Sunday, February 22, 2009

Exam questions

I would suggest the following tasks:

Task 1
An owner of Art museum has decided to offer a pervasive educational mobile game that would enrich the visitors experience in the museum. He hired a design team that was supposed to design the game. In the game the players will be given basic information on the art pieces in the museum and then they will have to answer intriguing questions. The game can be played by juniors and seniors. The design team visited the museum owner’s office and performed contextual inquiry interview. After analyzing (affinity model, work models, personas) the data, the design team sketched a few low fidelity prototypes. Together with the owner, the design team discussed the pros and cons of each of the prototype and decided to go with one of them. After implementation of the game, the design team met with owner and tested the game in the museum.

What are two things that design team did very well from a user-centered design perspective and two things that they did wrong.

Good:
The team used different methods to gather and analyze the data;
The game was tested in the real environment;
Wrong:
They omitted the pervasiveness of the game;
The owner of the museum is not the real end user of the game.

Task 2
Answer if the following statements are true or false. Explain shortly your answer.
1.Contextual design’s encourages workers to make changes and suggestions and therefore become designers themselves.
Answer: False. In CD workers are encourage to make minor changes and suggestions but explicitly not to become designers themselves. It is workers job to do their job, not to design system.

2.The main idea behind low-fidelity prototype is usually to capture and assess the interface’s appearance.
Answer: False. Low-fidelity prototype is usually created to test broad concepts. It does not reflect the exact appearance or functionality of the system. Low-fidelity prototypes are meant to for capturing the ideas or directions need to be tested and discussed.

3.The typical master/apprentice relationship model gives too much power to the master
Answer: True. The designer may be discouraged to ask too many “why” questions. Therefore, the interviewer should create a partnership, not just apprenticeship.

4.Pluralistic walkthrough are the most informal method and involves usability specialists to go through each dialogue element and check if it follows established usability principles.
Answer: False. PW are meeting where users, developers and human factors people step through scenario, discussing each dialogue element.

5.PICTIVE is the best method for presenting the prototype to the user as it does not use computer technology which can be confusing to the non-technical users.
Answer: False. In some cases when rapid prototyping has been already done, PICTIVE can put the design team backwards instead of going forward.

Task 3

“The users don’t know what they want”
“The users knows what they want”

Which statement do you agree? Explain your choice.

In my opinion both statements are somehow true. The users know the environment and work and therefore they know what would suit to their environment. On the other hand, very often the users do not know how to express their needs and wishes and therefore it may seems to others that they do not know what they want.

Task 4.
What principles are violated in the following designs link

In the first design perceptual abilities of human cognition are violated. The layout of the compose mail is different than the in the standard programs and therefore the user may get confused. In the second design human visual attention and abilities of human memory are challenged. The user attention is distracted by too many elements. The elements are scattered all around which makes it more difficult to remember their position.

MZL

1 comment:

  1. I have to comment on the first two questions, especially the 3 and 5 'subquestions' of the second one. I don't think the form of these questions is good - answering them requires taking the point of view of the person making these questions. When I read the answers they seem obvious, but I think having just questions it would be hard to figure out the answers, as they may depend on the point of view.

    False/true questions may seem easier, but in some cases (like questions about 'what is the best') we don't always have strict definitions, and I think that is why it may be controversial in some cases..

    .. or maybe I just didn't do enough studying yet;)

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