Introduction to User Experience Principles and Processes Quiz Answers

Get All Weeks Introduction to User Experience Principles and Processes Quiz Answers

Introduction to User Experience Principles and Processes Week 1 Quiz Answers

Quiz 1: Module 1

Q1. Which of the following is NOT a reason why building products with great UX is hard?

  • You are not the user
  • Computers are weird
  • Software is (usually) complex
  • There is no known process that we can follow to create good UX

Q2. True or false: You need to have a degree in psychology in order to understand the principles behind good UX.

  • True
  • False

Q3. True or false: “User Experience” only describes the experience that people have while actually using a product, and not other related experiences like acquiring the product or fixing it when it breaks.

  • True
  • False

Q4. True or false: One of your goals in designing products with a good user experience should be to fail as early and often as possible.

  • True
  • False

Q5. Which of the following is not a phase in the iterative design process?

  • Build
  • Design
  • Stylize
  • Assess

Q6. A model of the design process that shows both the iterative nature and also how it progresses towards an end goal is:

  • The spiral model
  • The waterfall model
  • The hub-and-spoke model
  • The wave model

Q7. Interviews, Observations, Surveys, User Testing, and Inspection Methods are all examples of:

  • Common UX mistakes
  • UX Design methods
  • UX Research methods
  • UX Marketing methods

Q8. Which of the following components of UX were discussed in this week’s lectures? Check all that apply.

  • Value
  • Usability
  • Desirability
  • Adaptability
  • Scrollability
  • Monetizability

Q9. Which of the following s would be most relevant to the UX criterion of “Adoptability”?

  • Where do users currently look for products or services like the one we will offer?
  • Do users prefer bright or muted colors for graphics in this product category?
  • How much would people be willing to pay for the product or service we plan to offer?
  • What percentage of people succeed in completing key tasks using the product?

Q10. True or false: In this course, you will “get your hands dirty” and gain hands-on experience with UX Research and Design methods.

  • True
  • False

Introduction to User Experience Principles and Processes Week 2 Quiz Answers

Quiz 1: UX Design Overview, Part 1

Q1. True or false: In UX, “Design” is concerned only with the aesthetic (or beauty-related) aspects of products.

  • True
  • False

Q2. Which of the following is not part of a typical UX design process?

  • Understanding the problem
  • Generating possible solutions
  • Establishing the sale price for a product
  • Assessing prototypes and finding new problems

Q3. _____________ means “to make an idea real or concrete.”

  • Assessment
  • Communication
  • Reification
  • Reflection

Q4. According to Bill Moggridge, “A representation of a design, made before the final solution exists” is called a:

  • Time capsule
  • Prototype
  • Brainstorm
  • Design representation

Q5. Which of the following is not an advantage of lo-fi prototyping?

  • You can identify problems before investing significant resources into a design direction.
  • You can work out aspects of graphic design such as fonts and color schemes, which have the largest impact on user experience.
  • Stakeholders are more likely to give honest feedback if they perceive that design ideas are “sketchy” rather than highly polished.
  • Lo-fi prototypes are easy to change, allowing you to iterate more rapidly than you could if you were creating more complex prototypes.

Q6. Bill Buxton claims that __________ is not just a byproduct of design, but is central to design thinking and learning.

  • Sketching
  • Beauty
  • Functionality
  • User Testing

Q7. True or false: it is important to be good at drawing to use sketching in UX Design.

  • True
  • False

Q8. True or false: in the “generation” phase, your goal should be to sketch many different design ideas rather than to perfect a single idea.

  • True
  • False

Q9. True or false: when sketching to come up with different design solutions, you should stop the first time you run out of ideas.

  • True
  • False

Q10. Brainstorming, morphological analysis, and “the worst idea” are examples of what kind of technique?

  • Ideation
  • Lo-fi prototyping
  • Convergence
  • Poor

Introduction to User Experience Principles and Processes Week 3 Quiz Answers

Quiz 1: Module 3

Q1. The “central vision” portion of the human field of view, in which people can read text and recognize details in images, is approximately how wide?

  • 18°
  • 30°
  • 180°

Q2. The pattern of eye fixations that people perform when processing a web page has been shown to resemble what shape?

  • A circle
  • A spiral
  • The letter ‘F’
  • The letter ‘Z’

Q3. The effect that makes it easy to recognize objects in a visual field that differ from their background and all other objects in simple visual features like color and texture is called:

  • saccade
  • gestalt
  • brightness
  • pop-out

Q4. Which of the following is not considered a primitive visual feature that is processed in the first, and fastest, stage of visual processing?

  • angle of intersection
  • proximity
  • shade/contrast
  • motion

Q5. According to the original research on short-term memory, how many “items” can a person retain in short-term memory at one time?

  • One or two
  • About 7
  • About 10
  • There is no measurable limit

Q6. A collection of associated concepts in long-term memory is called what?

  • A thought
  • A schema
  • A mule
  • A gestalt

Q7. Which of the following does not impact the likelihood that something in long-term memory will be recalled?

  • strength of association
  • frequency of use
  • recency of use
  • accuracy of information

Q8. About how long does an item remain in short-term memory if it is not actively maintained through rehearsal?

  • Less than one second
  • A few seconds
  • A few minutes
  • Up to an hour

Q9. The recommendation “keep lists of options short” is given because:

  • short lists load faster on a web page.
  • designing long lists of options is a waste of time because most users will only ever choose one or two of them.
  • due to the limits of short-term memory, users will have forgotten the first items by the time they’ve gotten to the end of a long list.
  • long lists exceed users’ useful field of view, and they aren’t able to scan them effectively using saccades.

Q10. In the context of this lesson, the use of consistency, standards, and metaphor is recommended because:

  • people are afraid of things that are new and different.
  • they allow a design to take advantage of users’ existing schema.
  • they are typically required by platform guideline documents.
  • borrowing ideas from others is easier than coming up with your own.

Introduction to User Experience Principles and Processes Week 4 Quiz Answers

Quiz 1: Module 4

Q1. Write the stages of action in the correct order in the text box below. There is no need to number them, and feel free to separate each stage with a comma:

  • Interpreting the State of the World
  • Selecting the Action
  • Evaluating the Outcome
  • Executing the Action
  • Forming the Intention
  • Perceiving the State of the World

Q2. If a user of a system is unable to find an option for action that they believe will move them closer to achieving their goal, we would say that the system fails to bridge:

  • The Gulf of Inspection
  • The Gulf of Expectation
  • The Gulf of Execution
  • The Gulf of Evaluation

Q3. If a user of a system is unable to determine whether an action they took helped to move them closer to achieving their goal, we would say that the system fails to bridge:

  • The Gulf of Inspection
  • The Gulf of Expectation
  • The Gulf of Evaluation
  • The Gulf of Execution

Q4. A feature of an environment or system that, by its shape and appearance, suggests to a person that a particular action could be taken is called:

  • An affordance
  • A signal
  • A constraint
  • A signpost

Q5. A feature of an environment or system that communicates through verbiage or imagery what will happen if an action is taken is called:

  • A signifier
  • A signal
  • Feedback
  • An icon

Q6. A change in an environment or system that indicates that a user’s action was recognized and communicates the result of that action is called:

  • Response time
  • A signal
  • Feedback
  • A dialogue box

Q7. Reducing the set of available actions to only those that are possible given a particular state of the system would be an example of applying:

  • Feedback
  • Constraints
  • Conceptual Models
  • Mapping

Q8. By helping users form effective ________, we can help users to predict the results of actions they haven’t yet performed using a system.

  • system images
  • assumptions
  • feedback
  • conceptual model

Introduction to User Experience Principles and Processes Week 5 Quiz Answers

Quiz 1: Module 5

Q1. Neilsen’s set of 10 heuristics was designed to meet all of the following criteria except:

  • The heuristics are exhaustive and detailed enough to tell a designer exactly what elements to include in every possible part of every possible user interface
  • The heuristics are applicable to a wide range of different platforms and interaction modalities (e.g., mouse-and-keyboard, touch-based mobile, speech)
  • The heuristics are compact enough to be taught to a non-expert within a few hours
  • The heuristics are backed up by systematic research showing that the set of heuristics could explain a range of usability problems observed across numerous usability tests with multiple systems

Q2. For a system’s response to user input to be perceived as “instantaneous” by the user, what is the maximum time that can elapse between the user’s action and the system response?

  • 10 milliseconds
  • 100 milliseconds
  • 1 second
  • 1 minute

Q3. Using obscure system codes or non-intuitive imagery to represent system features and/or feedback violates which heuristic?

  • User control and freedom
  • Flexibility and efficiency of use
  • Aesthetic and minimalist design
  • Match between system and the real world

Q4. Because some users learn how to use a system through trial and error, it is important to:

  • provide extensive documentation to ensure that users always do the right thing
  • force users to undergo training before using a system so they don’t break anything
  • provide users with only one option at a time so that they cannot make mistakes
  • support “undo” and “redo” to help users recover from mistakes

Q5. According to Nielsen’s heuristics, “platform standards” are important to support in user interface design because:

  • Platform standards are always better than anything you could come up with on your own
  • Supporting standards allows users to leverage “schemas” they have developed through prior experiences with similar systems
  • Platform owners may refuse to allow your system to run on their platform if you do not conform
  • You can use pre-existing code libraries, which saves development time

Q6. Some web forms give instantaneous feedback about the validity of data entered into a form field every time a user types a character. This type of “in-process feedback” helps usability because:

  • It can be used to manipulate users into providing data they didn’t intend to provide
  • It encourages users to look up help and documentation to understand how the system works
  • It helps prevent errors before they happen
  • It keeps users focused on the current task rather than getting distracted

Q7. According to Wikipedia, a “direct manipulation interface” is one that features “continuous representation of objects of interest and rapid, reversible, and incremental actions and feedback.” The “continuous representation of objects of interest” is best aligned with which principle of good UI design?

  • Prevent errors before they happen
  • Support recognition over recall
  • Employ aesthetic and minimalist design
  • Support user control and freedom

Q8. A recommended technique for supporting “flexibility and efficiency of use” is:

  • the use of keyboard “accelerator” shortcuts
  • make sure all commands are represented graphically on the screen
  • streamline the design to minimize page load times
  • eliminate as many commands as possible to prevent possible errors

Q9. From a usability point of view, it’s important to use an “aesthetic and minimalist design” because:

  • a pleasing design can increase brand awareness, which can increase sales
  • reducing clutter and organizing information makes it easier for people to find what they are looking for
  • a simpler design is more cost-effective to develop and maintain
  • an ugly design will provoke users to make errors on purpose, as a form of protest

Q10. Nielsen provides several recommendations for help and documentation. Which of the following is not one of his recommendations?

  • help should be focused on users’ tasks
  • help should be small and searchable
  • help should include step-by-step instructions
  • help should be written from the system developers’ point of view
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