App Development: Unit Exam A
The development cycle, requirements, wireframes and navigation diagrams, user interface principles, accessibility, testing and evaluation.
Instructions
- Time allowed
- 25 minutes
- Total marks
- 25
- Calculator
- No calculator is permitted.
- Answer all the questions.
- The number of marks for each question is shown in brackets. Use it as a guide to how much to write.
- The clock at the top counts down from the real time allowed. When it reaches zero the paper is locked and marked, as it would be collected in the exam hall.
- Read every question to the end before answering. Where a question says tick two boxes, tick exactly two: ticking more than asked scores nothing. Type one word and number answers carefully, because they are marked exactly.
Questions
Answer every question, then finish the paper to have it marked. Marking as you go teaches you far less.
| 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|
- LAnalysis, then design: Analysis, Design
- LImplementation, then testing, then evaluation: Implementation, Testing, Evaluation
Analysis, design, implementation, testing, evaluation, and then maintenance once the app is in use.
| Analysis | Design | Implementation | Testing | |
|---|---|---|---|---|
| Interviewing users to find out what they need | ||||
| Drawing wireframes of each screen | ||||
| Writing the code | ||||
| Checking each feature against a test plan |
Tick one box in each row.
- LInterviewing users to find out what they need: Analysis
- LDrawing wireframes of each screen: Design
- LWriting the code: Implementation
- LChecking each feature against a test plan: Testing
Finding out needs is analysis, planning screens is design, coding is implementation and checking is testing.
Tick one box.
- LA A simple sketch showing the layout of a screen
A wireframe plans where things go on a screen.
Tick one box.
- LD How the screens link together, and how the user moves between them
It maps the routes between screens.
| Consistency | Feedback | Forgiveness | Simplicity | |
|---|---|---|---|---|
| The back button is in the same place on every screen | ||||
| A tick appears when a message has been sent | ||||
| An undo button appears after a photo is deleted | ||||
| The home screen shows only the three most important buttons |
Tick one box in each row.
- LThe back button is in the same place on every screen: Consistency
- LA tick appears when a message has been sent: Feedback
- LAn undo button appears after a photo is deleted: Forgiveness
- LThe home screen shows only the three most important buttons: Simplicity
Things in the same place is consistency, a response to an action is feedback, undo is forgiveness and fewer choices is simplicity.
- LLarge or adjustable text with high contrast colours
- LLabels for screen readers, captions, large buttons, or not relying on colour alone
Let users enlarge the text and use colours with strong contrast so the screen is readable for people with poor sight. Label every button for screen readers, and never show information by colour alone, so colour blind users do not miss it.
Tick one box.
- LC A student must be able to mark a task as done
A functional requirement is something the app must do.
| Functionality | Usability | Compatibility | Robustness | |
|---|---|---|---|---|
| Does the app work on both Android and iPhone? | ||||
| Does the calculate button give the right answer? | ||||
| Can a new user find the settings without help? | ||||
| Does the app crash if a letter is typed into the age box? |
Tick one box in each row.
- LDoes the app work on both Android and iPhone?: Compatibility
- LDoes the calculate button give the right answer?: Functionality
- LCan a new user find the settings without help?: Usability
- LDoes the app crash if a letter is typed into the age box?: Robustness
Different devices is compatibility, correct results is functionality, ease of use is usability and coping with bad input is robustness.
| Normal | Boundary | Erroneous | |
|---|---|---|---|
| 7 | |||
| 1 | |||
| twenty |
Tick one box in each row.
- L7: Normal
- L1: Boundary
- Ltwenty: Erroneous
7 is inside the range, 1 is at its edge, and twenty is the wrong type of data.
- LThe developer knows how it is meant to work, so misses problems that confuse new users
- LReal users use it in unexpected ways and show which parts are hard to use
The developer knows exactly how the app is supposed to work, so they cannot see it the way a new user does. Real users try things the developer never expected and show which parts are confusing, which is exactly what usability testing needs to find.
Tick one box.
- LB To judge how well the finished app meets the requirements and decide what to improve
Evaluation compares the result with the original requirements.
This is an original Key Stage 3 assessment. Most questions are closed, so the marking is exact, and the written answers are marked against a mark scheme in the same style as a GCSE paper, so the format is familiar long before it counts.