Some thoughts in terms of style for questions (or sub-parts of questions)
for the Wednesday, May 20 1:30-3:30pm Final Exam on ELMS.


A theme throughout the semester has been "human-centered creativity." Things related to this idea might include a person's skills, tools, time, imagination, ability to be unconventional, motivation, and freedom. We've also been exploring TED talks this semester (though on a different theme). Either explain how aspects of human creativity played a part of your team and/or inidividual assignments this semester or write a proposal "blurb" (two paragraphs or so) for a TED-like talk about a project on which you have worked, based on how you think it could change the lives of users if you built the project out to a real world release.


There were 9 "design principles" that are used as categories for heuristic evaluations. Choose three of them, and for each that you choose (a) explain why it is an important element to good software design, (b) give an example that demonstrates this other than one from the class examples, and (c) explain how the principle is not in contradiction to the idea of allowing creativity in software design.


For three out of the five metrics that we saw in "Evaluating Interfaces: Overview" that could be used to measure whether a system is usable, explain why it can be seen as a useful metric, and give a realistic example of a situation where it would be useful.


Of the concepts presented in the graphical design PowerPoint set, select three and for each (a) explain what the concept means and (b) explain what the main advantages are in terms of considering it during design.


Given the idea of a information kiosk for the lobby of the Mitchell Building (a) provide two full task scenarios on that context, and then (b) for each og them list at least two design implications that are motivated by the scenario.


Explain in your own words the concepts of "internal consistency" and "external consistency" as it applies to visual design and the difference between the two.


We explored how paper prototyping could be utilized in the preliminary stages of a project, and how more "medium" fidelity prototyping could be used in later stages. You used paper prototyping and more medium-fidelity tools. Describe how each approach can affect (either in beneficial ways or even detrimental ways) how or what you create as the end result. Based on your experiences, what lessons did you learn that would help make your paper or medium fidelity prototypes more effective for future projects?


Visit a website, explore it for up to 10-15 minutes, present the three most significant problem "entries" in the format defined by the classic heuristic evaluation model based on your exploration of the site. This means that for each of those three examples of something violating the design principles and usability heuristics, you will identify it, state what it violates, rate the violation's severity using Nielsen's rating system, and give a possible fix to the violation.


Utilizing the idea of the Von Restorff Effect, create a list of features of DCC that would make one more likely to stand out in someone's memory if askeed abot DCC the next day.


Create a user study scenario that could appear reasonable on first glance but that contains something that could be seen as unethical. Explain what that this is an why.


Give an example of a type of website or piece of software related to your major field of study that would benefit from a full heuristic evaluation, and write a one to two paragraph note "to a person in charge" explaining why a heuristic evaluation of it would be a worthwhile investment.


Which of the following would be useful to help a team maintain
consistency in their app design?
(a) a grid layout
(b) an icon set
(c) animation
(d) all of the above
(e) more than one but not all of the above
(f) none of the above

Given two panoramic images and descriptions of where teleportation points should go and where information billboards should go, create a mini-tour.