Lesson T5.1.3

T5.1.3 Meeting the needs of known users Quiz: KS3 Computing, Unit 5

20 questions

In partnership with Revision Ninja

Lesson T5.1.3, Meeting the needs of known users: 20 multiple choice questions for the KS3 Computing (National Curriculum), Unit 5: Creative digital projects, written with Revision Ninja.

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The 20 questions

  1. Why should a designer find out about the needs of the people who will use a product?

    • So the product can be made with the cheapest components available on the market
    • So the product meets their needs and is usable for them, rather than only for the designer
    • So the product can have as many features as possible, whatever the users need
    • So the product can be released before any testing has taken place with real people
  2. What is a user requirement?

    • A record of how many times each user has opened the product in the last week
    • A list of the hardware parts that the computer must contain before it can be bought
    • A statement of what the user needs the product to do or be able to do
    • A rule that the programmer sets to limit the number of users who can log in at once
  3. Which method is most useful for finding out what a known user needs?

    • Interviewing or observing the user while they carry out a task
    • Counting the number of times a file is opened on the device by the user each week
    • Checking the speed of the internet connection that the user has at home or school
    • Looking at the colour of the screen used by the user when they access the program
  4. What is user testing?

    • Checking that the code of a program has no errors by running it on a single computer
    • Checking the number of users who have registered on a website in the last month
    • Measuring how fast a processor can carry out instructions in a set benchmark test
    • Watching people use a product to find where they struggle, so the design can be improved
  5. Why is feedback from users important when a product is being developed?

    • It makes the product cheaper to manufacture, because fewer parts need to be included
    • It allows the developer to avoid all testing, because the users will find every error
    • It shows which parts work well and which need changing, so the next version is better
    • It proves that the product is perfect, so it can be sold without any further changes
  6. A user is colour blind. Which design choice helps them most?

    • Removing all text, so the user has to work out the meaning from the colour alone
    • Using red and green as the only colours for important information on the screen
    • Using labels or patterns as well as colour, so information is not only shown through colour
    • Using more shades of similar colours, so that the differences are harder to see clearly
  7. What does accessibility mean in the design of a product?

    • Making the product available for sale in as many shops as possible across the country
    • Making the product free of charge, so that anyone can download it from the internet
    • Making it usable by people with a wide range of abilities, including those with disabilities
    • Making the product as fast as possible, so that every user can complete tasks quickly
  8. A user has difficulty reading small text. Which feature would help most?

    • A feature that displays the text in a faster animation that moves across the screen
    • A feature that hides all menus so that the user has less text to read at any time
    • The option to change the text size so it is easier to read
    • A feature that removes the text completely and replaces it with a background colour
  9. What is a persona in design?

    • A made-up but realistic profile of a typical user, based on research into real users
    • A type of password that protects the user's account from being accessed by others
    • A real person who is paid to test every product for a company on a daily basis
    • A programmer's name shown on the start screen of a product when it first opens
  10. What is a success criterion for a project?

    • A summary of the total number of files produced during the project in one folder
    • A list of the software used to create the project, so that it can be marked later
    • A measurable statement that shows whether the project has met the needs of the user
    • A rule set by the teacher that limits how long a pupil can spend on the project
  11. Why should a pupil test their project with real users?

    • Real users reveal problems the developer may not notice, such as confusing navigation
    • Real users always agree with the developer, so testing confirms the design without changes
    • Real users can only test projects that are complete, so testing must be delayed until the end
    • Real users remove the need for the developer to write any further code for the project
  12. What is a usability problem?

    • A situation where a product is sold at a price that is too high for most buyers
    • A message that appears when a program has been installed on a device with no problems
    • A fault in the power supply that stops a device from charging when it is plugged in
    • Something that makes a product hard or frustrating for users to complete a task
  13. Which action is most useful after user testing shows that people cannot find a button?

    • Remove the button from the product and tell users to search the internet for the feature
    • Make the button smaller, so that it takes up less space on the screen for the user
    • Ignore the problem, because users who cannot find the button are not the target audience
    • Make the button easier to see, for example by moving it or labelling it more clearly
  14. A pupil asks a user what they want from a game app. What kind of question is most useful?

    • A numerical question, such as 'How many games have you played this year?' with a number
    • A closed question, such as 'Do you like the game, yes or no?' with no further detail
    • An open question, such as 'What would make this game more enjoyable for you?'
    • A leading question, such as 'Wouldn't a bigger button be better for everyone?' to agree
  15. What is the purpose of a prototype in meeting user needs?

    • To list the costs of making the product so that the budget can be checked
    • To show a working version of a design early, so users can test and comment on it
    • To store the source code of the product in a secure archive for later use
    • To produce the final version of the product that is sold to the customer in shops
  16. Why should a designer consider the context in which a product will be used?

    • A product should be designed the same way in every setting so that it is consistent
    • A product's context is only important for its price and does not change how it works
    • A product's context only matters for the packaging, not for how users will interact with it
    • A product used outdoors in bright sun needs different features from one used indoors at a desk
  17. Which statement about meeting the needs of known users is correct?

    • Needs only matter for the final release and can be ignored during the design process
    • Needs are fixed at the start of a project and should never be changed by later testing
    • Needs should be decided only by the developer, because users cannot know what they want
    • Needs should be gathered from the users and then checked again as the project develops
  18. What is a benefit of involving users at an early stage of a project?

    • The project never needs any testing, because the users have already approved the design
    • The project can be built without any planning, because the users will decide everything
    • The project is guaranteed to finish on time, regardless of any other factor or change
    • Problems can be found and fixed before much time and effort has been spent on the design
  19. A known user has a visual impairment and uses a screen reader. What should the designer provide?

    • Descriptive alternative text for images, so the screen reader can describe them
    • A design that plays a loud sound every time the user moves the pointer across the screen
    • A design that uses only images with no text, so the screen reader has nothing to read
    • A design that hides the headings, so that the screen reader reads the page more quickly
  20. Which method records user feedback in a clear, useful form after a test?

    • A short survey or a written note from each user after they finish the task
    • A screenshot of the user's desktop taken at random without any notice to the user
    • A count of how many times the user tapped the screen during the entire session
    • A copy of the user's internet history, saved without the user knowing it

All KS3 Computing quizzes