Agile Development and UI/UX design Winter 2022 GTU Paper Solution | 3171610

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Agile Development and UI/UX design GTU Old Paper Winter 2022 [Marks : 70] : Click Here

(a) What is Agile model? What are the objectives of Agile developments?

Agile is a software development methodology that emphasizes flexibility, collaboration, and rapid iteration. In contrast to traditional software development approaches, which are often linear and inflexible, Agile methodology is designed to adapt to changing requirements and priorities, enabling teams to deliver high-quality software more quickly and efficiently.

The key objectives of Agile development include:

  1. Responding to change: Agile methodologies are designed to be flexible and adaptable, allowing teams to quickly and easily respond to changing requirements or priorities.
  2. Delivering working software quickly: Agile development emphasizes rapid iteration and frequent releases, enabling teams to deliver working software more quickly and with fewer errors.
  3. Collaborating effectively: Agile development methodologies emphasize close collaboration between team members, stakeholders, and customers, enabling everyone to work together more effectively.
  4. Maintaining a focus on quality: Agile development methodologies prioritize the delivery of high-quality software, with frequent testing, feedback, and refinement built into the development process.
  5. Emphasizing customer satisfaction: Agile development methodologies prioritize meeting the needs of the customer and delivering software that meets or exceeds their expectations.

(b) Compare Agile model with traditional waterfall model.

(c) Discuss SCRUM Agile Development process in detail.

(a) What is spike, splitting and velocity?

  1. Spike: A spike is a time-boxed research and development activity that is used to answer a specific question or resolve a technical issue. Spikes are typically short, focused efforts that are designed to provide the team with the information they need to move forward with development.
  2. Splitting: Splitting is the process of breaking down large user stories or requirements into smaller, more manageable pieces that can be completed within a single sprint. Splitting enables the team to work on smaller, more focused tasks and to make progress more quickly.
  3. Velocity: Velocity is a metric that is used to measure the amount of work completed by the team during a sprint or iteration. Velocity is usually measured in story points, which are assigned to each user story or requirement based on its complexity and effort required. By tracking velocity over time, the team can get a sense of how much work they are able to complete within a given sprint or iteration, and use that information to plan future sprints more effectively.

(b) Compare Refactoring with Redesign.

(c) Discuss Agile Testing Principles.

(c) Explain various Agile Testing Methods.

(a) What is UX? What is the importance of prototyping as a UX lifecycle
activity?

UX stands for User Experience, which is the overall experience that a user has when interacting with a product, system, or service. UX design is a process of designing and creating user-centered products that are easy to use, engaging, and enjoyable. The goal of UX design is to create a positive experience for the user by meeting their needs, goals, and expectations.

Prototyping is an essential activity in the UX design process as it helps designers to test and validate their design concepts with users before finalizing the design. The importance of prototyping as a UX lifecycle activity can be summarized as follows:

  1. It helps to identify usability issues early in the design process: Prototyping allows designers to test the usability of their design concepts with users and identify any issues or challenges that users may face. This helps to catch and address any usability issues early on in the design process before the product is developed.
  2. It helps to refine and iterate design concepts: Prototyping allows designers to quickly iterate and refine their design concepts based on user feedback. This helps to ensure that the final product meets user needs and expectations.
  3. It helps to communicate design ideas to stakeholders: Prototyping allows designers to communicate their design ideas to stakeholders, such as product owners, developers, and business stakeholders, in a tangible and visual way. This can help to get buy-in and support for the design concepts.
  4. It helps to reduce development costs and risks: Prototyping can help to reduce development costs and risks by catching usability issues and design problems early on in the design process. This can save time and resources that would otherwise be spent on fixing issues later in the development process.

(b) Define Rigor and Scope in Agile UX Design. What are the factors that
influence Rigor in project development?

(c) Explain the Funnel Model of Agile UX in detail.

OR

(a) What are the different types of prototypes that can be built for UX
design?

There are several different types of prototypes that can be built for UX design, each with its own benefits and limitations. Here are some of the most common types:

  1. Paper prototypes: Paper prototypes involve sketching out the design on paper and testing it with users. This type of prototype is quick and inexpensive to create, making it ideal for early-stage design exploration.
  2. Interactive prototypes: Interactive prototypes are digital prototypes that allow users to interact with the design in a more realistic way. These prototypes can be created using tools such as Axure, Figma, or Sketch, and can be used to test the functionality and usability of the design.
  3. High-fidelity prototypes: High-fidelity prototypes are more polished and detailed than interactive prototypes. They are often created using the same tools as interactive prototypes, but with more attention to detail. High-fidelity prototypes can be used to test the visual design and branding of the product.
  4. Functional prototypes: Functional prototypes are fully functional versions of the product that can be used to test the design and functionality. These prototypes may be developed using code or programming languages, and can be used to test the product in a real-world setting.
  5. Clickable prototypes: Clickable prototypes are interactive prototypes that allow users to click through different screens or pages of the design. These prototypes can be used to test the navigation and user flow of the product.
  6. Virtual reality (VR) and augmented reality (AR) prototypes: VR and AR prototypes allow users to interact with the product in a virtual or augmented environment. These prototypes can be used to test the user experience in a more immersive setting.

(b) Explain the significance of “Usability” and “Emotional Impact” in UX
design.

(c) Discuss Top down and Bottom-up design approach with suitable
example.

(a) What are the motivations behind the usage of SOLID principles in Agile
design?

The SOLID principles are a set of design principles that are commonly used in agile development to create robust, flexible, and maintainable software applications. The main motivations behind the usage of SOLID principles in agile design are:

  1. Flexibility: The SOLID principles allow developers to create software applications that are flexible and adaptable to change. By following these principles, developers can design code that is modular and can be easily modified or extended without affecting the overall system.
  2. Maintainability: The SOLID principles make it easier to maintain software applications over time. By creating code that is easy to understand and modify, developers can quickly fix bugs and make updates to the system without introducing new errors or breaking existing functionality.
  3. Testability: The SOLID principles make it easier to test software applications. By creating code that is modular and loosely coupled, developers can write unit tests that test specific pieces of functionality, without having to test the entire system.
  4. Reusability: The SOLID principles make it easier to reuse code across multiple projects. By creating code that is modular and loosely coupled, developers can reuse code without having to make significant changes to the existing system.
  5. Scalability: The SOLID principles make it easier to scale software applications. By creating code that is modular and loosely coupled, developers can add new features and functionality to the system without affecting the existing codebase.

(b) Explain code refactoring with suitable example.

(c) Write note on: Liskov Substitution Principle (LSP)

OR

(a) What is Summative Usability Testing?

Summative usability testing is a method of evaluating the usability of a product or system at the end of its development cycle. It is typically conducted with a large sample size of users to provide a broad view of the product’s usability.

The primary goal of summative usability testing is to measure the effectiveness, efficiency, and satisfaction of users in completing specific tasks using the product or system. This type of testing often includes metrics such as task completion rates, time to complete tasks, and user satisfaction ratings.

Summative usability testing typically involves the following steps:

  1. Defining the testing objectives and selecting the tasks to be performed by the users.
  2. Recruiting a representative sample of users who match the product’s target audience.
  3. Conducting the usability testing sessions in a controlled environment, such as a usability lab, to observe and record user behavior.
  4. Analyzing the data collected during the testing sessions to identify usability issues and gather metrics.
  5. Reporting the findings and recommendations for improvements to the development team.

(b) Discuss Symptoms of Code smells.

(c) Write note on: Interface Segregation Principle (ISP).

(a) What is UX measure and target? List out some common UX measure.

UX measure and target refer to the process of evaluating the effectiveness of user experience (UX) design and setting goals to improve it. It involves using various metrics to measure user engagement, satisfaction, and task completion rates, among other things, and setting targets for improving these metrics over time.

Some common UX measures include:

  1. Usability metrics: These measure how easy it is for users to interact with a product or service, including things like task completion rates, error rates, and time on task.
  2. Engagement metrics: These measure how much time users spend interacting with a product or service, including things like bounce rates, session duration, and pages per session.
  3. Retention metrics: These measure how often users return to a product or service over time, including things like user retention rate, churn rate, and customer lifetime value.
  4. Conversion metrics: These measure how well a product or service is able to convert users into paying customers or subscribers, including things like conversion rate, click-through rate, and revenue per user.
  5. Customer satisfaction metrics: These measure how satisfied users are with a product or service, including things like Net Promoter Score (NPS), customer satisfaction (CSAT) score, and customer effort score (CES).

(b) Explain different types of Evaluation data.

(c) Discuss list of heuristics for User interface design given by Jakob
Nielsen.

OR

(a) How can you collect data for user performance measurement?

There are several methods that can be used to collect data for user performance measurement:

  1. User Testing: Conducting user testing sessions with participants performing tasks on a prototype or a working system. Collecting data such as completion time, error rates, and satisfaction levels can help identify areas for improvement.
  2. Analytics: Analyzing data from usage metrics and logs can provide insight into how users are interacting with the system. Metrics such as time on task, number of clicks, and pages viewed can help identify areas of the system that are causing usability issues.
  3. Surveys and questionnaires: Surveys and questionnaires can be used to collect user feedback on their experience using the system. These can be used to gather information on user satisfaction, usability issues, and areas for improvement.
  4. Interviews and Focus groups: Conducting interviews and focus groups can provide qualitative data on user experiences and opinions. This can help identify usability issues and gather feedback on potential solutions.
  5. Contextual Inquiry: Observing users performing tasks in their natural environment can provide insight into how the system is used in the real world. This method can help identify usability issues that may not be apparent in a controlled testing environment.

(b) Explain some Analytic UX Evaluation Methods.

(c) Discuss various Empirical UX Evaluation Methods in detail.


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