Introduction to User Experience Design Quiz

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Quiz 01: Overview of User Experience Design

Q1. Which statement does NOT reflect a core concept of User Experience design?

A user interacts with a device or technology through an interface.

A user experience involves the task a user is trying to accomplish.

A paper calendar is an example of an artifact that includes a user experience.

Understanding the device or technology is the first step to good user experience design.

Q2. What are the key elements of a User Interface?

User and Goals

Input and Output

Graphics and Sound

System and Task

Q3 .What is the primary goal of good User Experience design?

An interface that is usable and useful

The fastest way for an expert to accomplish a task

The most aesthetically pleasing graphics and presentation

A unique and innovative solution

Q4. What is the first phase of the User Experience design cycle?

Prototyping

Requirements Gathering

Evaluation

Alternative Designs

Q5. What everyday object does Don Norman use as a common example of bad design?

Water Fountain

Telephone

Spoon

Door

Q6. Which is NOT an accurate statement about affordance?

An affordance is a perceived or actual property of a thing.

An affordance is related to the Output of a User Interface.

One affordance of a knob is that you can turn it.

An affordance suggests how a physical thing can be used.

Q7. Which is NOT an accurate statement about a signifier?

A signifier always includes a textual label.

A signifier lets a user know how an action should be performed.

A signifier is related to the Input of a User Interface.

A signifier communicates to a user what actions are possible.

Q8. Which is an accurate statement about feedback?

Feedback always includes a visual element.

Feedback tells the user the result of his or her action.

Feedback is part of the Input of a User Interface.

If a design includes a good signifier, it is not necessary to provide the user with feedback

Q9. When you introduce yourself during the user engagement process, you should communicate all of the following expectations EXCEPT:

Their personal information will be kept confidential.

They can choose to stop participating at any time.

There are no right or wrong answers.

They should limit their feedback to only what you want to hear about.

Q10. Which of the following is a suggested guideline while interacting with people during the user engagement process?

You should stick exactly to a written script when communicating with the user.

You should adopt a neutral stance so that the user’s response is not colored by your personal opinions.

It is best to let the user talk about anything he or she wants to tell you for as long as they want to keep talking.
  • You should let users know when they reinforce or contradict one of your design assumptions.

Q11. Which of the following should you NOT do at the end of the user engagement process?

Inform them of the correct answers to any questions they got wrong.

Ask them if they have anything else to add.

Remind them of the goals of the interaction.

Thank the user.

Q12. In the United States, the user engagement process is considered research (and regulated as such), if:

The results are intended for reporting to the public (journal, conference, book, magazine, etc.).

The goal is to contribute to generalizable knowledge.

The engagement involves human subjects.

All of the above

Quiz 01: Elements of Requirement Gathering

Q1. Which of the following is NOT an element of the 4-step design process for User Interface Design?

Prototyping

Evaluation

Optimization

Requirements Gathering

Alternative Designs

Q2. Which of the following is a primary goal of requirement gathering?

Build at least three prototypes to evaluate

Understand how a user currently accomplishes the task

Determine the fastest solution for expert users

Examine the potential technology platforms

Q3. Which of the following is a technique for discovery used in requirements gathering?

Interview a potential user

Draw storyboards to outline your proposed interactions

Determine the specifications of the technology, such as screen resolution and battery life.

Build a low-fidelity prototype of the interface

Q4. Which of the following is NOT a technique to represent the findings of the requirements-gathering process?

Hierarchical Task Analysis

User Persona

Scenario

Working prototype

Q5. In the requirements-gathering process, a mixed-method approach is best characterized as:

Collecting both quantitative and qualitative data about users

Balancing the cost of the design with the needs of the user

Designing a solution that works on multiple technology platforms

Creating an interface that allows users to accomplish the same task through their choice of multiple interaction methods

Q8. Imagine you are designing the user experience for a mobile payment system that allows a person to zap money to another person. Which of the following stakeholders could best be considered a tertiary stakeholder?

The sender’s bank, where the money is drawn from

The sender of the mobile payment

A cashier at a store that accepts these mobile payments

The recipient of the mobile payment

Q7. Which of the following is NOT a technique a designer can use to understand how a user currently accomplishes a task?

Storyboarding

Naturalistic observation

Focus Groups

Surveys

Interviews

Q8. Which of the following is something we are likely to learn from a naturalistic observation?

Steps the user currently follows to accomplish the task

How easy or difficult the user believes the current interaction is

Ways the user thinks the interaction can be improved

Reasons a user chooses her strategy for accomplishing a task

Q9. A designer typically employs only one technique (naturalistic observation, surveys, focus groups, OR interviews) during the requirements-gathering process.

True
False

Q10. The main pitfall of requirement gathering is not knowing all of the appropriate techniques

True
False

Q11. Naturalistic observations and surveys are ____________

Discovery techniques

Technique for representing findings

Discovery techniques and techniques for representing findings

None of the above

Q12. UI critiques and scenarios are ___________

Discovery techniques

Technique for representing findings

Discovery techniques and techniques for representing findings

None of the above

Q13. Usability criteria and deduction are ____________

Discovery Techniques

Technique for representing findings

Discovery techniques and technique for representing findings

None of the above

Q14. One of the class mantras is

Design is a client-based process

Design is a data driven process

Design is a collaborative process

Design is a creative process

Q15. Qualitative data ____________ while quantitative data _______________

is the least important information designers collect; the most important information designers collect

provides thematic information, the numerical information

provides numerical information; thematic information

is the most important information designers collect; the least important information designers collect

Q16. The mixed method approach requires ___________________

that both primary and tertiary stakeholder data be collected

that both qualitative data and quantitative data is collected

the designer to collect data from the client and the stakeholder

that qualitative and quantitative data be alternated in a systematic manner

Q17. Primary stakeholders

may not use the design at all but are affected by it

do not use the design directly but may do it indirectly

use the design directly

design the artifact

Q18. Secondary stakeholders _____________

design the artifact

do not use the design directly but may do it indirectly

may not use the design at all but are affected by it

use the design directly

Q19. Tertiary stakeholders ____________

do not use the design directly but may do it indirectly

use the design directly

may not use the design at all but are affected by it

design the artifact

Q20. Place these techniques in order of least to most interaction between the designer and the user: survey, focus, interview, naturalistic observation,

focus group, interview, survey, naturalistic observation

the survey, naturalistic observation, focus group, interview

naturalistic observation, survey, focus group, interview

naturalistic observation, focus group, survey, interview

Q21. Interviews __________

are synonymous with questionnaires

are targeted conversations with individual users

occur in a closed setting with a number of users conversing at the same time

require no interaction with the user

Q22. Focus groups __________

are synonymous with questionnaires

occur in a closed setting with a number of users conversing at the same time

require no interaction with the user

are targeted conversations with individual users

Q23. Surveys are ________

require no interaction with the user

are synonymous with questionnaires

occur in a closed setting with a number of users conversing at the same time

are targeted conversations with individual users

Q24. Interviews are more likely to take place in ___________ and naturalistic observations are more likely to take place in ________________

the lab; in the field

the field; in the lab

Q25. A colleague brings in data that is a handwritten account of what the user was doing as she was completing a given task in the grocery store

her data is best described as qualitative

her data is best described as lab-based

her data is best described as a naturalistic observation

her data is best described as quantitative

Q26. Since the designer does not interact directly with the user during the naturalistic observation this has the advantage of avoiding ____________

observer bias

social desirability bias

data collection

social desirability bias and data collection

Q27. A disadvantage of naturalistic observation is ____________

social desirability bias

social desirability bias and observer bias

observer bias

Q28. Your colleague understands that because she is collecting naturalistic observation and she does not interact with the user she can collect any data she wants including pictures and audio in the field. You remind her that _________

she should also find out the user’s identity while she is in the field

she is lucky that privacy is not a consideration since the user is in a public space

identifying information must be collected with the user’s permission

she has to make sure that the user is photographed in a positive light

Q29. If conducted appropriately, this technique usually leads to the most in-depth insights from the user

interview

naturalistic observation

focus group

survey

Q30. The advantages of surveys over naturalistic observations include

a better understanding of the context of the user’s task

more efficient data collection and ease of data analyses

better data

Q31. To conduct this technique you require a moderator and a note-taker and possibly a media person

survey

focus group

questionnaire

naturalistic observation

Q32.This technique may lead to biased data because of an influential user

naturalistic observation

survey

focus group

questionnaire

Q33. Scenarios and personas are alike in that________________

They are discovery techniques

They are based on qualitative data

They present a narrative of the findings

They are based on quantitative data

Q34. Which of these techniques allows the designer to represent the system requirements:

UI critique

Hierarchical task analyses

Tabular Form

Essential use case scenario

Quiz 01: Designing Alternatives

Q1. Designing Alternatives is the ____________ step in the 4-step User Interface Design Cycle

Second

Fourth

Third

First

Q2. One starts to design alternatives

once we have a good understanding of the user and her needs

once the client tells us to do so

once the users tell us what they need

once we have good ideas about what want to design

Q3. The goal of novel design is to

impress our clients and users with our new ideas

improve the layout of the user’s current interface

make more attractive interfaces

improve the user experience

Q4. Designing Novel interfaces is

about making more attractive interfaces

about finding improved ways to mediate how the user accomplishes a tasks

by practicing all of the techniques we have learned in this course

about pleasing our client

Q5. Novel design can require that we consider not just the individual level and the group level but also the third level of the experience ecosystem, which is_______________

the societal level

the industrial level

the interface level

the output level

Q6. User experience ecosystem includes all but this component:_________

individual

group

design

society

Q7. Improving a design

may mean that we simply interact with the user

may mean that we simply improve the inputs or outputs

always requires considering the group level

always mean creating a whole new system

Q8. As designers considering the cultural values of the user i

optional

not necessary

always necessary

Q9. The designs we develop should be

neither useful or usable but attractive

usable

useful

useful and usable

Q10. Designing Alternatives is followed by which of these four steps of the User Interface Design Cycle

Prototyping

Requirements Gathering

Evaluation

User experience

Q11. The problem space refers to ____________

Areas the client has identified we need to address as designers

Areas that are problematic for the designer

Areas where the data indicates that we can improve the user experience

Areas the user has identified we need to address as designers

Q12. The goal of alternative designs is

develop more attractive designs

to do a better job of meeting the needs of the user than their existing practices

expose the user to new interfaces

change the user’s practices

Q13. As designers

we are impartial to our preferences

our skills, sensibilities, and values will not influence the design space we choose

our skills, sensibilities, and values will influence the design space we choose

we listen to what the users want us to build

Q14. Useful designs are those that

will improve the functional requirements

will improve the user’s ability to complete their task

will improve the visual layout of the interface

will improve the non-functional requirements

Q15. If the user can complete the task in an effective, efficient and satisfying manner than we say the design is

novel

grounded in functional requirements

usable

functional

Q16. Your data from the interview you conducted showed that the users

1) preferred to complete the task on their mobile phone,

2) liked to have their friends rate their selection and

3) didn’t want to disclose their location.

Which of the following statement s true?

findings 1-3 are examples of explicit needs

findings 1-3 are examples of implicit needs

findings 1-3 are neither examples of explicit or implicit needs

findings 1-3 are both examples of explicit and implicit needs

Q17. Functional requirements tell us

constraints on the system but not its development

constraints on the system and its development

what the system might do

what the system should do

Q18. Non-functional requirements tell us

what the system might do

constraints on the system and its development

what the system should do

constraints on the system but not its development

Q19. Brainstorming __________ while affinity diagrams _______________

a way to represent the data we have gathered; are techniques to identify implicit and explicit needs based on the data

none of the above

is a technique to identify implicit and explicit needs based on the data; is a way to represent the data we have gathered

is a technique to get to know other designers; are techniques to get to know the users

Q20. In brainstorming the most important “rules” are

make sure that everyone identifies implicit and explicit needs

to understand the user as best you can and to think like other designers

to be open minded and not dismiss any ideas

make sure that only good ideas are identified

Q21. Encryption standards and security functions are examples of _________

alternative designs

non-functional requirements

functional requirements

interface types

Q22.Tangible and wearable are examples of _________

interface types

non-functional requirements

functional requirements

alternative designs

Q23. Put the following three steps in the order that affinity diagrams are carried out

1. The designers decide on what interface or interfaces can meet all of the functional requirements in one category

2. Various stakeholders write down ideas on individual sticky notes

3. The designers then organize the sticky notes according to how similar they are

1, 3, 2

2, 3, 1

3, 2, 1

1, 2, 3

Quiz 01: Prototyping

Q1. The following is true about low-fidelity prototypes:

They can be paper-based

They bare little resemblance to the final design

The function does not have to be similar to the end product

They are made of the same material as the final product

Q2. Horizontal prototypes model __________ while vertical model ___________

similar design features to the final product; none of the design features of the final product

none of the design features of the final product; similar design features to the final product

a few features in-depth; breadth of design features

The breadth of design features; a few features in-depth

Q3. Your friend has an idea for a fantastic new mobile application (app). She tells you that she is very excited because she has found a developer that is eager to build the app for her. What is the best advice you can give her?

You advise her to get the developer working as soon as possible before he changes his mind

You advise that a high-fidelity prototype would be the best option for this first iteration of her dream app.

You advise her to develop some low-fidelity prototypes first because this is a quick and easy way to learn about ways to improve the design of the app

You advise her to also find a graphic artist so that the app is visually appealing

Q4. Sketching

is a high-fidelity prototyping technique

requires specialized software

is best when you are a skilled artist

is a free-hand depiction of our design

Q5. Prototyping is the ____________ step in the 4-step User Interface Design cycle

a. First

b. Second

c. Third

d. Fourth

Fourth

Third

Second

First

Q6. The best example of a storyboard is

one that provides detailed images of a scenario

one that captures the features of the design

one developed by a trained artist

one that provides a narrative about your design

Q7. Card-based paper prototypes

require that you use 3 X5 index cards

show a sequence of interactions that occur during a low prototyping session

show the sequence of interactions that might occur on an interface

are used to show a narrative of a scenario

Q8. Card-based paper prototypes, sketches, and storyboards are

three examples of high-fidelity prototypes

three examples of vertical prototypes

three examples of low-fidelity prototypes

three examples of horizontal prototypes

Q9. In this lesson we discussed prototyping, the previous step in the four-step user interface design cycle is ________________

User Experience

Requirements gathering

Design Alternatives

Evaluation

Q10. One of the main goals of this first lesson in this module was to

Discuss the importance of vertical versus horizontal prototyping

Discuss the importance of horizontal versus vertical prototyping

Introduce you to high-fidelity prototyping techniques

Introduce you to some examples of low-fidelity prototyping techniques

Q11. The following is true about high-fidelity prototypes:

They must be paper-based

They are similar to the final product in form

They can be developed with specialized software

They are similar to the final product in function

Q12. The optimal time to start high-fidelity prototyping is

when you have access to users who are willing to give you feedback

following the design alternative phase of the user interface design cycle

once low-fidelity prototypes no longer provide value to the design process

when someone offers to build one for you

Q13. You are now ready to engage in high-fidelity prototyping of your design idea:

this requires that you hire a graphic designer to improve your design

You can use general-purpose software to accomplish this goal

this means you must learn how to use a specialized prototyping tool

this requires that you can find a software developer to build one for you

Q14. The Wizard of Oz technique

is easy to set up

is a high-fidelity prototyping technique

is loved by users

requires that a human performs the task usually performed by the computer

Q15. Prototyping is followed by which of these four steps of the User Interface Design Cycle

User experience

Evaluation

Designing Alternatives

Requirements Gathering

Q16. The proof of concept video

shows how users interact with a low-fidelity prototype

shows the various features of the system in a variety of scenarios

allows the designer to practice high-fidelity prototyping techniques

requires that the designer practice wizard of oz prototyping

Q17. Developing metaphors for your design

require that you develop a proof of concept video

helps the user build a relevant mental model of how a new design functions

allows you to teach the user about new systems

requires that you have a highly-trained” wizard

Q18. Metaphor development, Wizard of Oz technique, proof of concept videos

are three examples of high-fidelity prototyping options

are three techniques that allow the designer to improve their design

are three examples of low-fidelity prototyping options

are three techniques that all designers must know

Q19. In this lesson we discussed prototyping, the previous step in the four-step user interface design cycle is _______________

User Experience step

Design Alternatives step

Requirements gathering step

Evaluation ste

Q20. High fidelity prototypes

can be built by the Wizard of Oz

can be built with the help of software engineers and graphic designers

require that the designer know how to produce videos

require that the designer know how to sketch

Quiz 01: Evaluation

Q1. Evaluation is the ____________ step in the 4-step User Interface Design Cycle

Fourth

Third

Second

First

Q2. The goal of novel design is to __________________.

Provide an improved user experience

Practice prototyping

Develop a novel interaction

Develop a novel interface

Q3. Formative evaluation

is typically conducted with low-fidelity prototypes

is typically conducted with high-fidelity prototypes

is typically conducted to improve the final design

is typically conducted with usability studies

Q4. Summative evaluation

is typically conducted to improve the final design

is typically conducted with usability studies

is typically conducted with high-fidelity prototypes

is typically conducted with low-fidelity prototypes

Q5. Low-fidelity prototyping usually leads to evaluations that are

conducted by users

conducted in areas with many users

conducted in a controlled environment

conducted in the wild

Q6. High-fidelity prototyping usually leads to evaluations that are

conducted by users

conducted in the wild

conducted in areas with many users

conducted in a controlled environment

Q7. You meet with a colleague and she tells you that she is very excited because the log data showed that the users found the design easy for us

you feel bad for her because you know she used a low-fidelity prototype

you wonder why she used a proof of concept video for her study

you ask her what kind of software she uses to build her prototype

you decide that she is the person to consult with next time you are trying to develop a card-based prototype

Q8. You know that the design is effective because the data indicated that

all the users took only 3 minutes to complete the task

the user took longer to complete the task than the expert

the user was able to complete the task in the same number of clicks as the expert

the user was happy with the way the design looked

Q9. Learnability and memorability are important terms

learnability refers to how easy it is to remember how to use a product, while memorability refers to how easy it is to carry out a task successfully

learnability refers to how easy it is to carry out a task successfully, while memorability refers to how easy it is to remember how to use a product

learnability refers to how usable a design is, while memorability refers to how useful it is

learnability refers to how useful a design is, while memorability refers to how usable it is

Q10. How do you know you are done evaluating a new design?

You completed one round of user testing

The user tells you the design is excellent

The data shows high efficiency and high user satisfaction

Your client tells you that your design is excellent

Q11. The following statement is true

Both cognitive and emotional measures of user satisfaction are best inferred by usability measures

Cognitive measures of user satisfaction are best inferred by learnability data

Both cognitive and emotional measures of user satisfaction should be assessed by self-report

Emotional measures of user satisfaction are best inferred by memorability data

Conclusion:

The focus of this Quiz is to introduce the learner to User Experience (UX) Design User Experience design is design that is user-centered. The goal is to design artifacts that allow the users to meet their needs in the most effective efficient and satisfying manner.

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