Table of Contents
Get All Weeks Introduction to User Experience Design Quiz
Get More Related Computer Science Quiz >>
Developing AR/VR/MR/XR Apps with WebXR, Unity & Unreal Quiz Answers
Ethical Issues in Data Science Coursera Quiz Answers
Cybersecurity for Data Science Coursera Quiz Answers
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.