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Questions and Answers
What does CPUX-F stand for?
What does CPUX-F stand for?
Certified Professional for Usability and User Experience - Foundation Level
What does the term 'Human-centred design (HCD)' focus on?
What does the term 'Human-centred design (HCD)' focus on?
Human-centred design addresses only a part of the user experience (UX).
Human-centred design addresses only a part of the user experience (UX).
False
Match the following human-centred design deliverables with their corresponding activity:
Match the following human-centred design deliverables with their corresponding activity:
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Define usability.
Define usability.
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Who is considered an indirect user of an interactive system?
Who is considered an indirect user of an interactive system?
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All stakeholders are users of an interactive system.
All stakeholders are users of an interactive system.
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Goals express what users want to achieve when carrying out a task with an interactive system. They are understood by interviewing users in the context of _____.
Goals express what users want to achieve when carrying out a task with an interactive system. They are understood by interviewing users in the context of _____.
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Define a task in the context of interactive systems.
Define a task in the context of interactive systems.
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Match the following methods of data gathering with their descriptions:
Match the following methods of data gathering with their descriptions:
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Which of the following are common examples of user interface elements? (Select all that apply)
Which of the following are common examples of user interface elements? (Select all that apply)
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A single word in a paragraph of text is considered a user interface element.
A single word in a paragraph of text is considered a user interface element.
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Define human-centered quality objectives.
Define human-centered quality objectives.
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In a contextual interview, the interviewer treats the interviewee as the ______ while the interviewer is the humble apprentice.
In a contextual interview, the interviewer treats the interviewee as the ______ while the interviewer is the humble apprentice.
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Match the following components of the context of use with their descriptions:
Match the following components of the context of use with their descriptions:
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What is usability?
What is usability?
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What are the three main criteria of usability?
What are the three main criteria of usability?
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User experience only considers satisfaction during use.
User experience only considers satisfaction during use.
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Accessibility is the extent to which an interactive system enables users to interact with it, regardless of their level of vision, hearing, dexterity, cognition, physical mobility, etc. It ensures ______________.
Accessibility is the extent to which an interactive system enables users to interact with it, regardless of their level of vision, hearing, dexterity, cognition, physical mobility, etc. It ensures ______________.
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Match the following quality dimensions with their descriptions:
Match the following quality dimensions with their descriptions:
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What is the primary purpose of a user survey?
What is the primary purpose of a user survey?
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Which type of questions are often included in user surveys for gathering information about the context of use?
Which type of questions are often included in user surveys for gathering information about the context of use?
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User surveys should be tested under development to ensure questions are understood correctly.
User surveys should be tested under development to ensure questions are understood correctly.
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What is the main purpose of an as-is scenario? To identify user _________.
What is the main purpose of an as-is scenario? To identify user _________.
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Match the following terms with their descriptions:
Match the following terms with their descriptions:
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What is the purpose of a use scenario?
What is the purpose of a use scenario?
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What is the primary purpose of a prototype?
What is the primary purpose of a prototype?
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What is the purpose of wireframes in low-fidelity prototypes?
What is the purpose of wireframes in low-fidelity prototypes?
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Card sorting is a method used for structuring information in a navigation structure.
Card sorting is a method used for structuring information in a navigation structure.
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What is the difference between user needs and user requirements?
What is the difference between user needs and user requirements?
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Which type of requirement must be verifiable?
Which type of requirement must be verifiable?
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User requirements must be independent of any proposed solution, such as 'the ______.' Fill in the blank.
User requirements must be independent of any proposed solution, such as 'the ______.' Fill in the blank.
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Quantitative user requirements express human-centered quality in terms of measures like usability and accessibility. True or False?
Quantitative user requirements express human-centered quality in terms of measures like usability and accessibility. True or False?
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What follows an open card sort where users are asked to name each group?
What follows an open card sort where users are asked to name each group?
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What is the main purpose of a high-fidelity prototype?
What is the main purpose of a high-fidelity prototype?
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User assistance incorporates all forms of help available to a user, including user documentation, online help, and system-initiated ________.
User assistance incorporates all forms of help available to a user, including user documentation, online help, and system-initiated ________.
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Match the following concepts with their descriptions:
Match the following concepts with their descriptions:
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Study Notes
CPUX-F Curriculum
- Certified Professional for Usability and User Experience (CPUX-F) is a foundation-level certification that tests knowledge and understanding of human-centered design and usability concepts.
Introduction
- This document defines the knowledge required to pass the CPUX-F certification test.
- The certification test covers concepts and knowledge described in this document.
- All relevant information about CPUX-F certification is available on UXQB.org.
Learning Objectives
- Learning objectives (LO) are brief statements that describe what you are expected to know after studying a section.
- LOs are characterised by the keyword "Understand".
- Understanding means being able to recognize concepts even when described using different words.
Human-Centred Design
- Human-centred design (HCD) is an approach to interactive systems development that focuses on the use of the interactive system and applies usability and UX knowledge and methods.
- HCD involves users throughout the design process and is driven by user requirements.
- HCD is an iterative process that refines until user requirements are met.
- HCD addresses the whole user experience (UX).
Human-Centred Design Process
- The HCD process can start at any point: understanding the context of use, specifying user requirements, designing solutions, or evaluating designs.
- Regardless of the starting point, a thorough understanding of the context of use is essential.
- The HCD process is iterative, with refinement continuing until user requirements are met.
Basic Concepts
- Human-centred quality is a measure of an interactive system's usability, user experience, accessibility, and avoidance of harm from use.
- Usability is the extent to which an interactive system can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
- User experience (UX) considers users' anticipated use, their satisfaction during use, and the fulfillment of their expectations after use.
- Accessibility is the extent to which an interactive system enables users to interact with it, regardless of their level of vision, hearing, dexterity, cognition, physical mobility, etc.
- Avoidance of harm from use aims to minimize the risk of serious negative consequences that could result from the use of the interactive system.
Human-Centred Quality
- Human-centred quality is the overall goal of human-centred design.
- Human-centred quality objectives are defined in the curriculum.
Usability
- Usability is the extent to which an interactive system can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.
- Effectiveness is the accuracy and completeness with which users achieve specified goals.
- Efficiency is the resources used in relation to the results achieved.
- Satisfaction is the extent to which the user's physical, cognitive, and emotional responses that result from the use of an interactive system meet the user's needs and expectations.
User Experience
- User experience is a user's perceptions and responses that result from the use and/or anticipated use of an interactive system.
- User experience is a consequence of brand image, appearance of the interactive system, functionality, system performance, interactive behavior, and assistive capabilities of the interactive system.
- User experience also results from the user's internal and physical state resulting from prior experiences, attitudes, skills, abilities, and personality; and from the context of use.
Accessibility
- Accessibility is the extent to which an interactive system enables users to interact with it, regardless of their level of vision, hearing, dexterity, cognition, physical mobility, etc.
- Standards and guidelines for accessibility are available; standards may be legally enforced in some markets.### Accessibility Guidelines
- W3C's Web Content Accessibility Guidelines (WCAG) 2.1 and ISO 9241-171 are relevant guidelines for assistive technologies.
- Screen readers rely on descriptions (e.g., alt tags) to convey the meaning of non-textual elements.
Interactive System
- An interactive system consists of hardware, software, and services that users interact with to achieve specific goals.
- This includes packaging, user documentation, online help, support, and training.
User-System Interaction
- User-system interaction is an exchange of information between a user and an interactive system via the user interface to complete a task.
User Interface
- A user interface is made up of many user interface elements.
- User interface elements are the basis for creating the functions that users need to complete tasks.
Human-Centred Design Project
- Planning a human-centred design project involves determining the appropriate HCD techniques and deliverables.
- It requires defining human-centred quality objectives in cooperation with users and other stakeholders.
Human-Centred Quality Objectives
- A human-centred quality objective is an intended outcome of the development of an interactive system for the user.
- Examples of human-centred quality objectives include usability, accessibility, user experience, and avoidance of harm from use.
Context of Use
- The context of use has five components: users, goals, tasks, environments, and resources.
- Stakeholders are individuals or organisations with an active interest in an interactive system.
Users
- A user is a person who interacts with an interactive system or uses the output of the system.
- Types of users include primary users, secondary users, and indirect users.
Primary Users
- A primary user is a user who uses the interactive system for its intended purpose.
Secondary Users
- A secondary user is a user who carries out support tasks with the interactive system.
Indirect Users
- An indirect user is a user who uses the output of the interactive system but does not interact directly with it.
Stakeholders
- A stakeholder is an individual or organisation with an active interest in an interactive system.
- All users are stakeholders, but not all stakeholders are users.
User Group
- A user group is a group of users with the same or similar personal characteristics and contexts of use.
User Group Profile
- A user group profile is a generalised description of a user group.
Goal
- A goal is the intended outcome of a task.
Task
- A task is a set of activities undertaken to achieve a specific goal.
Subtask
- A subtask is a step undertaken to complete a task.### Environment
- Refers to physical, social, and technical conditions in which a user interacts with an interactive system
- Physical conditions: relate to everything with a physical parameter assigned to it (e.g., room size, luminance, noise)
- Technical conditions: relate to access to energy and connectivity (e.g., wi-fi access, power sockets, telephone line)
- Social conditions: shaped by society (e.g., working conditions, laws and regulations, access to information, colleagues)
Resource
- Means required to achieve an intended outcome in the context of use
- Can be reusable (e.g., equipment, information) or exhaustible (e.g., time, human effort, financial resources, materials)
- Examples of equipment: smartphones, printers, computer mice
- Examples of materials: paper, ink cartridges
Observation
- Method for gathering contextual information relating to user needs
- UX professional watches users carrying out tasks using the interactive system
- Observer behaves unobtrusively except for occasional clarifying questions
- Can take place in a natural context (e.g., user's workplace, home, shop) or remotely (e.g., video link, screen recording)
Interview
- Data-gathering method where carefully selected individuals are asked questions to gain a deep understanding of the context of use
- Purpose is to identify user needs
- Interviewer uses an interview guide to ensure all relevant topics are covered
- Interview can take place remotely (e.g., video link)
- Important insights are documented in interview notes
Contextual Interview
- An interview that takes place at the location where users usually perform tasks related to the interactive system
- Goal is to have a conversation, dig deeper, and ask clarifying questions
Interview Guide
- Written list of suitable questions and cues used by the interviewer during an interview
- Can be adapted between interviews based on gained insights
Master-Apprentice Model
- Technique for a successful interview: interviewer treats the user as the master and themselves as the apprentice
- Goal is to understand users' goals and tasks in detail by learning them as an apprentice would
- Interviewer asks questions sincerely, without demonstrating knowledge, and takes everything the user says seriously
Focus Group
- Moderated discussion of predetermined subjects and questions between members of one or more user groups
- Purpose is to gain a deep understanding of selected subjects and key context of use questions from different perspectives in a group setting
- Typically has 4 to 8 participants and a moderator
User Survey
- Data-gathering method where users are asked to report facts and opinions by completing a questionnaire
- Can be used to gather information about the context of use or to measure satisfaction or user experience
- Often consist of open questions that require free text responses
- Requires a significant number of responses (hundreds or more) to be statistically reliable
As-is Scenario
- Narrative text description of how a user currently completes one or more tasks in the current context of use
- Primary purpose is to identify user needs
- Describes how one or more tasks are carried out in the current context of use in a way that can be understood by stakeholders
- Can be developed together with personas and reviewed by users to detect misunderstandings
Persona
- Description of a fictitious but realistic user and what they intend to do when using an interactive system
- Purpose is to create empathy for users among stakeholders
- Typically includes a name, age, background, goals, and aspirations
- Can include a photo to create the illusion of a real person
Task Model
- Description of a task consisting of the reason for starting the task, the goal it supports, and the subtasks that have to be carried out to complete it
- Purpose is to help UX professionals and stakeholders understand tasks with which they are unfamiliar
- Can be created as part of specifying the context of use and modified during design
User Journey Map
- Linear depiction of a user's interaction with the interactive system and the organisation behind it covering encounters that influence the user experience
- Purpose is to provide an overview of a user's journey through the interactive system and the associated encounters with the organisation
- Includes the risks, opportunities, and pain points the user encounters at each touchpoint, and a sentiment line
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Description
This quiz covers the foundation level of the CPUX-F Curriculum, a certification program for usability and user experience professionals.