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UID NOTES BH

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UID NOTES BH

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A quality product by

BrainheatersTM LLC

Brainheaters Notes
UID | IT Semester-8

Revised - 2016 (A.Y 2019 - 20)


© 2016-18 | Proudly Powered by www.brainheaters.in
BH.Index
(Learn as per the Priority to prepare smartly)

No Chapter Name & Content Priority Pg no

1. Introduction to Interaction Design 1 2

2. Understanding and Conceptualizing 1 5


Interaction & Cognitive aspects and
Social, Emotional Interaction

3. Data Gathering, Establishing 2 9


Requirements, Analysis, Interpretation
and Presentation

4. Process of Interaction Design, 1 12


Prototyping, Construction

5. Design rules and Industry standards 3 15

6. Evaluation Techniques and Framework 4 20

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MODULE NO. -1

Q1.Give an example of an interface you have come across which i)


useful, usable and used ii) which is useful but difficult to use? iii) useful but
not usable hence not used (P4 - Appeared 1 Time) (5-10M)

Ans: The first two words, useful and useful, are closely linked in terms of user
experience and design while the third term, used, does not make sense at
all. However, as we will see it may be more important for the three names
for designers and businesses alike.

Useful-:A product that is useful is one that allows a user to accomplish a


task or objective. While in many contexts these tasks or objectives are
explicit and measurable in other contexts they may not be.
For example; a word-processing package such as Microsoft Word or Writer
in LibreOffice will enable the production of written documents. These may
be letters, reports, whole books, etc. but the task is explicit and the outcome
measurable. Can I write a letter using this tool? Yes, you can. This is true for
anyone who wants to use a word-processing package.
Usable-: Usable means the use of a particular product. It is more than just
an "help" checking how the product will be used and whether it enables the
user to do so in a fun, simple (or as simple) way and effectively.David
McQuillen in his article in Darwin Magazine - Taking Usability Offline says; ""
Usability is about human behavior. It is well-known that people are lazy,
emotionally drained, unwilling to put forth effort, say, get a credit card and
often prefer simple things to do. to do."Many “useful” products fail to be
“usable”. Think of a door that has a handle on the outside that has a “push
only” command. The door is a really useful product - keeping it inside and

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out separately. Allows efficient use of air conditioning and heating. Provides
"audio cutter" between locations.

Q2.On which dimensions does user experience differ? (P4 - Appeared 1


Time) (5-10M)

Ans: UX helps end-users to easily interact with digital products by removing


obstacles. The dimensions used for this are-
1]Personas:- Personas are descriptions of the system’s users. “Who are we
designing for?
2]UX Research:- Here, we understand end-users' needs and the purpose of
the application. UX research helps us to define new design ideas under
user-centred design.
It has 2 methods:
● Qualitative research: In this, we focus on users’ actual behaviour
(why, what, how) for gaining an in-depth understanding of human
decision making.
● Quantitative research:- In this research, we focus on mass data
collection and a sense of attitudes (what, where, when).
3]. Information Architecture:- It shows a complete road map of your
application. Information architecture (IA) focuses on organizing,
structuring, prioritizing and labeling content.
4]Hierarchical task analysis[HTA] :- It expresses the relationships between
the parent task and its subtasks by breaking down a task in sub-tasks.
5]Wireframing: A wireframe is a sort of “skeleton” for the new website..
Wireframing usually lacks typographic, color and graphics style, but its
main focus lies in functionality, behavior, layout, priority of content.
6]Prototyping: A prototype is an early high fidelity model or simulation of
the product with interactive links, built to test our digital products.

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Q3.Explain categories of users and individual user differences.
OR Explain Different types of Users?(P4 - Appeared 1 Time) (5-10M)

Ans:1]Admin Users
Admin users are authorized users on your account. They can:
● Post and update content.
● Delete/reorganize content.
● Manage users, groups and custom templates.
2]Contributor Users
Contributor users are authorized users on your account.
Once a Contributor is assigned to a site, you can modify their permissions
so they can:
● Create manuals in a site.
● Publish manuals on a site.
● Publish articles to manuals on a site.
3]Reader Users
Reader users can be granted access to protected sites. They do not have
access to the admin area and cannot alter content on
4]API Access Users
An API Access user is used with the ScreenSteps API to view content.

Q4. Explain Consistency? (P4 - Appeared 1 Time) (5-10M)

Ans: Consistency in UI design is concerned with making sure elements in a


user interface are uniform. They'll look and behave the same way. This
helps constantly prove a user's assumptions about the user interface right,

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creating a sense of control, familiarity, and reliability.To develop
consistency in UI design, you should aim to be consistent with the device.

Benefits of Consistency in UI Design:-


1]Increased Usability
● Consistency makes it easier for your users to navigate and use the
software because they don’t have to learn new ropes to run it.
2]Eliminates Confusion
● By using consistency to create a logical structure and to clearly
define where users can find what.
3]Positive emotional response
● When users find your software easy to navigate and use , they
acknowledge a positive response.

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MODULE NO. -2

Q1.Explain Focus groups? (P3 - Appeared 2 Time) (5-10M)

Ans:Focus groups are a somewhat informal technique that can help you
assess user needs and feelings both before interface design and long after
implementation.
● In a focus group, you bring together 6–9 users to discuss issues and
concerns about the features of a user interface. The group typically
lasts about 2 hours and is run by a moderator who maintains the
group's focus.
● This group discussion is based on some new product strategy, or
sometimes the operator of the meeting asks open-ended questions
to reveal participation spontaneous reactions.
● The moderator allows each participant to interact among
themselves and get out their opinions which are recorded.
● Focus group discussion usually yields both qualitative and
observational data where analyses can be demanding.
● Once all the data are analysed, the researcher needs to consolidate
the results into a coherent report for dissemination.
● The report can be presented in a narrative or pointwise format.
● The report should capture participant information such as gender,
age and education level in addition to key quotes from participants
to emphasise points
Benefits :
1. Understanding people’s perspectives.

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2. Acquiring the knowledge systems developed by a community as
compared to conventional scientific knowledge.
3. Assessment of conservation and livelihoods practices.
Uses :
1]Marketers use this method to get a view on their product services.
2]Companies before launching a new product use this method , to get
feedback from this group of people in the form of the audience .

Q2.what are Intelligent user interfaces?(P3 - Appeared 2 Time) (5-10M)

Ans:

Q3.ExplainConceptual model? (P4 - Appeared 1 Time) (5-10M)

Ans: A conceptual model is a representation of a system that uses


concepts and ideas of how tasks should be carried out.The ability to sketch
conceptual models quickly and easily can save large amounts of time in UI
design and help deliver more intuitive applications.It should:

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1] be available to all team members, to facilitate collaboration and
iteration.
2] be easily changeable.
3]provide a basic structure for entities of the project.
4] It should explain tasks in the language of the user and wherever possible
try to avoid introducing alien concepts.
5]A calendar is an object. You should be looking to identify these objects
.Actions and attributes should be assigned to your objects.

Q4. Explain about Social? (P4 - Appeared 1 Time) (5-10M)

Ans:One of the best opportunities coming from the Internet and


appreciated by a great variety of users all over the world is the ability of
easy communication, first of all via different social networks. Today there
are loads of social networking sites and services starting from general
ones providing multiple functions and features for the broad target
audience to specialized networks concentrating on discussions, posts
collections and so on . It is called social network design.Most users of social
networks are people who are not highly-tech and hence they do not
include sophisticated designer solutions.

Q5.Discuss about Interaction and the Emerging Social Phenomena? (P4


- Appeared 1 Time) (5-10M)

Ans: Interaction :The definition of interaction is an action which is


influenced by other actions. An example of interaction is when you have a
conversation.

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● Emerging Social Phenomena :Social phenomena are the constantly
evolving individual and external influences that significantly affect
our behaviors and opinions.
● Social phenomena can be caused by politics, historical events, and
behaviors of others[during interaction]
● Examples of social phenomena include marriage , racism, or a
violent crime.

Q6.Explain Persuasive Technologies? (P4 - Appeared 1 Time) (5-10M)

Ans: Persuasive technology is broadly defined as technology that is


designed to change attitudes or behaviors of the users through persuasion
and social influence, but not necessarily through coercion

● A successful persuasive technology is able to persuade people to


change from one state to a more well known state.
● Therefore, to allow for a change, persuasive technology must be
able to affect users’ emotions and make the user trust the
technology so that they will adopt the persuasive technology into
their daily life routine, as well as continue to use the technology for
a long period.

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MODULE NO. -3

Q1. Explain Five Key Issues? (P4 - Appeared 1 Time) (5-10M)

Ans: 1.The New, 'Rad Looking' GUI Elements. There's no end to new trends in
designing Links, Buttons, Scrollbars, etc.
2. Looking Like a Link (and Not Being One) This is related to the first point up
there.
3. Mythbusters: Navigation 'Must-Haves' ...
4. May the Forms be with You. ...
5. Clash with the Clients.

Q2. Discuss about Data Analysis Interpretation and Presentation?(P4 -


Appeared 1 Time) (5-10M)

Ans:Data Interpretation :-It gives results of the studied data and helps in
drawing conclusions about the studied relations.
Therefore, researchers have identified some data interpretation methods
to aid this process:-
1]Qualitative data interpretation method-uses texts, rather than numbers
or patterns to describe data.
2]Quantitative data interpretation method - data type contains numbers
and is therefore analyzed with the use of numbers and not texts.
Therefore, before one can talk about interpreting data, they need to be
analyzed first. What then, is data analysis?

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Data Analysis :The purpose of analyzing data is to obtain usable and useful
information. The analysis, irrespective of whether the data is qualitative or
quantitative, may:
● describe and summarize the data .
● identify relationships between variables .
● compare variables.
● identify the difference between variables.
Data presentation: Visualization makes it easy for a layman to understand
the data, and also encourages people to view the data.Few of them are:
1]Bar graphs are graphs that interpret the relationship between 2 or more
variables using rectangular bars.
2]The grouped bar graph is used to show more information about
variables that are subgroups of the same group with each subgroup bar
placed side-by-side like in a histogram.
3]A pie chart is a circular graph used to represent the percentage of
occurrence of a variable using sectors. The size of each sector is
dependent on the frequency of the data.
4]Tables are used to represent statistical data by placing them in rows and
columns. They are of 2 main types, namely; simple and complex tables.

Q3.Explain Task Description and Task Analysis? (P4 - Appeared 1 Time)


(5-10M)

Ans: Task Descriptions are the statements of scope for each of the project
activities. They are written in the format of “action – completion point.”Task
description is a necessary precursor for other analysis techniques,
including CTA or HTA.
● Task analysis is the analysis of how a task is accomplished,
including a detailed description of both manual and mental

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activities.It’s important to perform a task analysis early in your
process, in particular prior to design work. It’s 2 types are:
● “Cognitive Task Analysis” is focused on understanding tasks that
require decision-making, problem-solving, memory, attention and
judgment.
● “Hierarchical Task Analysis” is focused on decomposing high-level
task subtasks.

Q4. What are the Techniques for Data Gathering? (P4 - Appeared 1
Time) (5-10M)

Ans: Some methods are better for projects that only require quantitative
data, while others are better for uncovering qualitative data.The methods
are:
1]Observations:-Making direct observations is a simple and unobtrusive
way of collecting data. It is an effective method because it is
straightforward and requires no extensive training on the part of the data
collector.
2]Surveys: they are inexpensive and can provide a broad perspective. They
can be conducted face-to-face, by mail, telephone, or Internet from
anywhere in the world.
3]Interviews:Interviews can be conducted in person or by phone, and can
be structured (using survey forms) or unstructured.It requires time , money
and a non-disturbing environment.
4]Focus Group : A focus group is simply a group interview of people who all
have something in common.The group comprises a small number of
carefully selected people who discuss a given topic.

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MODULE-4

Q1. With help of an example explain the importance of graphics design


and color while developing an application.? (P4 - Appeared 1 Time)
(5-10M)

Ans: Graphic design is an important tool that enhances how you


communicate with other people. It serves to convey your ideas in a way
that is not only effective, but also beautiful. Graphic designers use their
own creativity and various software to design visuals.
One of the important graphic design application:-
Adobe Photoshop- Image editing software
It is a well-used program in the industry. It’s uses are-
● It is s also used for making website layouts
● Brighten a photo and make its colors pop using adjustment layers.
● Remove unwanted content.
● Its main use is to edit and retouch photographic images.
● It is mostly used in Gaming Apps, Business listing portals etc for
small and effective graphics.

Q2.Explain prototyping with examples?(P4 - Appeared 1 Time) (5-10M)

Ans: The main motive behind prototyping is to validate the design of the
actual product. Sometimes, creating a prototype is called materialization
as it is the first step of transforming the virtual or conceptualized design
into the real physical form.

Qualities Of a Good Prototype includes-:

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1]Representation:-A prototype is a rudimentary representation of the
actual product. It represents how the product will look and/or work like.
2]Precision:-More precise the prototype, better the response and
feedback.
3]Functional:- A good prototype performs the basic functions of the actual
product (if possible).
4]Improvision:-A good prototype is one which can be improvised on with
minimum effort. This one of the most important aspects of prototyping as a
prototype is subject to many improvisations.

Q3.Discuss about Interface Metaphors and Analogies?(P4 - Appeared 1


Time) (5-10M)

Ans: What are actual Metaphors ? Metaphor is something which


symbolizes another thing. It teaches new concepts on the already
understood concepts.
1]Used to control complexity.
2]Interface actions or tasks mapped to already understood concepts.
3]Allow predictions of system behaviour.
● Ex : Recycle bin ,clock on desktop.
4]A useless metaphor will only increase complexity between user and
system.
● Types :-
● 1]Verbal metaphor :Comparing old vs new technology.
Ex :Word processor vs Typewriter.
● 2]Virtual metaphor :Interface elements with metaphor.
Ex : Desktops adds mouse clicks = selection , which was
referenced for the drag/drop method.
3]Composite Metaphor : to add new feature to metaphor

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Ex: Add menus to desktop(metaphor).
Advantages : The opportunity to learn the system and products becomes
easy.
This innovation helps in increasing the number of active users.
Disadvantage :Limits the designer's imagination and leads them to work
with old existing design patterns.

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MODULE-5

Q1.Explain parallel and participatory design in usability engineering


lifecycle? (P3 - Appeared 2 Time) (5-10M)

Ans: Parallel design :-Here , several people create an initial design from the
same set of requirements. Each designer works independently and, when
finished, shares his or her concepts with the group. Then, the design team
considers each solution, and each designer uses the best ideas to further
improve their own solution. Few consideration have to be taken in mind :-
1]Define which layouts to address.
2]Clarify the expectations regarding fidelity of the designs.
3]If using a team approach, be sure your teams have equivalent skills
● This technique helped each team member to generate ideas from
seeing other team member’s designs. Also , by creating many
designs produced better results.
● Participatory Design :- Participatory design is considered – to be
both a process and a strategy – which brings end-users and
customers to the design process and to help ensure the result
meets their needs and is usable.
● It allows total participation of each individual which helps in
viewpoints of everyone rather than considering designers and
developers only.
● This technique helps to increase employee decision making and
helps to develop experts within the group.It tells design is not only
about concrete outputs but developing people , organizations .

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Q2.List and explain various usability slogans?(P3 - Appeared 2 Time)
(5-10M)

Ans: 1. “The ability to simplify means to eliminate the unnecessary so that


the necessary may speak.”
-It tells us to keep our design aware of dropping the irrelevant information .
2.“Intuitive design is how we give the user new superpowers.” -
Clean, intuitive design is friendly. Complex, intricate design is hostile. For
your product, it’s only ever as simple as that.

Q3.What is the need for standards? Explain national, international and


vendor standards in detail. (P3 - Appeared 2 Time) (5-10M)

Ans: Standards provide people and organizations with a basis for mutual
understanding, and are used as tools to facilitate communication,
measurement, commerce and manufacturing.
Standards are everywhere and play an important role in the economy, by
1]-facilitating business interaction;
2]-enabling companies to comply with relevant laws and regulations
3]speeding up the introduction of innovative products to mark
● International standards are one way of overcoming technical
barriers in international commerce caused by differences among
technical regulations and standards developed independently and
separately by each nation, national standards organization, or
company.
● Vendor standard:Companies rely on their vendors to provide them
with goods or services that allow them to run their businesses.A
given work role may or may not involve system usage and some

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roles can be external to the organization, for example, a parts
vendor, as long as they participate in the work practice of the
organization.

Q4.Explain usability attributes? (P4 - Appeared 1 Time) (5-10M)

Ans: Usability has multiple components and is traditionally associated with


five main usability attributes, namely, learnability, efficiency, memorability,
errors, and subjective satisfaction.

1]Learnability :It refers to how quickly a user learns about using the
software with any errors and issues.
2]Efficiency :It refers to the speed of how fast a user uses the software ,
once learning is done.
3]Memorability :It refers to how well the users remember the system’s
functions after learning the working style.
4]Error : A system should have a low error rate.
5]Satisfaction:It refers to how preferably a user is happy with your
software.

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Q5.What are the challenges in designing an international graphical
interface? (P4 - Appeared 1 Time) (5-10M)

Ans: Comprehensibility : A user Interface capable of displaying the user’s


native language , character set and notations.
● Usability : A computer Interface that is usable in the user’s native
language.
● Desirability :A system able to produce user’s cultural characteristics.
Internationalization Issues and levels

Objectivity Internaliza- Example Current Research


levels -tion issues Examples

Language Product Unicode:Mach-


language -ine
localization Translation :Microsoft
Knowledge base for
common
Computer word
translation.

Comprehen Institutional Time zone,


sibility matters Date format.

Usability Environmental Esthetics, ISO symbols for


factors Icons interface;Microsoft
And symbols knowledge
Base for
International color use.

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Q6.Discuss guidelines for internationalization? (P4 - Appeared 1 Time)
(5-10M)

Ans: Follow these general rules for internationalizing your code.


1]Always mark complete sentences for translation .If you combine
fragments at runtime , there is no way for the translator to construct a
proper sentence in their language.
2]Do not combine strings together at runtime.
3]Limit the amount of text in strings that is not presented to the user. HTML
markup is better applied after a transaction.
If you include HTML in a string , there is a chance that your tags are
translated by the translator.
4]Use placeholders with descriptive names.

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MODULE-6

Q1.Explain various stages of a test in usability engineering. OR Discuss


the usability engineering life cycle. (P4 - Appeared 1 Time) (5-10M)

Ans: Bias and Mayhew (1999) created the Usability Engineering Life Cycle
(UEL) as a means to build a usability test plan for any software or a system
which involves user participation.
● This usability includes effectiveness , efficiency and satisfaction of
the product in a specified context of usage.The prime importance is
given to the user in order to get a software which has all designs
required by a user.
● The UEL is a cyclic model that incorporates three phases.
Phase 1:Requirements analysis
● In this step, you acquire the characteristics required by the user,
what tasks the product requires for operation so you can determine
what the users need to do, set your goals for the usability study
design guidelines.This requirement analysis should have few
points:-
○ User profile—You should pay particular attention to any
issues that the user has with using the software, such as
physical limitations.
○ Contextual text analysis—A study of your users' current tasks,
workflow patterns and conceptual frameworks. This context
will help you understand why the user reacts the way she
does to the software, hardware, or Web site being tested.
○ Usability goal setting—You need to set specific, qualitative
goals that reflect the requirements you glean from the user
profile. For example, you may want to have the users

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complete a task within a certain period and see if they can
do that. If a user has some constraints that require a
different method for completing the task, you should reset
the goal for that user appropriately.
○ General design guidelines—You must apply generally
accepted design guidelines for designing your interface. For
example, there are guidelines for creating Web pages so
that they appear correctly in every Web browser.
Phase 2:Design, testing, and development
● In this step, you create a structured, top-down approach to
designing the product. This is the step that requires the most
feedback from your project team.It has 3 levels.
○ Level 1:Design :Here , workflow and rules are created after
collecting the requirements from the users.
○ Level 2:Design :Here you create the standards[a set of
interface] for your project.
○ Level 3:Design :Here , you actually design the product after
making all your preparations in the previous two levels.
Phase 3:Installation
● In this step, you gather feedback from users during and after the
development process and share this feedback with the project
team to determine if you need to make any product changes.
● If you and your team find that any changes do need to be made,
you will likely go back to Phase 2 and design, test, and develop the
required changes.

Q2.Explain usability Heuristics in detail. (P2 - Appeared 3 Time) (5-10M)

Ans: A heuristic evaluation is a usability inspection method used to identify

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any design issues and quality of the user interface.
● This was developed by Jakob Nielse .For the working of this method ,
there were 10 references to be included in your software.
1. Visibility of system status: The system should keep transparency
with users about the events happening behind by giving
appropriate feedback to the users.
Ex: buffering symbol or percentage of remaining part when any
user is trying to download something.
2. Match between system and the real world : It’s meaning is to
understand the user interaction language and acquire a smooth
coordination between the software and user by representing the
information in the familiar manner with the user and conventions,
rather than the complex system methods.
3. User control and freedom : Here ,users are given full access to use
any section of the software without any constraints.User can give
the feedback according to their comfort regarding the software,
and should have undo , redo options to have an “emergency exit “
and neglect the unwilling incidents. Ex : Undo option to get back a
deleted mail.
4. Consistency and standards:Words , actions should convey the
same meaning without making it complex for the users. Ex : Login
credentials name always provided before any other events in a
software .
5. Error prevention: A confirmation message appears , so that action
can be prevented , neglected or preceded by the user’s will. Ex
:System providing the password characteristics to keep it strong.
6. Reecognization rather than recall :System providing enough cues
to recognize easily rather than recalling it by the user.
Ex :keeping the password as your mobile number is very frequent
and easy rather than some irregular word .

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7. Flexibility and Efficiency of use :Application capable of providing
exact information required by the exact and appropriate user.
Ex : Before forwarding a message , we get the options of all the
previous users in our list to reduce mental stress.
8. Aesthetic and Minimalist Design : Designing the application or
software to provide relevant and required information, rather than
displaying irrelevant knowledge.
Ex :Various platforms providing information and feed according to
your interests.
9. Help users to recognise , diagnose and recover from errors:
A check to be made if the errors are being explained to the users in
an understandable language.And providing them relevant signal to
recover or to not repeat that message by exception handling
methods.
Ex : Authentication method for login credentials.
10. Help and documentation : If a user has reached this step ,
something is not right with the interface .In this case , software
provides a help option in order to provide detailed information to
handle the application.
Ex : Help option provided when you forget your login password
, etc.

Q3.Explain between subjects testing versus within subjects testing. (P3 -


Appeared 2 Time) (5-10M)

Ans:

Between subjects testing Within subjects testing.

Also called as between-groups Also called as repeated-measures

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different people test each The same person tests all the
condition, so that each person is conditions so that , same user is
only exposed to a single user exposed to all interfaces.
interface.

Q4.Comment on the statement "Usability aspect is equally important as


technical aspect of the application." (P4 - Appeared 1 Time) (5-10M)

Ans: As usability is important because it can make the users complete the
task accurately, and users can operate it with a pleasant mood rather than
feeling stupid.and Technical aspects at the same time helps organizations
to determine whether the technical resources meet capacity and whether
the technical team is capable of converting the ideas into working systems

Q5.How you will know your user in the usability process.(P4 - Appeared 1
Time) (5-10M)

Ans: The Six Basic Elements of User Testing:


1]Create a prototype:-A prototype is an early model of a product usually
with limited functionality , built to test a design concept.You can draw
some sketches on a piece of paper, take pictures of them and then join
them together using a tool .
2]Come up with a test plan:-It’s important to lay out a plan for the test;
otherwise, you will end up wasting a lot of time. The plan should include
terms like:
What is being tested (features, functionalities, tasks)?
How is it going to be measured (the success or fail-rate of the test in
specific areas)?

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3]Recruit people (target users):-If you’re working on a project with existing
customers, recruiting should be easy.It’s important to find unbiased
participants who will not just want to be “nice to you,”,like everything they
see. You need unbiased feedback either good or bad to really get value out
of the test.
4]Find a suitable location:You need to find a setting where people can stay
on the test .Usually , testing in person is more preferred as you can read
body language and various facial expressions.
5]Moderate the task:- The quality of testing is heavily influenced by your
ability to run the test well and communicate effectively . Give you the user's
context and remind them to imagine they are using your app in the real
world while doing some activities.
6]Document the test result :-Distill and summarize your findings in a short ,
one page report or recording.This will help to focus on the issues that are to
be improved as they are disappointing the users.

Q6. Explain focus group usability assessment method? (P4 - Appeared 1


Time) (5-10M)

Ans: Focus groups are a somewhat informal technique that can help you
assess user needs and feelings both before interface design and long after
implementation.
● In a focus group, you bring together 6–9 users to discuss issues and
concerns about the features of a user interface. The group typically
lasts about 2 hours and is run by a moderator who maintains the
group's focus.
● This group discussion is based on some new product strategy , or
sometimes the operator of the meeting asks open-ended questions
to reveal participation spontaneous reactions.The moderator allows

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each participant to interact among themselves and get their
opinions out which are recorded.
● Focus group discussion usually yields both qualitative and
observational data where analyses can be demanding.Once all the
data are analyzed, the researcher needs to consolidate the results
into a coherent report for dissemination. The report can be
presented in a narrative or pointwise format.
● The report should capture participant information such as gender,
age and education level in addition to key quotes from participants
to emphasize points
Benefits :
1. Understanding people’s perspectives.
2. Acquiring the knowledge systems developed by a community as
compared to conventional scientific knowledge.
3. Assessment of conservation and livelihood practices.
Uses :
1]Marketers use this method to get a view on their product services.
2]Companies before launching a new product use this method , to get
feedback from this group of people in the form of the audience .

Q7. What are different test goals and different test stages? (P4 -
Appeared 1 Time) (5-10M)

Ans: Software testing is the mechanism of knowing what's the expected


result and what the actual result a software project or product has given.
IMPORTANT GOALS OF SOFTWARE TESTING:-
1. Always Identifying the bugs as early as possible.
2. Preventing the bugs in a project and product.
3. Check whether the customer requirements criterion is met or not.

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4. And finally the main goal of testing to measure the quality of the
product and project.
STAGES OF TESTING -There are a total of four stages of software testing,
which include Unit Testing, Integration Testing, System Testing, and
Acceptance Testing, the first two being verification stages while the last
two are a part of the validation stage.
1] Unit Testing:- testers evaluate individual components of the system to
see if these components are functioning properly on their own.
2]Integration Testing:- Here, they test individual components of the system
and then test them as a collective group. This allows software testers to
determine the performance of individual components as a group and
identify any problems in the interface between the modules and functions.
3]System Testing :System testing is the final stage of the verification
process. In this stage, testers see whether or not the collective group of
integrated components is performing optimally. The process is crucial for
the quality life cycle, and testers strive to evaluate if the system can fulfill
the quality standards and complies with all major requirements.
4]Acceptance Testing :Acceptance testing is the final stage of the QA test
cycle. It helps evaluate if the application is ready to be released for user
consumption.

Q8.Explain different usability assessment methods. (P4 - Appeared 1


Time) (5-10M)

Ans: We describe the four major categories of these usability methods:


usability testing; usability inspections; surveys, interviews, and focus
groups; and field methods.
Further same as Module 3 -Q4]

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Q9.Explain heuristic evaluation. (P4 - Appeared 1 Time) (5-10M)

Ans: Heuristic evaluation is a process where experts use rules of thumb to


measure the usability of user interfaces..A heuristic is a fast and practical
way to solve problems or make decisions. In user experience (UX) design,
professional evaluators use heuristic evaluation to systematically
determine a design’s/product’s usability.
1. Keep users informed about its status appropriately and promptly.
2. Show information in ways users understand from how the real world
operates , and in the user’s language.
3. Offer user control and let them undo errors easily.
4. Be consistent so users aren’t confused over what different words ,
icons etc mean.
5. Prevent error : a system should either avoid conditions where errors
arise or warn users before they take risky actions .
6. Have visible information , instructions to let users recognize options ,
actions etc instead of forcing them to rely on memory.
7. Be flexible so experienced users find faster ways to attain goals
8. Have no clutter , containing only relevant information for current
tasks.
9. Provide plain-language help regarding errors and solutions.
10. List concise steps in learning , searchable documents for
overcoming problems..

Q10.Explain test tasks to be performed and stages of test.(P4 -


Appeared 1 Time) (5-10M)

Ans: Before releasing an application, it undergoes a thorough

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testing process to ensure that the app is working in the manner in which it
was intended.
● There are four main stages of testing that need to be completed
before a program can be cleared for use: unit testing, integration
testing, system testing, and acceptance testing.Regression Testing
is not a separate level of testing; it is just a type of testing that can
be performed during any of these stages.
1]Unit Testing:
● In this first round of testing, the program is submitted to
assessments that focus on specific units of the software to
determine whether each one is fully functional.This unit can be a
function, or even a procedure. and a White-box Testing method is
usually used to get the job done. One of the biggest benefits of this
testing phase is that it can be run every time a piece of code is
changed.
2]Integration Testing
● Integration testing allows to combine all of the units within a
program and test them as a group. This testing level is designed to
find interface defects between the modules/functions. This is
particularly beneficial because it determines how efficiently the
units are running together even if they are best in individual
performance.
3]System Testing
● System testing is the first level in which the complete application is
tested as a whole. The goal at this level is to evaluate whether the
system has complied with all of the outlined requirements and to
see that it meets “ Quality Standards”.
4]Acceptance Testing
● The final level is conducted to determine whether the system is
ready for release.The user will test the system to find out whether

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the application meets their business needs. Once this process has
been completed and the software has passed, the program will
then be delivered to production

Q11.How performance measurement is used for usability testing.(P4 -


Appeared 1 Time) (5-10M)

Ans: This technique is used to obtain quantitative data about test


participants' performance when they perform the tasks during usability
tests. . This will generally prohibit any interaction between the participant
and the tester during the test that will affect the quantitative performance
data. For performance metrics,few points have to be considered:
1]Objectives must be quantifiable:-The time users take to complete a
specific task. Or the ratio between successful interactions and errors.
2]Experimental design is really important :-To evaluate whether your
software is usable enough and to know what’s working and what’s not
working in your design.
3]Data doesn't tell the whole story :-Testing solely for the purpose of
procuring performance data doesn't seem to be as common as it used to
be, for several reasons. Analyze the data to draw conclusions
, to compare with a benchmark value calculate the mean, median or mode
and the standard deviation
4]Analyze the Data to Draw the Conclusions :
To compare the data from different user interfaces, some kind of inferential
statistics test can be performed
5]Conduct the Test :-Make sure that there won't be unexpected
interruption during the test.When possible, the test should be
video-recorded to support data collection, so that some data can be
collected or verified after the test by reviewing the video recording.

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Q12. How usability assessment can be done without using testing.(P4 -
Appeared 1 Time) (5-10M)

Ans: Heuristic Evaluation :-


● Another option is the expert review. This systematic inspection of
your product typically requires usability or UX specialists, who
mainly offer their expertise as consultants or via research centers.
● During their work, the experts typically use and click through your
website or mobile application like your target group would do,
assuming the perspective of a typical user.
● For this, the researchers work on their own and in their offices or if
necessary own testing laboratories.
● During the testing session, however, they pay particular attention to
the details of your product and compare them with accepted best
practices – the usability principles Based on their findings, the
reviewing experts typically finish their evaluation with a written
report describing problems in terms of their severity using
dimensions like frequency (How often does the problem occur?)
and persistence (Is it possible to work around the problem or to
solve it?) as well as the issue’s impact on successfully completing a
task.
● Finally, the experts end their review by presenting
recommendations and potential solutions to overcome the usability
issues

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