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Archives for November 2021

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Introduction to Agile Development and Scrum by IBM Answers – Coursera

15 November, 2021 Por Vicen Martínez Arias

Introduction to Agile Development and Scrum by IBM Answers – Coursera

 

All Introduction to Agile Development and Scrum by IBM certification answers (Coursera). This certification course is available for free on Coursera platform. The file contains answers to all 3 module quizzes and the final graded quiz answers. With this file you can earn your agile certification by IBM just in 10 minutes.

 

 

Introduction to Agile Development and Scrum Answers

 

 

Module 1 Graded Quiz

 

Which answer is valued and emphasized in Agile?

Comprehensive documentation

Using the most up-to-date tools and processes Adaptive planning and early delivery Adhering to the scope of work

 

How is the waterfall method different from Agile?

Agile has architects, developers, and testers working in separate phases. The waterfall method moves faster than Agile.

Agile emphasizes upfront gathering of requirements and documentation.

The waterfall method has phases so that when one ends, the next begins.

 

Which of these software development approaches comes from lean manufacturing and has to do with visualizing work?

Kanban

Waterfall

Extreme Programming Agile

 

Which answer is consistent with working in small batches? (Assume that you have 50 boards to sand and paint.)

 

Sand and paint all the boards and check quality. Put them in bundles of 10 and deliver. Sand the boards 10 at a time, then paint them 10 at a time. Check quality and deliver.

Sand and paint 10 boards. Check quality and deliver these. Then move to the next 10, and so on.

 

Sand all the boards and check quality. Paint all of them and deliver.

 

 

 

 

What is a minimum viable product (MVP)?

 

 

A focus on delivery and product completion Determining up front what the customer wants

The cheapest and easiest thing you can build to test your value hypothesis

 

The result of each phase of a project

 

 

 

 

In Scrum, who determines priorities and how work is accomplished?

 

 

The customer determines priorities and how the work is carried out. The scrum master reprioritizes the backlog and directs the team.

The project owner directs how and when work will be done, and which team members will do it.

 

The scrum team negotiates commitments with the product manager and has authority on how to reach commitments.

 

 

 

 

How is Scrum different from Kanban?

 

 

Scrum key metrics are focused on cycle time, while Kanban emphasizes velocity. Scrum has long sprints, while Kanban has short sprints.

Scrum is more flexible regarding change, while Kanban is more structured.

 

Scrum has roles, such as scrum master, while Kanban does not have existing roles.

 

 

 

 

Choose the correct statement regarding organizing your teams.

 

 

Each team’s mission should be aligned with their professional goals. Teams are tightly coupled and loosely aligned.

The long-term mission is typically around several business domains.

 

Teams have end-to-end responsibility for what they build.

 

 

 

 

Select the correct statement regarding team autonomy.

 

 

Decisions happen locally on the team level.

 

Bottlenecks are avoided by having upper level management make decisions. Teams get bogged down making decisions.

Autonomy allows management to push teams harder.

 

 

 

 

Which of the following descriptions of Agile is correct?

 

 

It is a type of project management, led by a project manager.

 

It is responsive to changes and delivers value.

 

It is similar to waterfall, but with Scrum added. It is a new version of waterfall with sprints.

 

Module 2 Graded Quiz

 

 

 

Select the key problem with having a traditional product manager who becomes a product owner.

 

 

The product owner must be able to focus on vision over operations.

 

The product owner must be able to focus on business requirements over technical goals. The product owner must stay focused on the budget.

The product owner must stay focused on the stakeholders rather than the team.

 

 

 

 

Select the correct statement regarding the scrum master.

 

 

The scrum master is a role based on the waterfall approach. The scrum master keeps the team marching to a fixed plan. The scrum master is a coach rather than a task master. The scrum master documents impediments as project risks.

 

 

 

 

Select the correct statement regarding kanban pipelines.

 

 

A kanban board is made of multiple pipelines.

 

The first pipeline on a kanban board is product backlog. The sprint backlog is followed by the icebox.

The new issues pipeline is for storing items you will do in the next two weeks.

 

 

 

 

What happens to sticky notes on a kanban board?

 

 

They are moved across the board to show progress.

 

They are removed as tasks are completed.

 

They are used as messages from one team member to another. They stay put until the story is finished.

 

 

 

 

The parts of a user story are: As a _____, I need _____, so that__ _.

 

 

user, assumption, goal benefit, detail, outcome direction, idea, outcome role, function, benefit

 

 

 

 

INVEST says stories should be____ _.

 

 

independent visionary dependent short

 

 

 

 

Select the correct statement regarding product backlog.

 

 

The stories at the bottom of the backlog are the most detailed.

 

The product backlog is ordered by importance.

 

The product backlog is ordered by which stories follow the template. Epic stories are automatically put first in the product backlog.

 

 

 

 

Select the correct statement regarding backlog refinement.

 

 

The product owner provides estimates and technical information. Large, vague items are split into smaller stories and clarified. The team sorts the product backlog in order of importance.

The goal is to put most of the stories in the icebox or reject them.

 

 

 

 

Who has the key role at the backlog refinement meeting?

 

 

The scrum master has the key role of technical assistance. The development team has the key role of refining the backlog.

The product owner has the key role of refining the backlog.

 

The lead architect has the key role of technical assistance.

 

 

 

 

What is velocity in terms of sprint planning?

 

 

The speed at which every team should be able to work. A measure of how quickly the team can plan a sprint.

Each team has a measure of how quickly they work, for comparison.

 

The number of story points a team can complete in a single sprint.

 

Module 3 Graded Quiz

 

 

How does a developer choose stories from the sprint backlog?

 

 

You take one or two stories.

 

You take a story based on your preference. You take the next highest priority story. You take stories until you are blocked.

 

 

 

 

How does the daily stand-up serve the team?

 

 

The scrum master can find out the team’s plans for the week. The team members can find out who is working on what. The team members can find solutions to blocks.

The product owner can find out what team members are working on.

 

 

 

 

What does each team member discuss in the stand-up?

 

 

What stories are still in my backlog and when can I start them? What is our current status against our sprint goal?

What is my plan to resolve my blocks and impediments?

 

What did I work on yesterday, what am I working on today, and are there any blocks?

 

 

You measure story points completed vs. story points remaining for a sprint using a________________________________________________________________ chart.

 

 

Workflow Timeboxing Kanban Burndown

 

 

 

 

What is a sprint review?

 

 

A problem review meeting

 

A development team peer-to-peer meeting A status meeting

A live demonstration meeting

 

 

 

 

Are customers invited to the sprint review?

 

 

Yes. The development team, product owner, scrum master, stakeholders, and customers are invited to participate.

 

Yes. The product owner and scrum master meet with the customer. No. Only the development team and the scrum master participate.

No. Only the development team, the scrum master, and the product owner participate.

 

 

 

 

Select the correct statement regarding the sprint retrospective.

 

 

It is an opportunity for the product owner to give the team feedback.

 

It is an opportunity for team members to reflect on the sprint and speak freely about it.

 

It is an opportunity for the scrum master to evaluate the team.

 

It is an opportunity for the team to reflect on the scope of the project.

 

 

 

 

Which of the following is a key question to ask during the sprint retrospective?

 

 

What should we change going forward?

 

What is our team’s story point average?

 

How can we maintain our velocity going forward? Do we have healthy team members?

 

 

 

 

Which of these metrics measure how long it takes from idea to production?

 

 

Release frequency Mean lead time Change failure rate

Mean time to recover from change

 

 

 

 

Select the statement that describes an end of sprint activity.

 

 

Give developers credit for finished stories, but not for unfinished stories.

 

Move stories from the done column to the closed column.

 

Adjust your current milestone and your velocity charts. Move unfinished stories to the next sprint.

 

Final Graded Quiz

 

 

 

Which answer best describes an Agile team?

 

 

Controlled Flexible Planned Procedural

 

 

 

 

Which of these software development approaches emphasizes adaptive planning, and values individuals and interactions over processes and tools?

 

Kanban Agile Waterfall

Extreme Programming

 

 

 

 

What is a minimum viable product?

 

 

The result of each phase of a project A product built in increments

A single syntax that developers and stakeholders understand

 

The cheapest and easiest thing you can build to test your value hypothesis

 

 

 

 

Every sprint should have___ _.

 

 

completion of all items in the backlog

 

a clearly stated goal

 

a three-week duration

 

several iterations through the design, code, test, and deploy cycle

 

 

 

 

What are the three roles in a scrum team?

 

 

Scrum master, product owner, development team Project manager, software architect, developers Project manager, business analyst, developers Collaborators, observers, team members

 

 

 

 

Why is the daily Scrum meeting called a “stand-up”?

 

 

New ideas are introduced, or “stood up.”

 

Various team members stand up when they give a status report.

 

The meeting is conducted with people standing.

 

The leader always stands to address the team members.

 

 

 

 

Which of the following would be considered a problem in a Scrum health check?

 

 

There is an ordered product backlog.

 

The product owner, team members, and scrum master are identified and accountable. There is a sprint backlog, and the teams are self-managing.

Work is organized in consecutive sprints of 8-12 weeks.

 

 

 

 

Select the correct statement regarding the roles of product owner and scrum master.

 

 

The product owner focuses on assigning work.

 

The scrum master focuses on coaching.

 

The product owner focuses on facilitation.

 

The scrum master focuses on business and budget.

 

 

 

 

What is a kanban board?

 

 

A kanban board is made up of multiple project management tools.

 

A method for tracking planned items and showing progress as items are moved across the board.

 

A type of waterfall chart depicting the phases of the project.

 

Colored sticky notes, placed on a board primarily to highlight problem areas.

 

 

 

 

Select the correct statement regarding kanban pipelines.

 

 

A kanban board is made of multiple pipelines.

 

Items that reach the done column are considered accepted by the product owner. The sprint backlog is followed by the icebox.

The new issues pipeline is for storing items you will do in the next two weeks.

 

 

 

 

As a customer, I need some functionality, so that we will gain some business benefit is a description of

______.

 

 

A user story

 

A gherkin syntax A done increment An epic story

 

 

 

 

Select the correct statement regarding product backlog.

 

 

The stories at the bottom of the backlog are the most detailed. Putting items in the icebox creates clutter in the product backlog. Epic stories are automatically put first in the product backlog.

The product backlog is ordered by importance or business value.

 

 

 

 

Who has the key role at the backlog refinement meeting?

 

 

The lead architect has the key role of technical assistance. The scrum master has the key role of technical assistance.

The product owner has the key role of refining the backlog.

 

The development team has the key role of refining the backlog.

 

 

 

 

Select the correct statement regarding the daily stand-up.

 

 

Primarily, a project status is delivered by the scrum master.

 

The scrum master and product owner describe what is blocking the team.

 

The development team members each briefly report on their work.

 

Primarily, the product owner answers questions.

 

 

 

 

What is the purpose of a burndown chart?

 

 

It helps the team see impediments. It predicts product quality.

It measures story points completed vs. story points remaining for a sprint.

 

It measures customer satisfaction.

 

 

What are the three questions that need to be answered at the sprint retrospective?

 

 

Are we practicing good habits? Are we checking our work? Are we being accountable?

 

What went well? What did not go well? What should we change?

 

What were our mistakes? Who made them? How can we fix them?

 

Is the product owner pushing too hard? The scrum master? Other team members?

 

 

 

 

What is a sprint review?

 

 

A status meeting

 

A review of problem stories

 

A time to review how sprints are conducted

 

A live demonstration meeting

 

 

 

 

What is a sprint retrospective?

 

 

An opportunity for team members to reflect on the sprint and measure the health of the process

 

An opportunity for the product owner and the scrum master to evaluate the team An opportunity to demonstrate how well the products and increments are working

An opportunity for the product owner and the scrum master to give the team feedback

 

 

 

 

Which of these metrics measures how quickly the team can recover from failure?

 

 

Release frequency Mean lead time

Mean time to recovery

 

Change failure rate

 

 

 

 

Select the statement that describes an end of sprint activity.

 

 

Put work done on the velocity of the next sprint.

 

Stories are moved from the done column to the closed column.

 

Completed stories are unassigned from the sprint milestone. Unfinished stories are moved to the next sprint.

 

 

 

Introduction to Agile Development and Scrum Answers

 

 

 

Filed Under: Certifications

Introduction to User Experience Design Certification Answers – Coursera

15 November, 2021 Por Vicen Martínez Arias

Introduction to User Experience Design Certification Answers – Coursera

 

Contains all Introduction to User Experience Design by Tech Georgia (Coursera) certification exam answers. This certification course is available for free on the Coursera platform. The file contains answers to all 5 module quizzes (over 100 questions). With this answers you can earn your user experience design certification just in 15 minutes.

 

Introduction to User Experience Design Certification Answers

 

 

Week 1 Overview of User Experience Design

 

Which statement does NOT reflect a core concept of User Experience design?

  • A paper calendar is an example of an artifact that includes a user experience.
  • A user experience involves the task a user is trying to accomplish.
  • Understanding the device or technology is the first step to good user experience design.
  • A user interacts with a device or technology through an interface.

 

What are the key elements of a User Interface?

  • Graphics and Sound
  • System and Task
  • User and Goals
  • Input and Output

 

What is the primary goal of good User Experience design?

  • A unique and innovative solution
  • An interface that is usable and useful
  • The fastest way for an expert to accomplish a task
  • The most aesthetically pleasing graphics and presentation

 

What is the first phase of the User Experience design cycle?

Requirements Gathering
Evaluation Alternative Designs Prototyping

 

 

What everyday object does Don Norman use as a common example of bad design?
Telephone

 

Door
Water Fountain Spoon

 

 

Which is NOT an accurate statement about an affordance?
An affordance is a perceived or actual property of a thing.

 

An affordance is related to the Output of a User Interface.
One affordance of a knob is that you can turn it.

 

An affordance suggests how a physical thing can be used.

 

 

Which is NOT an accurate statement about a signifier?
A signifier is related to the Input of a User Interface.

 

A signifier always includes a textual label.
A signifier communicates to a user what actions are possible.

 

A signifier lets a user know how an action should be performed.

 

 

 

 

Which is an accurate statement about feedback?
If a design includes a good signifier, it is not necessary to provide the user with feedback. Feedback is part of the Input of a User Interface.

Feedback always includes a visual element.

 

Feedback tells the user the result of his or her action.

 

 

 

 

When you introduce yourself during the user engagement process, you should communicate all of the following expectations EXCEPT:
They should limit their feedback to only what you want to hear about.
They can choose to stop participating at any time. There are no right or wrong answers.

Their personal information will be kept confidential.

 

 

Which of the following is a suggested guideline while interacting with people during the user engagement process?
It is best to let the user talk about anything he or she wants to tell you for as long as they want to keep talking. You should adopt a neutral stance, so that the user’s response is not colored by your personal opinions. You should let users know when they reinforce or contradict one of your design assumptions.

You should stick exactly to a written script when communicating with the user.

 

 

 

 

Which of the following should you NOT do at the end of the user engagement process?
Remind them of the goals of the interaction. Thank the user.

Inform them of the correct answers to any questions they got wrong.
Ask them if they have anything else to add.

 

 

 

 

In the United States, the user engagement process is considered research (and regulated as such), if:
The results are intended for reporting to the public (journal, conference, book, magazine, etc.). The goal is to contribute to generalizable knowledge.

The engagement involves human subjects.

 

All of the above.

 

Week 2 Elements of Requirement Gathering

 

 

 

Which of the following is NOT an element of the 4-step design process for User Interface Design?
Evaluation Optimization Requirements Gathering Prototyping

Alternative Designs

 

 

 

 

Which of the following is a primary goal of requirement gathering?
Determine the fastest solution for expert users Examine the potential technology platforms Build at least three prototypes to evaluate

Understand how a user currently accomplishes the task

 

 

 

 

Which of the following is a technique for discovery used in requirements gathering?
Build a low fidelity prototype of the interface

 

Draw story boards to outline your proposed interactions

 

Determine the specifications of the technology, such as screen resolution and battery life.

 

Interview a potential user

 

 

 

 

Which of the following is NOT a technique to represent the findings of the requirements gathering process?
Hierarchical Task Analysis User Persona

Scenario

 

Working prototype

 

 

 

 

In the requirements gathering process, a mixed method approach is best characterized as:
Creating an interface that allows user to accomplish the same task through their choice of multiple interaction methods Balancing the cost of the design with the needs of the user

Designing a solution that works on multiple technology platforms

 

Collecting both quantitative and qualitative data about users

 

 

 

 

Imagine you are designing the user experience for a mobile payment system that allows a person to zap money to another person. Which of the following stakeholders could best be considered a tertiary stakeholder?
The recipient of the mobile payment The sender of the mobile payment

A cashier at a store that accepts these mobile payments

 

The sender’s bank, where the money is drawn from

 

 

 

 

Which of the following is NOT a technique a designer can use to understand how a user currently accomplishes a task?
Focus Groups Interviews Surveys Storyboarding

Naturalistic observation

 

 

 

 

Which of the following is something we are likely to learn from a naturalistic observation?
How easy or difficult the user believes the current interaction is Ways the user thinks the interaction can be improved

Steps the user currently follows to accomplish the task
Reasons a user chooses her strategy for accomplishing a task

 

 

 

 

A designer typically employs only one technique (naturalistic observation, surveys, focus groups, OR interviews) during the requirements gathering process.
TRUE

 

FALSE

 

 

 

 

The main pitfall of requirement gathering is not knowing all of the appropriate techniques
FALSE
TRUE

 

 

 

 

Naturalistic observations and surveys are ____________
Discovery techniques
Technique for representing findings

 

Discovery techniques and technique for representing findings None of the above

 

 

 

 

UI critiques and scenarios are ____________
Discovery techniques

 

Technique for representing findings
Discovery techniques and techniques for representing findings None of the above

 

 

 

 

Usability criteria and deduction are ____________
Discovery Techniques

 

Technique for representing findings

 

Discovery techniques and technique for representing findings

 

None of the above

 

 

 

 

One of the class mantras is
Design is a collaborative process Design is a creative process Design is a data driven process Design is a client-based process

 

 

 

 

Qualitative data ____________ while quantitative data _______________
provides thematic information, numerical information
is the least important information designers collect; the most important information designers collect is the most important information designers collect; the least important information designers collect provides numerical information; thematic information

 

 

 

 

Mixed method approach requires ___________________
that both primary and tertiary stakeholder data be collected
that both qualitative data and quantitative data is collected

 

that qualitative and quantitative data be alternated in a systematic manner the designer to collect data from the client and the stakeholder

 

 

 

 

Primary stake holders
design the artifact

 

use the design directly
do not use the design directly but may do it indirectly may not use the design at all but are affected by it

 

 

 

 

Secondary stake holders _____________
do not use the design directly but may do it indirectly
design the artifact

 

may not use the design at all but are affected by it use the design directly

 

 

 

 

Tertiary stake holders ____________
design the artifact

 

do not use the design directly but may do it indirectly use the design directly

may not use the design at all but are affected by it

 

 

 

 

Place these techniques in order of least to most interaction between the designer and the user: survey, focus, interview, naturalistic observation,
naturalistic observation, survey, focus group, interview naturalistic observation, focus group, survey, interview survey, naturalistic observation, focus group, interview focus group, interview, survey, naturalistic observation

 

 

 

 

Interviews __________
require no interaction with the user

 

are targeted conversations with individual users
are synonymous with questionnaires

 

occur in a closed setting with a number of users conversing at the same time

 

 

 

 

Focus groups __________
are targeted conversations with individual users

 

occur in a closed setting with a number of users conversing at the same time
require no interaction with the user are synonymous with questionnaires

 

 

 

 

Surveys are __________
are targeted conversations with individual users

 

occur in a closed setting with a number of users conversing at the same time

 

are synonymous with questionnaires
require no interaction with the user

 

 

 

 

Interviews are more likely to take place in__________ and naturalistic observations are more likely to take
place in ________________

 

 

the field; in the lab

 

the lab; in the field

 

 

 

 

A colleague brings in data that is a hand written account of what the user was doing as she was completing a given task in the grocery store
her data is best described as qualitative
her data is best described as naturalistic observation her data is best described as lab based

her data is best described as quantitative

 

 

 

 

Since the designer does not interact directly with the user during the naturalistic observation this has the advantage of avoiding ____________
social desirability bias and data collection observer bias

data collection

 

social desirability bias

 

 

 

 

A disadvantage of naturalistic observation is ____________
social desirability bias

 

social desirability bias and observer bias

 

observer bias

 

 

 

 

Your colleague understands that because she is collecting naturalistic observation and she does not interact with the user she can collect any data she wants including pictures and audio in the field. You remind her that __________
she is lucky that privacy is not a consideration since the user is in a public space

 

identifying information must be collected with the user’s permission
she should also find out the user’s identity while she is in the field she has to make sure that the user is photographed in a positive light

 

 

If conducted appropriately, this technique usually leads to most in-depth insights from the user
naturalistic observation

 

interview focus group survey

 

 

 

 

Advantages of surveys over naturalistic observations include
more efficient data collection and ease of data analyses
better data

 

better understanding of the context of the user’s task

 

 

 

 

To conduct this technique you require a moderator and a note taker and possibly a media person
survey questionnaire

naturalistic observation

 

focus group

 

 

 

 

This technique may lead to biased data because of an influential user
naturalistic observation survey

focus group
questionnaire

 

 

 

 

Scenarios and personas are alike in that________________
They are based on qualitative data They are discovery techniques They are based on quantitative data

They present a narrative of the findings

 

 

 

 

Which of these techniques allows the designer to represent the system requirements:
Tabular Form

 

Hierarchical task analyses UI critique

Essential use case scenario

 

Week 3 Designing Alternatives

 

 

 

Designing Alternatives is the___________ step in the 4 step User Interface Design
Fourth First Second Third

 

 

One starts to design alternatives
once we have a good understanding of the user and her needs
once the client tells us to do so

 

once the users tell us what they need

 

once we have good ideas about what want to design

 

 

The goal of novel design is to
impress our clients and users with our new ideas

 

improve the user experience
make more attractive interfaces

 

improve the layout of the user’s current interface

 

 

 

 

Designing Novel interfaces is
about pleasing our client

 

about make more attractive interfaces

 

all about finding improved ways to mediate how the user accomplishes a tasks
about practicing all of the techniques we have learned in this course

 

Novel design can require that we consider not just the individual level and the group level but also the third level of the experience ecosystem, which is_______________

  • the industrial level
  • the interface level
  • the societal level
  • the output level

 

User experience ecosystem includes all but this component:__________
design individual group society

 

 

 

 

Improving a design
always requires considering the group level may mean that we simply interact with the user always mean creating a whole new system

may mean that we simply improve the inputs or outputs

 

 

 

 

As designers considering the cultural values of the user is
optional

 

always necessary
not necessary

 

 

 

 

The designs we develop should be
useful and usable
neither useful or usable but attractive useful

usable

 

 

 

 

Designing Alternatives is followed by which of these four steps of the User Interface Design Cycle
Prototyping
User experience Requirements Gathering Evaluation

 

 

 

 

The problem space refers to  ____________
Areas that are problematic for the designer

 

Areas the client has identified we need to address as designers Areas the user has identified we need to address as designers

Areas where the data indicates that we can improve the user experience

 

 

 

 

The goal of alternative designs is
develop more attractive designs change the user’s practices expose the user to new interfaces

to do a better job of meeting the needs of the user than their existing practices

 

 

 

 

As designers
our skills, sensibilities and values will not influence the design space we choose we are impartial to our preferences

we listen to what the users want us to build

 

our skills, sensibilities and values will influence the design space we choose

 

 

 

 

Useful designs are those that
will improve the visual layout of the interface

 

will improve the user’s ability to complete their task
will improve the non-functional requirements will improve the functional requirements

 

 

 

 

If the user can complete the task in an effective, efficient and satisfying manner than we say the design is
novel usable functional

grounded in functional requirements

 

 

 

 

Your data from the interview you conducted showed that the users
preferred to complete the task on their mobile phone,
liked to have their friends rate their selection and
didn’t want to disclose their
Which of the following statement s true?

 

 

 

findings 1-3 are both examples of explicit and implicit needs findings 1-3 are neither examples of explicit or implicit needs findings 1-3 are examples of implicit needs

findings 1-3 are examples of explicit needs

 

 

 

 

Functional requirements tell us
constraints on the system and its development

 

what the system should do
constraints on the system but not its development what the system might do

 

 

 

 

Non-functional requirements tell us
constraints on the system and its development
what the system might do

 

constraints on the system but not its development what the system should do

 

 

 

 

Brainstorming __________ while affinity diagrams _______________
a way to represent the data we have gathered; are techniques to identify implicit and explicit needs based on the data none of the above

is a technique to identify implicit and explicit needs based on the data; are a way to represent the data we have gathered
is a technique to get to know other designers; are techniques to get to know the users

 

 

 

 

In brainstorming the most important “rules” are
to be open minded and not dismiss any ideas
make sure that everyone identifies implicit and explicit needs

 

to understand the user as best you can and to think like other designers make sure that only good ideas are identified

 

 

 

 

Encryption standards and security functions are examples of _________
functional requirements interface types

non-functional requirements
alternative designs

 

 

 

 

Tangible and wearable are examples of _________
interface types functional requirements alternative designs

non-functional requirements

 

 

 

 

Put the following three steps in the order that affinity diagrams are carried out
1.The designers decide on what interface or interfaces can meet all of the functional requirements in one category 2.Various stake holders write down ideas on individual sticky notes

The designers then organize the sticky notes according to how similar they are
2, 3, 1
1, 3, 2

 

3, 2, 1

 

1, 2, 3

 

Week 4 Prototyping

 

 

 

The following is true about low fidelity prototypes except:
The function does not have to be similar to the end product They can be paper-based

They bare little resemblance to the final design

 

They are made of the same material as the final product

 

 

 

 

Horizontal prototypes model __________ while vertical model ___________
Breadth of design features; a few features in depth
a few features in depth ; breadth of design features

 

none of the design features of the final product; similar design features to the final product similar design features to the final product; none of the design features of the final product

 

 

 

 

Your friend has an idea for a fantastic new mobile application (app). She tells you that she is very excited because she has found a developer that is eager to build the app for her. What is the best advice you can give her?
You advise her to get the developer working as soon as possible before he changes his mind You advise her to also find a graphic artist so that the app is visually appealing

You advise that a high fidelity prototype would be the best option for this first iteration of her dream app.

 

You advise her to develop some low fidelity prototypes first because this is a quick and easy way to learn about ways to improve the design of the app

 

 

Sketching
is a high fidelity prototyping technique is a free hand depiction of our design is best when you are a skilled artist requires specialized software

 

 

 

 

Prototyping is the___________ step in the 4 step User Interface Design cycle
First
Second
Third
Fourth
Third Second First Fourth

 

 

 

 

The best example of a storyboard is
one that provides detailed images of a scenario one that captures the features of the design one developed by a trained artist

one that provides a narrative about your design

 

 

 

 

Card-based paper prototypes
require that you use 3 X5 index cards

 

show sequence of interactions that might occur on an interface
show a sequence of interactions that occur during a low prototyping session are used to show a narrative of a scenario

 

 

 

 

Card-based paper prototypes, sketches and storyboards are
three examples of vertical prototypes three examples of horizontal prototypes

three examples of low fidelity prototypes
three examples of high fidelity prototypes

 

 

 

 

In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is ________________
Evaluation Requirements gathering User Experience Design Alternatives

 

 

 

 

One of the main goals of this first lesson in this module was to
Discuss the importance of vertical versus horizontal prototyping Introduce you to high fidelity prototyping techniques

Introduce you to some examples of low-fidelity prototyping techniques
Discuss the importance of horizontal versus vertical prototyping

 

 

 

 

The following is true about high fidelity prototypes except:
They can be developed with specialized software They are similar to the final product in function They are similar to the final product in form

They must be paper-based

 

 

 

 

The optimal time to start high fidelity prototyping is
when someone offers to build one for you

 

when you have access to users who are willing to give you feedback following the design alternative phase of the user interface design cycle

once low fidelity prototypes no longer provide value to the design process

 

 

 

 

You are now ready to engage in high-fidelity prototyping of your design idea:
this requires that you hire a graphic designer to improve your design You can use general purpose software to accomplish this goal this means you must learn how to use a specialized prototyping tool this requires that you can find a software developer to build one for you

 

 

 

 

The Wizard of Oz technique
is easy to set up

 

requires that a human performs the task usually performed by the computer
is a high fidelity prototyping technique is loved by users

 

 

 

 

Prototyping is followed by which of these four steps of the User Interface Design cycle
Requirements Gathering

 

Evaluation
Designing Alternatives User experience

 

 

 

 

The proof of concept video
shows the various features of the system in a variety of scenarios
shows how users interact with a low fidelity prototype

 

allows the designer to practice high-fidelity prototyping techniques requires that the designer practice wizard of oz prototyping

 

 

 

 

Developing metaphors for your design
allows you to teach the user about new systems

 

helps the user build a relevant mental model of how a new design functions
require that you develop a proof of concept video requires that you have a highly trained ”wizard”

 

 

 

 

Metaphor development, Wizard of Oz technique, proof of concept videos
are three techniques that all designers must know are three examples of low fidelity prototyping options are three examples of high fidelity prototyping options

are three techniques that allow the designer to improve their design

 

 

 

 

In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is
________________

 

 

Design Alternatives step Evaluation step Requirements gathering step User Experience step

 

 

 

 

High fidelity prototypes
require that the designer know how to produce videos require that the designer know how to sketch

can be built by the Wizard of Oz

 

can be built with the help of software engineers and graphic designers

 

Week 5 Evaluation

 

Evaluation is the__________ step in the 4 step User Interface Design cycle

  • Fourth
  • Third
  • Second
  • First

 

The goal of novel design is to_______________ _.
Practice prototyping Develop a novel interaction

Provide an improved user experience
Develop a novel interface

 

 

 

 

Formative evaluation
is typically conducted to improve the final design is typically conducted with usability studies

is typically conducted with high fidelity prototypes

 

is typically conducted with low fidelity prototypes

 

 

 

 

Summative evaluation
Is typically conducted with high fidelity prototypes
is typically conducted to improve the final design is typically conducted with low fidelity prototypes is typically conducted with usability studies

 

 

 

 

Low fidelity prototyping usually lead to evaluations that are
conducted in the wild

 

conducted in controlled environment conducted in areas with many users conducted by users

 

 

 

 

High fidelity prototyping usually lead to evaluations that are
conducted in areas with many users conducted by users

conducted in the wild
conducted in controlled environment

 

 

 

 

You meet with a colleague and she tells you that she is very excited because the log data showed that the users found the design easy to use
you decide that she is the person to consult with next time you are trying to develop a card-based prototype

 

you ask her what kind of software she use to build her prototype you feel bad for her because you know she used a low fidelity prototype you wonder why she used a proof of concept video for her study

 

 

 

 

You know that the design is effective because the data indicated that
the user took longer to complete the task than the expert

 

the user was able to complete the task in the same number of clicks as the expert
all the users took only 3 minutes to complete the task the user was happy with the way the design looked

 

 

 

 

Learnability and memorability are important terms
learnability refers to how easy it is to remember how to use a product, while memorability refers to how easy it is to carry out a task successfully

 

learnability refers to how useful a design is, while memorability refers to how usable it is learnability refers to how usable a design is, while memorability refers to how useful it is

learnability refers to how easy it is to carry out a task successfully, while memorability refers to how easy it is to remember how to use a product

 

 

 

 

How do you know you are done evaluating a new design?
The data shows high efficiency and high user satisfaction
You completed one round of user testing

 

Your client tells you that your design is excellent The user tells you the design is excellent

 

The following statement is true

  • Emotional measures of user satisfaction are best inferred by memorability data
  • Both cognitive and emotional measure of user satisfaction are best inferred by usability measures Cognitive measures of user satisfaction are best inferred by learnability data
  • Both cognitive and emotional measure of user satisfaction should be assessed by self-report

 

 

Introduction to User Experience Design Certification Answers

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