Useability principle: effectiveness

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Useability principle: effectiveness

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Quick Questions

Shade in the A or B circle for each question.

1. Which description best matches the useability principle of effectiveness?
A Users find the interface colourful and fun to look at
B Users can complete their tasks accurately and completely
2. A student uses a school canteen app to order lunch, but the app drops one item from every order. What is the problem?
A The app is effective because the order was still submitted
B The app is not effective because the task is not completed accurately
3. Which change would make a timetable app MORE effective for finding a class room?
A Reducing the steps from five taps to two taps
B Adding an animated logo when the app opens
4. True or false: An interface that causes many user errors can still be effective.
A False: many errors mean users struggle to complete tasks correctly
B True: errors do not affect effectiveness
5. Which is a measure of effectiveness during user testing?
A The percentage of users who complete the task correctly
B The number of fonts used on the screen

Match the Pairs

Draw a line connecting each item on the left to its match on the right.

Left columnRight column
1effectiveness AThe result is inaccurate, so the interface is not effective. The marking must give correct results.
2task_completion_rate = done / attempts BMeasures effectiveness by showing what share of attempted tasks users finished successfully.
3An effective interface gives accurate results, so the total shown must match what the user entered. CA useability principle: users can complete their tasks accurately and completely, with correct results.
4An effective interface needs few steps and few errors, so users can finish a task quickly with one clear action. DThe user cannot complete the task, so the interface is not effective. The Pay button should be visible and reachable.
5Checkout form: user can't submit because the Pay button is hidden below the screen Esteps = 3 # select item, pay, confirm
6Quiz app marks a correct answer wrong and gives the student 0 out of 10 Fassert total == price * quantity

Definitions

effectiveness

Fill in the Blanks

Complete each line of code by filling in the missing parts.

1.
if ___(name) == 0: showError("Name is required")
2.
total = price _ quantity showTotal(total)
3.
if not age._______(): showError("Numbers only")
4.
if paid ___ shipped: status = "complete"
5.
if newSteps _ oldSteps: print("Fewer steps")

Spot the Error

Shade in the letter of the line that contains an error.

Question 1
A done = 18
B tried = 20
C rate = done / tried * 100
D if rate <= 90:
E print("Effective")
Question 2
A total = 12.50 + 7.25
B shown = round(total, 0)
C if shown == 19.75:
D print("Accurate")
Question 3
A steps_old = 9
B steps_new = 4
C saved = steps_new - steps_old
D print("Steps saved:", saved)
Question 4
A results = [True, False, True]
B errors = 0
C for ok in results
D if not ok:
E errors += 1
Question 5
A task = "Book a ticket"
B booked = True
C paid = True
D complete = booked or paid
E print(task, complete)

Answer Key

Useability principle: effectiveness
Section A: Quick Questions
Q1
B — Users can complete their tasks accurately and completely
Q2
B — The app is not effective because the task is not completed accurately
Q3
A — Reducing the steps from five taps to two taps
Q4
A — False: many errors mean users struggle to complete tasks correctly
Q5
A — The percentage of users who complete the task correctly
Section B: Match the Pairs
Q1
effectiveness → A useability principle: users can complete their tasks accurately and completely, with correct results.
Q2
task_completion_rate = done / attempts → Measures effectiveness by showing what share of attempted tasks users finished successfully.
Q3
An effective interface gives accurate results, so the total shown must match what the user entered. → assert total == price * quantity
Q4
An effective interface needs few steps and few errors, so users can finish a task quickly with one clear action. → steps = 3 # select item, pay, confirm
Q5
Checkout form: user can't submit because the Pay button is hidden below the screen → The user cannot complete the task, so the interface is not effective. The Pay button should be visible and reachable.
Q6
Quiz app marks a correct answer wrong and gives the student 0 out of 10 → The result is inaccurate, so the interface is not effective. The marking must give correct results.
Section C: Definitions
Q1
effectiveness — A useability principle: users can complete their tasks accurately and completely, with correct results, few steps and few errors.
Section D: Fill in the Blanks
Q1
if len(name) == 0: showError("Name is required")
Q2
total = price * quantity showTotal(total)
Q3
if not age.isdigit(): showError("Numbers only")
Q4
if paid and shipped: status = "complete"
Q5
if newSteps < oldSteps: print("Fewer steps")
Section E: Spot the Error
Q1
D — Effectiveness needs a HIGH task completion rate. The check should be rate >= 90, not <=, otherwise low completion would be called effective.
Q2
B — Rounding to 0 decimal places loses the cents, so the result is not accurate. It should be round(total, 2) to keep the correct value.
Q3
C — Steps saved is old steps minus new steps. Reversing them gives a negative number, which wrongly suggests the new design adds steps.
Q4
C — A for loop line must end with a colon. It should be for ok in results: so the loop can count the errors users made.
Q5
D — A task is only complete when every step is done, so it needs and. Using or would report success even if the user never paid.