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.
Host it live on the board and students join with a game code on their own devices, or revise alone with Free Play. The answers are revealed in the game.
The 20 questions
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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