses on improving the current voting system by
studying voter behavior, registration, booth setup, and counting ballots. It supports
the existing practices but enhances aspects like accessibility and ergonomics.
● Top-down: This approach rethinks the voting process entirely, suggesting
alternatives such as voting via smartphones or the internet, allowing voters more
flexibility, even to change their votes before a deadline. It’s not bound by the current
system but looks at fundamentally new ways to achieve the task of voting​(UNIT-6).

6. List out and explain Characteristics of Top-Down Design in detail.

● Visionary: It is unconstrained by current practices and can lead to radically new and
futuristic designs.
● Driven by Domain Knowledge: Designers must deeply understand the work
domain to abstract essential tasks and envision multiple work activity instances.
● User-Centric: Designers often envision themselves as users, focusing on how to
enhance the core user tasks. Top-down design tends to focus more on innovation,
breaking away from established workflows and considering the problem in an
abstract, unconstrained manner​(UNIT-6).

7. What are the activities involved in a generative design?

Generative design focuses on creating a wide range of ideas and design proposals.
Activities include:

● Synthesis: Considering inputs and combining them into new ideas.


● Ideation: Brainstorming design proposals.
● Sketching: Creating rough representations of ideas.
● Critiquing: Evaluating the trade-offs and feasibility of the designs​(UNIT-6).
8. Explain the Creative Role of Ideation in Design with a suitable example.

Ideation is the creative process of generating a wide range of design ideas. It’s about
exploring as many possibilities as possible without constraints. For example, during ideation
for a new app interface, designers may sketch various layouts, explore different interaction
models, and think about how users will emotionally connect with the app. Ideation leads to
a pool of ideas that can later be filtered and developed into prototypes​(UNIT-6).

9. Explain the following: Artifact model, Information architecture model, social


models.

● Artifact Model: Represents the tools, documents, and physical objects used in a
work practice.
● Information Architecture Model: Deals with how information is structured, stored,
retrieved, and presented within a system, making it easy for users to find and
interact with the information.
● Social Models: Focus on the roles, interactions, and relationships between people
within a system, highlighting the social dynamics of work practices​(UNIT-6).

10. What are the different ideation techniques?


Some common ideation techniques include:

● Brainstorming: Free-flowing idea generation in a group setting.


● Mind Mapping: Visually organizing ideas around a central concept.
● SCAMPER: A creative thinking technique involving questioning existing solutions to
come up with new ideas (Substitute, Combine, Adapt, Modify, Put to another use,
Eliminate, Rearrange)​(UNIT-6).

11. What is sketching? Explain characteristics of sketching.

Sketching is a low-fidelity method of prototyping that involves rough, hand-drawn


representations of ideas. Characteristics of sketching include:

● Speed: Quickly translating ideas into visual form.


● Flexibility: Easy to modify and iterate upon.
● Explorative: It allows exploring multiple ideas without committing to a single
direction​(UNIT-6).

12. Explain critiquing and the goal of critiquing.

Critiquing is the evaluation of design proposals to identify their strengths, weaknesses, and
potential improvements. The goal is to refine ideas by assessing trade-offs, technical
feasibility, and how well they satisfy user needs. It helps to iterate on designs, enhancing
their quality before further development​(UNIT-6).

13. What is a mental model?

A mental model is a user's internal representation of how a system works. It is based on


their prior experiences and knowledge. When users interact with a product, they rely on
their mental model to predict how the system should behave​(UNIT-6).

14. How does conceptual design work as a connection of mental models?

A conceptual design bridges the designer’s mental model (how the system should work)
with the user's mental model (how they think it works). It ensures that the design reflects
user expectations, making the system intuitive and easy to use. A well-mapped conceptual
design aligns with the user’s understanding, reducing confusion​(UNIT-6).

15. Explain conceptual design in brief.

Conceptual design is the phase where designers develop high-level themes, metaphors,
and ideas for a product. It involves sketching out the basic structure and behaviour of a
system, focusing on aligning with user mental models and addressing user needs. It sets
the foundation for detailed design work later on​(UNIT-6).
Unit 7

1. Give details of types of UX evaluation data and explain the differences between
them (7 marks)

There are two primary types of UX evaluation data: Quantitative and Qualitative, which
can be further classified as Objective or Subjective data.

1. Quantitative Data

● Definition: Numeric data collected from measurements. It is used to evaluate levels


of achievement in user tasks.
● Example: Task completion times, number of errors, or questionnaire ratings.
● Use: Helps compare performance against predefined metrics or UX targets.

2. Qualitative Data

● Definition: Descriptive, non-numeric data that identifies UX problems and their


causes.
● Example: User feedback, observations during task performance, or critical
incidents.
● Use: Used to understand why problems occur and to suggest improvements.

Differences:

● Quantitative data: Focuses on what happens (e.g., how fast tasks are completed).
● Qualitative data: Focuses on why something happens (e.g., why users struggle
with certain features).
● Objective data: Direct observations, like task success rates.
● Subjective data: Based on user opinions or feedback, like satisfaction
ratings​(Unit-7).

2. Explain Formative Evaluation versus Summative Evaluation (7 marks)

1. Formative Evaluation
● Definition: A diagnostic process to identify and fix UX problems. It’s used during
design iterations to improve the system.
● Focus: Collects qualitative data through observations and user feedback.
● Example: Designers test early prototypes to gather user feedback, identifying
problems to refine the design.

2. Summative Evaluation

● Definition: A method used to assess the success of a UX design at the end of the
process.
● Focus: Collects quantitative data to measure usability or satisfaction against
predefined UX metrics.
● Example: User satisfaction surveys after product launch.

Differences:

● Formative = ongoing, improvement-oriented.


● Summative = final, assessment-oriented​(Unit-7).

3. Explain differences between formal and informal summative UX evaluation


methods (5 marks)

1. Formal Summative Evaluation

● Definition: Statistically rigorous UX evaluation, based on controlled experiments.


● Use: Provides significant results, often used in academic or high-stakes
environments.
● Example: A/B testing with a large user group, where performance metrics are
compared.

2. Informal Summative Evaluation

● Definition: Less rigorous, does not require controlled environments or large


samples.
● Use: Helps assess progress towards UX goals but is not statistically rigorous.
● Example: Small-scale user testing to compare versions of a prototype without
extensive controls​(Unit-7).
4. Explain some Analytic UX Evaluation Methods (7 marks)

Analytic UX Evaluation Methods involve examining a design’s attributes without real


users interacting with it. These methods rely on expert insights to predict usability issues
and suggest improvements. Here are some common analytic methods:

1. Heuristic Evaluation (HE)

● Definition: A widely used UX evaluation method where experts inspect the design
based on a set of predefined usability heuristics or rules.
● Process: Experts evaluate how well the design follows these rules, looking for
violations that might cause usability problems.
● Use: Heuristic evaluations are inexpensive, fast, and useful in early design phases to
identify major usability flaws.

2. Expert UX Inspection

● Definition: An in-depth review by UX experts who analyze the design based on


their knowledge and experience. The experts simulate user tasks and inspect the
design for potential issues.
● Process: The UX inspector acts as the user, attempting common tasks and
identifying potential usability issues.
● Use: Provides a quick way to detect usability problems without needing actual user
participants.

3. Design Reviews and Walkthroughs

● Definition: Involves presenting the design to team members and stakeholders for
feedback. These methods focus on identifying early design flaws before they
become expensive to fix.
● Process: Designers explain how the system works while stakeholders, including
developers and users, provide feedback.
● Use: These methods allow for early-stage design revisions based on the input from
people familiar with the domain or product.

Benefits of Analytic Methods:


● Cost-Effective: Requires no user participation, making it cheaper and faster.
● Early Identification: Helps detect issues early in the design process, before
extensive coding has occurred.

However, these methods are often subjective and rely on expert knowledge, which can
lead to inconsistencies if different evaluators are used​(Unit-7)​(Unit-7).

5. Discuss various Empirical UX Evaluation Methods in detail (7 marks)

Empirical UX Evaluation Methods rely on collecting data from real users interacting with
the design. These methods help observe how users perform tasks and highlight any
usability issues.

1. Lab-Based UX Evaluation

● Definition: A method where users are observed performing tasks in a controlled


environment, typically a UX lab.
● Process: Users are asked to perform specific tasks while evaluators measure their
performance and record issues such as errors or time taken.
● Data Collected: Both quantitative data (e.g., task completion times) and
qualitative data (e.g., user comments, observations).
● Use: This method is highly reliable for collecting detailed usability data but can be
expensive and time-consuming due to the controlled environment setup.

2. RITE (Rapid Iterative Testing and Evaluation)

● Definition: A fast, iterative method where users test the system, and problems are
fixed immediately after they are identified.
● Process: Users perform tasks, and evaluators identify and fix issues in real-time,
allowing for continuous improvement.
● Use: RITE is one of the most agile methods, allowing quick fixes and rapid iteration.
It’s ideal for low-cost, fast-paced design projects.

3. Field Studies

● Definition: Involves observing users in their natural work environment rather than
a controlled lab.
● Process: UX evaluators observe users as they interact with the product in their daily
routines. This method offers a more realistic view of usability but is harder to control.
● Data Collected: Observations are often qualitative, focusing on how users interact
with the product in real-life settings.
● Use: Useful for understanding real-world challenges users face but harder to
manage due to lack of control over the environment.

4. Quasi-Empirical Evaluation

● Definition: A hybrid approach combining empirical data collection with informal


processes.
● Process: Shortcuts are used to speed up the evaluation process. UX professionals
may simulate certain aspects of testing while still gathering user data.
● Use: Quasi-empirical methods are flexible and informal, allowing for quicker insights
at the cost of less rigor.

Benefits of Empirical Methods:

● Real User Insights: These methods provide data from actual users, making them
more reliable for assessing usability in real-world conditions.
● Quantitative and Qualitative Data: Empirical methods offer both performance
metrics and rich feedback, leading to more comprehensive usability
insights​(Unit-7)​(Unit-7).

6. Describe weaknesses of UX Evaluation Methods (5 marks)

1. Measurability

● Difficulty measuring abstract concepts like usability or user experience. UX


metrics are often based on indirect measures, like task times or error rates.

2. Reliability

● The same evaluation method may yield different results with different users or
evaluators, making consistency a challenge.

3. Cost and Time

● More rigorous methods, like formal summative evaluations, require significant


time and resources​(Unit-7).
7. Explain rigor versus rapidness in UX evaluation methods and techniques (5 marks)

1. Rigor

● Refers to the accuracy and completeness of the evaluation method. More rigorous
methods produce more reliable results but require more time and effort.

2. Rapidness

● Refers to the speed of the evaluation. Rapid methods (e.g., RITE) involve shortcuts,
sacrificing some rigor to get results faster.

Tradeoff:

● High rigor takes longer and costs more but provides better insights.
● Rapid methods are faster but may miss critical details​(Unit-7).

8. What are the different UX evaluation data collection techniques (7 marks)

1. Quantitative Techniques

● User Performance Measures: Time to complete tasks, error rates.


● Questionnaires: Collect subjective ratings from users on ease of use, satisfaction.

2. Qualitative Techniques

● Critical Incident Identification: Observing and recording key moments where


users encounter problems.
● Think-Aloud Technique: Users verbalize their thoughts as they perform tasks.
● Codiscovery: Two or more users work together and verbalize their
experience​(Unit-7).

9. Define terms: RITE (3 marks)

● RITE (Rapid Iterative Testing and Evaluation): A quick, user-based UX evaluation


method where problems are identified and fixed immediately after testing. It
emphasizes rapid feedback loops and fast adjustments to improve the
design​(Unit-7).

10. Describe the concept of a UX target table (5 marks)

A UX target table defines specific goals, metrics, and measures for evaluating the
success of a design. It outlines:

● UX Goals: Desired outcomes (e.g., user satisfaction).


● UX Metrics: Quantifiable measures to track progress (e.g., task success rate).
● UX Targets: The specific values or benchmarks the design should achieve (e.g.,
90% task success within 2 minutes)​(Unit-7).

11. What are UX goals, UX measures, and UX metrics? Explain UX goals, UX


measures, and UX metrics for the Ticket Kiosk System (7 marks)

1. UX Goals

● Definition: High-level objectives focused on enhancing user satisfaction and ease


of use.
● Example for Ticket Kiosk: Ensure that users can buy a ticket in less than 2 minutes.

2. UX Measures

● Definition: Attributes that are observed or measured to assess if UX goals are met.
● Example for Ticket Kiosk: Time taken to complete the ticket purchase process.

3. UX Metrics

● Definition: Specific, quantifiable indicators used to track performance against UX


goals.
● Example for Ticket Kiosk: 80% of users complete ticket purchases within 2
minutes, with a task success rate of 95%.

Explanation for Ticket Kiosk System:

● Goal: Simplify the ticket purchasing process.


● Measure: The time required to complete a transaction.
● Metric: 95% of users must complete their transaction in less than 2 minutes​(Unit-7).

12. What are the measuring instruments? Explain in detail (5 marks)

Measuring instruments in UX evaluation are tools used to collect data about user
interactions. They can be used to gather both qualitative and quantitative data. Here are
some common instruments:

1. Questionnaires: Used to collect subjective data about user satisfaction, ease of


use, and emotional responses.
○ Example: System Usability Scale (SUS) to evaluate perceived usability.
2. Performance Metrics: Used to gather objective data such as time taken to
complete a task, the number of errors made, or success rates.
○ Example: Tracking task completion times during usability testing.
3. Think-Aloud Protocol: Users verbalize their thoughts while performing tasks,
giving insight into their cognitive process and any difficulties they encounter.
4. Critical Incident Reporting: Evaluators note significant issues or problems that
users encounter during task performance, allowing teams to identify major UX
problems.

These instruments help in assessing the overall success of a design by providing actionable
data​(Unit-7).

13. Explain heuristic evaluation, a UX inspection method (5 marks)

Heuristic evaluation is a common analytic UX inspection method where expert


evaluators assess a design based on predefined usability principles or “heuristics.” This
method is useful for identifying usability problems early in the design process.

Key Elements:

1. Predefined Heuristics: The evaluators use a set of well-established principles, such


as Nielsen’s 10 Usability Heuristics, which include factors like consistency,
feedback, and error prevention.
2. Expert Review: UX experts simulate user interactions and assess the system’s
compliance with these heuristics, identifying violations or areas that might cause
usability issues.
3. Fast and Cost-Effective: Heuristic evaluation is a low-cost and quick method that
can be used early in the design process to catch major issues before formal user
testing.
4. Reports: The evaluators compile their findings into a report detailing the issues they
identified and recommendations for improvement​(Unit-7).

14. Write a brief note on Analytic UX Evaluation in the Layers of the Needs Pyramid (5
marks)

Analytic UX evaluation methods, such as heuristic evaluation and expert reviews, can be
used to assess how a design meets the three levels of user needs in the Pyramid of
Human Needs:

1. Ecological Needs: The design is evaluated for how well it integrates into the user's
work environment. This includes ensuring the design helps users complete their
tasks efficiently.
○ Example: In a healthcare system, experts check if the interface allows
doctors to quickly access patient data.
2. Interaction Needs: Focuses on the ease with which users can interact with the
system to accomplish their tasks. This involves checking for usability issues like
navigation problems or confusing UI elements.
○ Example: A heuristic evaluation might check if menu options in a mobile app
are intuitive and easy to find.
3. Emotional Needs: Experts evaluate how well the design creates a positive
emotional experience for the user, which could include aesthetic appeal, clarity, or
feedback.
○ Example: An expert review could assess if an educational app’s interface is
engaging and encourages long-term use​(Unit-7).

15. Define the term: Codiscovery (3 marks)

Codiscovery is a UX evaluation technique where two or more participants collaborate


while using the system. It is a variation of the think-aloud protocol, but instead of an
individual user verbalizing their thoughts, multiple users interact and discuss their
experiences as they perform tasks.

Key Elements:
● Participants naturally communicate, making it easier to identify usability issues.
● It provides multiple perspectives on the same task.
● Ideal for evaluating systems designed for collaborative use, such as team-based
software​(Unit-7).

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